/* Thanks to the people in MSC/SCA. I owe my current mind-set to you people. These people are, in no particular order, Matticuz, Kiwi and his 101 other aliases, Jeff Axer, Weasal Woman, Tetra, Ginger AKA Badass Lucy, Cyber, Sahara, Lita, Janie, The Amazing Purple Winx (Pronounced, Winks, thankyewverymuch...), Synthesauce, Anna, Niña Hardtospelllastnmame, MimEEEEK! the Moonrat, Kitter, Corran Fox (Thank you for all the MP3s dude, I owe you, remember?), Adia, Runestar (GIMME BACK MY TAIL!), Hellfire AKA Disco Godfather, Pyro Bunny, Randy Skylander, Maria-Ki (Pronounced Kai, thankyewverymuch...), Fran, Yang, Gazuka, Missy, Buff, Neo-Raver, Marek,, James Euclid, Zip Echidna, and a whole mess-load of people I'm forgetting, but owe none-the-less. You know who you are. Thanks again.
This is the source code. If you want more information on the nature of the individual settings and options, not all of which are used herein, you should look at the helpful source code in ArticFox Memories, or in other configurations you like. Contact can be made with the programmer on ICQ #44324788. This has been a Jeff Desert Wind Inc. Production. Thank you, that is all.
*/
Resn=10,
Durn=".6",
CamX="sin(2.6 * t)",
CamY="cos(2.6 * t)",
CamZ="180",
CmLX="0",
CmLY="0",
CmLZ="0",
CUpX="0",
CUpY="0",
CUpZ="1",
C0="1/(3*dt-.15)-.39",
C1=".6/(3*dt-.15)-.39",
C2="1.4/(3*dt-.15)-.39",
R="c0 + c1 + rnd(.25)",
G="c1 + rnd(.25)",
B="s * c2",
/* Well, basically, the addition of a smallish random value makes the dots twinkle a little. Very imperceptably, but just enough to make it look a little bit more interesting. At higher random number settings though, the green stands out at the end a whole bunch, which kinda kills the red/purple/yellow/pink effect I was going for. Also, I'm STILL a little unclear on how exactly I got the yellow to red and pink to violet fading, but there's definatly a pattern to it, sort of an X or a plus sign. S'cool ne? I think so anyway... */
LvlB="cos(t * 13.3)",
LvlG="cos(t * 13.3)",
LvlR="cos(t * 13.3)",
/* Observe how the values effect the central dot. By raising the values, you can make it go faster. At speeds of about 60 * t though, you get it too fast, and you lose the changes as it just sorta slows the calculations down... I should probably have made this a d value, all three being the same. You can also make the numbers different for patterns of color. Usually, multiples of a number provide the best switches, like 4, 8, and 12, or 15, 30, 45 for example... as for the whole cos sin tan choice, I'd say set them at the same one for guaranteed patterns, unless you're a whiz at this sort of thing... I figure simple is better, but your milage may vary. Do what you want to do, and see what happens. What I really wish I knew how to do would be to make this value directly relate to the beat of the music. And not just with abs(mag(s)) as that would just make the color jump annoyingly... I mean a SMOOOOOOTH beat, not a sharp jumpy one. I suppose you would be able to individually calibrate the number for a specific song, but that would be pretty inconveniant. Another way would be to make a whole load of D values, each one about .1 difference, but again, what a pain in the ass. You'd still have to plug them in each time you played a different song, so what's the use there? Pfeh sez I. :p
*/
BckR="0",
BckG="0",
BckB="0",
/* This is the background setting, left at black, or zero, for most programs. Depending on what you can imagine though, you may want to alter these numbers and see what you get. It's all about experimentation and selection of what works best for what you're trying to make. */
D0="abs(mag(s)) * 140 * ( 1.5 * dt )",
D1="d0 * cos( 410.7201011 * s )",
D2="d0 * sin( 410.7201011 * s )",
/* These would be the D variables. By putting longer numbers and commonly used expressions in this form, you can convert a whole set of calculations into one number. This will make your program run faster... I think. If not, atleast you don't have to spend time typing over and over. ALSO, if you want to say, make the baseline flash random monochrome shades, you can't just enter rnd(1) under RBG... that would make it random alright, but you'd get a whole smattering of different colors, as you would see if you tried. Since you want the same value for all three colors, just make rnd(1) a D variable, plug it into the three color settings, and viola, instant flashes of white, grey, and black. */
widt=500,heig=500,
X="d1",
Y="d2",
Z="0",
/* This is what makes it a psudo-quasi-round form, among other things. The XYZ settings directly effect what your form will look like. That much is obvious. Just be careful what you enter, or you might get something akin to a microphone feedback loop, which has crashed my comp many a time. */
Fall=".1",
LWdt="( abs(mag(.3)) + abs(mag(.5)) ) * 9 + 5",
/* This is what makes the particles fat when the noise is high, and small when it's quiet. I kept getting really small points at lower volume, so I added 5 to the value, as a base. As you can see, it's tied into the beat by abs(mag()) and multiplied by 6. This is just enough to make fat dots at high volume without making dots so big it gets visually distracting and ugly. */
ConL=0,ConB=0,
/* Connecting lines. This program looks better with dots and globs in my opinion... your milage may vary. Try changing these zeros to ones, each at a time to see what you like. */
Blrs=-4,BlrB=2,
/* I tried to see if putting a negative number in the Blrs setting to see if instead of blurring the outside it would blur the inside... I don't think it worked. if you feel like tweaking these to see what happens, you'll probably end up slowing this thing to a crawl. If you do that, just stick 'em to zero, reset them to factory settings, or erase them completely. They're really pretty useless for this particular program I've written. :p */
Scal="450",
ScSz=1,
Pers="270",
// Don't wanna get TOO close, or you wouldn't see the nice fading and glittering action. =)