Swing / SickTheramin

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Re: Swing / SickTheramin

Postby MegaHurtz on Sat Aug 14, 2010 2:50 pm

I wanted to do something with it but im not good enough to find it :)
Can you make it so that it pops up faster, and dissipates its bouncing energy faster.
say over 6 frames or so..
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Re: Swing / SickTheramin

Postby MegaHurtz on Sat Aug 14, 2010 3:00 pm

Found it :)
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Re: Swing / SickTheramin

Postby MichaelBenjamin on Sat Aug 14, 2010 8:01 pm

yes this is inside the swing module, could be done outside for better clarity.
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0019a

Postby stw on Sat Aug 14, 2010 10:14 pm

small update:
added a "show Midispot" feature. No you can see what you'll play. Also nice to see the ball swinging into the hole. :)
That drawloop thing drove me nuts.
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Re: Swing / SickTheramin

Postby trogluddite on Sat Aug 14, 2010 11:39 pm

stw wrote:That drawloop thing drove me nuts

Just done a small edit to set the draw loop up correctly - the comparison etc. were not needed, the Draw Loop only needs to get a ReDraw trigger from its left hand side for it to create all of the looped parts.
SickTheremin0019b.osm
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P.S. The MIDI 'holes' graphics could ideally do with feeding into the 'VA Cache' of the main 'arena' - that would save a few more GUI CPU cycles - but now i must go to bed!
Feel free to use any schematics and algorithms I post on the forum in your own designs - a credit is appreciated (but not a requirement).
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Re: Swing / SickTheramin

Postby mwvdlee on Sun Aug 15, 2010 7:06 am

trogluddite wrote:P.S. The MIDI 'holes' graphics could ideally do with feeding into the 'VA Cache' of the main 'arena' - that would save a few more GUI CPU cycles - but now i must go to bed!

The Arena VA Cache is background, the holes are foreground so if you wanted to cache it, it'd have to go on a foreground layer. Considering the (lack of) size and complexity of the holes though, I doubt it's going to improve performance significantly, but it should be very easy to try and compare :)

Anyway, I noticed a problem with the tabs. They were redrawing at 100 ticks. Not much of a problem when the tabs were closed, quite more noticable a problem when open. So I've included a check that only redraws if pixel position has changed.
SickTheremin0019c.osm
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Re: Swing / SickTheramin

Postby trogluddite on Sun Aug 15, 2010 10:07 am

SickTheremin0019d.osm
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mwvdlee wrote:The Arena VA Cache is background...
...very easy to try and compare

Added caching locally to the midi 'holes' - and was rather stunned. Made the animation far smoother - mind you, I've been testing on my little netbook with its weedy Atom CPU and built in GPU.
Feel free to use any schematics and algorithms I post on the forum in your own designs - a credit is appreciated (but not a requirement).
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Re: Swing / SickTheramin

Postby MegaHurtz on Sun Aug 15, 2010 12:12 pm

Somwhere along the line it got a bit slow. and something sounding like peakducking came in the place of the weew sound when it gets thrown. May be a nice bet to have it bounce along the edges, since these are straight it`s the
opposite direction, of the angle of attack.
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Re: Swing / SickTheramin

Postby stw on Sun Aug 15, 2010 3:58 pm

trogluddite wrote:
SickTheremin0019d.osm
mwvdlee wrote:The Arena VA Cache is background...
...very easy to try and compare

Added caching locally to the midi 'holes' - and was rather stunned. Made the animation far smoother - mind you, I've been testing on my little netbook with its weedy Atom CPU and built in GPU.


Thanks for correcting that loop redraw trog.
However i think that VA caching should be tested a bit more. I get some strange results with CPU load. With VAcache the task manager shows a decrease of 10-20%. Which seems a bit too much for me? At the same time SM (Audio-)CPU meter shows an increase from 7.5% to 8-12%.
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Re: Swing / SickTheramin

Postby trogluddite on Sun Aug 15, 2010 7:01 pm

stw wrote:strange results with CPU load

Hmm, I wonder how much is down to machine architecture then.
On my little Atom netbook, the 'Audio' CPU meter shows no difference between cached and uncached versions (about 25%). Task manager is at about 65% for the cached version (with nice smooth animation) and the uncached version shows about 75% - but uncached gives one CPU core maxed out, and the animation is very lumpy (I'd estimate 5-10 frames per sec, with occasional half-second freezes).
Of course that's a little unfair - I doubt many people would be running VSTs on an Atom CPU - and having one core so near to max is probably skewing the results as it is close to the 'tipping point' of 'no-can-do'.

Having said that, it is surprising how much you can gain using a bitmap cache - even redrawing tiny areas can cause a lot of GUI/Green activity when multiple layers/objects overlap, as it's not just the layer connected to the ReDraw that gets redrawn (see this thread). I have a hunch that it makes draw loops recalculate every iteration - how else would it know which iteration overlapped with any given draw area?
Feel free to use any schematics and algorithms I post on the forum in your own designs - a credit is appreciated (but not a requirement).
Don't stagnate, mutate to create. Without randomness and serendipity the earth would be just another barren rock.
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V 0019e

Postby stw on Mon Aug 23, 2010 8:49 am

minor update: Implemented trogluddites "Trigger on match" to trigger the bumpers.It's now way more accurate and audio and visuals are synced now.
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Re: Swing / SickTheramin

Postby trogluddite on Mon Aug 23, 2010 6:37 pm

Here's some more tiny tweaks...
I realised that the ball was looking just like a sunburst gradient - so replaced the draw loop (yuck) with a gradient. Also tidied the area calculations up a bit to avoid too many conversions from Area-Float-Area - and added switching so that the area covered by the 'string' is not redraw if it is turned off.
SickTheremin0019f.osm
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Feel free to use any schematics and algorithms I post on the forum in your own designs - a credit is appreciated (but not a requirement).
Don't stagnate, mutate to create. Without randomness and serendipity the earth would be just another barren rock.
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Re: Swing / SickTheramin

Postby mwvdlee on Mon Aug 23, 2010 7:13 pm

trogluddite wrote:I realised that the ball was looking just like a sunburst gradient - so replaced the draw loop (yuck) with a gradient.

That's just one of those things that are so blatently obvious that nobody even noticed it. Thanks for spotting it :)
I do prefer it a bit softer, as it was meant to be a dropshadow, but that's a matter of taste.

The ball no longer seems to move though :o
My current top SynthMaker bug:
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    2. All my previous bugs in SM1.7, because bug 1 makes SM2 worse than SM1.7
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Re: Swing / SickTheramin

Postby trogluddite on Mon Aug 23, 2010 8:43 pm

Oops - saved it with the ball 'untethered' - you just need to R-Click. (maybe unselect/select ASIO too in case saving with my driver has confused it!)
Feel free to use any schematics and algorithms I post on the forum in your own designs - a credit is appreciated (but not a requirement).
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Re: Swing / SickTheramin

Postby infuzion on Tue Aug 24, 2010 10:05 am

Cool guys!

Do you have a time table to be done sometime...?
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