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Animated Gradient

Description

A beginner friendly patch setup to understand how gradients work and can be animated

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Author: 
Boris Josz
Credits: 
Sarah Mayer
Feather Eyelashes - Sarah

Specificities

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Spark Audio Tools
It's great that Spark has audio visualizer capabilities now! However, developing audio reactive effects can be very tedious. The levels are different in every song, and for some reason the energy meter output is ~100 times smaller in the simulator. This goal of this collection is to make the creative process easier by solving those issues and making it easier to quickly visually debug. It gives a you a new layer of consistency for audio-reactivity in your effects! POP_EZAudioViz Creates a bar graph of audio bands and energy levels. Meant for development purposes since it includes the energy meter AND analyzer within the patch. This patch is meant for quick drag & drop action. It includes the energy meter and audio analyzer so there's no need to connect a bunch of wires. Inputs Audio: Audio signal Outputs Audio: Audio signal Visualizer: A very functional bar graph texture. Send this to a texture slot or shader render pass to see it! POP_EnergyNormalizer **The energy normalizer re-maps the energy values into a 0–1 range.** It samples energy levels over time to determine a peak, then uses that to re-map the energy levels (AKA normalization). It gives you a nice clean number to work with in your shaders! Having a normalized energy value will make your effect more consistent between songs, and it will save you from worrying about the differences between the simulator and devices. Inputs Energy: Output from the energy meter patch. Outputs Normalized Energy: Sanitized / normalized / remapped / 0–1 energy. Energy Peak: Highest energy level recorded. Used internally for normalization, but can also be fed into the EZAudioViz patch for improved behavior. Accumulation: Cumulative value driven by the normalized energy. Ranges from 0–1. POP_AnalyzerNormalizer The analyzer normalizer gives you band signals that you can depend on! The output values will always be in the 0–1 range. No more magic numbers and guesswork! It is similar to the energy normalizer, but it works on the frequency band outputs of Spark's audio analyzer patch. Inputs Bands 1–8: Outputs from audio analyzer. Outputs Bands 1–8: Normalized band values POP_AudioVisualizer Creates a bar graph of audio bands and energy levels. Very similar to the EZAudioViz patch, but with additional inputs to allow for visualization of normalized values. Inputs Energy: Output from the energy meter patch. Bands 1–8: Outputs from audio analyzer. Outputs Visualizer: A very functional bar graph texture. Send this to a texture slot or shader render pass to see it! ========= Spark Spatial Audio Enhance your plane tracker effects with these spatial audio patches! The user's distance from an object will determine how loud the sound is (just like real life). POP_SpatialAudio Inputs Target Object: Object to determine distance. Focal Null: Null object placed in the focal distance object. Camera Null: Null object placed in the camera object. Distance Min: Minimum distance for audible sound. Distance Max: Maximum distance for audible sound. Outputs Volume: Volume level to set on a speaker POP_GazeTowardObject Inputs Target Object: The object to get gaze proximity for. Focal Null: Null object placed in the focal distance object. Camera Null: Null object placed in the camera object. Outputs Gaze Proximity: Normalized value (0–1) representing how close the angle of gaze is to the target object. Zero means the gaze is facing exactly away from the object, and one means the gaze is directly facing the object.
Josh Beckwith