64 lines
2.3 KiB
GLSL
64 lines
2.3 KiB
GLSL
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/* Settings for smoothing functions and transformations commonly
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used to display FFT output.
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IMPORTANT: THESE VALUES CAN BE OVERRIDDEN IN MODULE CONFIG
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FILES, IF CHANGING VALUES HERE DOES NOT WORK, CHECK
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TO MAKE SURE THEY ARE NOT BEING SET ELSEWHERE.
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*/
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/* The type of formula to use for weighting values when smoothing.
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Possible values:
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- circular heavily rounded points
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- sinusoidal rounded at both low and high weighted values
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like a sine wave
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- linear not rounded at all, just use linear distance
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*/
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#define ROUND_FORMULA sinusoidal
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/* Factor used to scale frequencies. Lower values allows lower
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frequencies to occupy more space. */
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#define SAMPLE_SCALE 8
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/* The frequency range to sample. 1.0 would be the entire FFT output,
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and lower values reduce the displayed frequencies in a log-like
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scale. */
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#define SAMPLE_RANGE 0.9
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/* Factor for how to scale higher frequencies. Used in a linear equation
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which is multiplied by the result of the fft transformation. */
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#request setfftscale 10.2
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/* Cutoff for the bass end of the audio data when scaling frequencies.
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Higher values cause more of the bass frequencies to be skipped when
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scaling. */
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#request setfftcutoff 0.3
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/* How many frames to queue and run through the average function.
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Increasing this value will create latency between the audio and the
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animation, but will make for much smoother results. */
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#request setavgframes 6
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/* Whether to window frames ran through the average function (new & old
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frames are weighted less). This massively helps smoothing out
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spontaneous values in the animation. */
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#request setavgwindow true
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/* Gravity step, higher values means faster drops. The step is applied
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in a rate independant method like so:
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val -= (gravitystep) * (seconds per update) */
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#request setgravitystep 4.2
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/* Smoothing factor. Larger values mean more smoothing in the output,
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however high values can be expensive to compute. Values are in
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normalized width: [0.0, 1.0) */
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#request setsmoothfactor 0.025
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/* Whether to use a separate pass for audio data while smoothing. On
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most hardware, this will improve performance, but involves doing a
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separate render step for each audio texture and will add some driver
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(CPU) overhead. */
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#request setsmoothpass true
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