@ABFA放射ブラー kerokero9696 --track0:Buf番号,1,1024,20,1 --track1:Buf補正,1,1024,50,0.01 --track2:X,-4096,4096,0,1 --track3:Y,-4096,4096,0,1 --check0:Guid,1 --dialog:範囲,local len=0;音分割数,local div=40;取得フレーム数,fnum=6;Buf値上限/chk,chk1=0;Buf値上限,bmax=180.00;Buf値下限/chk,chk2=0;Buf値下限,bmin=15.00;Mode[0-2],mode0=0;サイズ固定/chk,chk3=0;SEED,sd=100;しきい値,local ikiv=5.00; ------------------------------------set local bnum=math.floor(obj.track0) local t1=obj.track1 local xx=math.floor(obj.track2) local yy=math.floor(obj.track3) if(bnum>=div)then bnum=div end local bcor=t1 local buf={} local abm="spectrum" --pcm,spectrum,fourier local n=obj.getaudio(buf,"audiobuffer",abm,div) ------------------------------------script if(bvle==null)then bvle={} end if(obj.frame==0)then for i=1,fnum do bvle[i]={} end if(fnum<#bvle)then for i=fnum+1,#bvle do bvle[i]=null end end end local fr=obj.frame fr0=fr%fnum+1 bvle[fr0]=math.abs(buf[bnum]) if(fnum<=1)then fnum=1 end if(fnum>=fr+1)then fnum=fr+1 end --***set bv=0 for k=1,fnum do bv=bv+bvle[k] end bv=math.floor(bv/fnum/bcor*1000)/1000 if(chk1==1)then if(bv>=bmax)then bv=bmax end end if(chk2==1)then if(bv<=bmin)then bv=bmin end end ------------------------------------ mode=mode0 v1=bv n1="範囲" n2="X" n3="Y" n4="サイズ固定" if(mode==0)then len=v1 elseif(mode==1)then xx=v1 elseif(mode==2)then yy=v1 end v1=len v2=xx v3=yy if(chk3==0)then v4=0 else v4=1 end if(ikiv<=bv)then obj.effect("放射ブラー",n1,v1,n2,v2,n3,v3,n4,v4) end ------------------------------------ if(obj.check0)then obj.effect() obj.draw() if(mode==0)then mode0="範囲" elseif(mode==1)then mode0="X" elseif(mode==2)then mode0="Y" end info="強さとしきい値で運用推奨。\nそれ以外は最大値や最小値を設定しての使用推奨。\n\n".."Mode:"..mode0.." Value:"..bv obj.setfont("しねきゃぷしょん",24,3,0x000000,0xffffff) obj.load("text",info) obj.draw() w=obj.screen_w h=obj.screen_h rl=bnum ln=w/320 col=0x666666 obj.setfont("ms gothic",w/64,0,col) n=div for i=0,n-1 do obj.load("text",i+1) x=-w/2+w/n*i y=h/2-buf[i+1]/t1 obj.draw(x,y,0.5) end obj.load("figure","円",col,w/32,ln) x=-w/2+w/n*(rl-1) y=h/2-buf[bnum]/t1 obj.draw(x,y,0.5) end @ABFA方向ブラー kerokero9696 --track0:Buf番号,1,1024,20,1 --track1:Buf補正,1,1024,50,0.01 --track2:範囲,0,1024,5,1 --track3:角度,-3600,3600,90,0.01 --check0:Guid,1 --dialog:音分割数,local div=40;取得フレーム数,fnum=6;Buf値上限/chk,chk1=0;Buf値上限,bmax=180.00;Buf値下限/chk,chk2=0;Buf値下限,bmin=50.00;範囲⇔角度/chk,chk4=0;サイズ固定/chk,chk3=0;SEED,sd=100;しきい値,local ikiv=5.00; ------------------------------------set local bnum=math.floor(obj.track0) local t1=obj.track1 local len=math.floor(obj.track2) local ang=obj.track3 if(bnum>=div)then bnum=div end local bcor=t1 local buf={} local abm="spectrum" --pcm,spectrum,fourier local n=obj.getaudio(buf,"audiobuffer",abm,div) ------------------------------------script if(bvle==null)then bvle={} end if(obj.frame==0)then for i=1,fnum do bvle[i]={} end if(fnum<#bvle)then for i=fnum+1,#bvle do bvle[i]=null end end end local fr=obj.frame fr0=fr%fnum+1 bvle[fr0]=math.abs(buf[bnum]) if(fnum<=1)then fnum=1 end if(fnum>=fr+1)then fnum=fr+1 end --***set bv=0 for k=1,fnum do bv=bv+bvle[k] end bv=math.floor(bv/fnum/bcor*1000)/1000 if(chk1==1)then if(bv>=bmax)then bv=bmax end end if(chk2==1)then if(bv<=bmin)then bv=bmin end end ------------------------------------ mode=chk4 v1=bv n1="範囲" n2="角度" n3="サイズ固定" if(mode==0)then len=v1 elseif(mode==1)then ang=v1%360 end v1=len v2=ang if(chk3==0)then v3=0 else v3=1 end if(ikiv<=bv)then obj.effect("方向ブラー",n1,v1,n2,v2,n3,v3) end ------------------------------------ if(obj.check0)then obj.effect() obj.draw() if(mode==0)then mode0="範囲" elseif(mode==1)then mode0="角度" end info="強さとしきい値で運用推奨。\nそれ以外は最大値や最小値を設定しての使用推奨。\n\n".."Mode:"..mode0.." Value:"..bv.." 固定:"..chk3 obj.setfont("しねきゃぷしょん",24,3,0x000000,0xffffff) obj.load("text",info) obj.draw() w=obj.screen_w h=obj.screen_h rl=bnum ln=w/320 col=0x666666 obj.setfont("ms gothic",w/64,0,col) n=div for i=0,n-1 do obj.load("text",i+1) x=-w/2+w/n*i y=h/2-buf[i+1]/t1 obj.draw(x,y,0.5) end obj.load("figure","円",col,w/32,ln) x=-w/2+w/n*(rl-1) y=h/2-buf[bnum]/t1 obj.draw(x,y,0.5) end @ABFAノイズ kerokero9696 --track0:Buf補正,1,4096,50,0.01 --track1:Mode,0,9,0,1 --track2:周期X,0,100,1,0.01 --track3:周期Y,0,100,1,0.01 --check0:Guid,1 --dialog:音分割数,local div=40;Buf番号,bnum=20;取得フレーム数,fnum=6;Buf値上限/chk,chk1=0;Buf値上限,bmax=180.00;Buf値下限/chk,chk2=0;Buf値下限,bmin=50.00;強さ,str=100;速度X,spdx=0.0;速度Y,spdy=0.0;変化速度,spda=0.0;しきい値,iki=0.0;合成モード,ble0=0;種類,type0=0;SEED,sd=100;しきい値,local ikiv=5.00; ------------------------------------set t0=obj.track0 t1=math.floor(obj.track1) t2=obj.track2 t3=obj.track3 if(bnum>=div)then bnum=div end local bcor=t0 local buf={} local abm="spectrum" --pcm,spectrum,fourier local n=obj.getaudio(buf,"audiobuffer",abm,div) ------------------------------------script if(bvle==null)then bvle={} end if(obj.frame==0)then for i=1,fnum do bvle[i]={} end if(fnum<#bvle)then for i=fnum+1,#bvle do bvle[i]=null end end end local fr=obj.frame fr0=fr%fnum+1 bvle[fr0]=math.abs(buf[bnum]) if(fnum<=1)then fnum=1 end if(fnum>=fr+1)then fnum=fr+1 end --***set bv=0 for k=1,fnum do bv=bv+bvle[k] end bv=math.floor(bv/fnum/bcor*1000)/1000 if(chk1==1)then if(bv>=bmax)then bv=bmax end end if(chk2==1)then if(bv<=bmin)then bv=bmin end end ------------------------------------ mode=t1 v1=bv n1="強さ" n2="速度X" n3="速度Y" n4="変化速度" n5="周期X" n6="周期Y" n7="しきい値" n8="blend" n9="type" n10="seed" trnx=t2 trny=t3 if(mode==0)then str=v1 elseif(mode==1)then spdx=v1 elseif(mode==2)then spdy=v1 elseif(mode==3)then spda=v1 elseif(mode==4)then trnx=v1 elseif(mode==5)then trny=v1 elseif(mode==6)then iki=v1 elseif(mode==7)then ble0=math.floor(v1)%2 elseif(mode==8)then type0=math.floor(v1)%6 elseif(mode==9)then sd=math.floor(v1) end v1=str v2=spdx v3=spdy v4=spda v5=trnx v6=trny v7=iki v8=ble0 v9=type0 v10=sd if(ikiv<=bv)then obj.effect("ノイズ",n1,v1,n2,v2,n3,v3,n4,v4,n5,v5,n6,v6,n7,v7,n8,v8,n9,v9,n10,v10) end ------------------------------------ if(obj.check0)then obj.effect() obj.draw() if(mode==0)then mode0="強さ" elseif(mode==1)then mode0="速度X" elseif(mode==2)then mode0="速度Y" elseif(mode==3)then mode0="変化速度" elseif(mode==4)then mode0="周期X" elseif(mode==5)then mode0="周期Y" elseif(mode==6)then mode0="しきい値" elseif(mode==7)then mode0="合成モード" bv=math.floor(bv)%2 elseif(mode==8)then mode0="ノイズタイプ" bv=math.floor(bv)%6 elseif(mode==9)then mode0="シード" bv=math.floor(bv) end info="強さとしきい値で運用推奨。\nそれ以外は最大値や最小値を設定しての使用推奨。\n\n".."Mode:"..mode0.." Value:"..bv obj.setfont("しねきゃぷしょん",24,3,0x000000,0xffffff) obj.load("text",info) obj.draw() w=obj.screen_w h=obj.screen_h rl=bnum ln=w/320 col=0x666666 obj.setfont("ms gothic",w/64,0,col) for i=0,n-1 do obj.load("text",i+1) x=-w/2+w/n*i y=h/2-buf[i+1]/t0 obj.draw(x,y,0.5) end obj.load("figure","円",col,w/32,ln) x=-w/2+w/n*(rl-1) y=h/2-buf[bnum]/t0 obj.draw(x,y,0.5) end --[[http://madeinpc.blog50.fc2.com/]]--