Wave generator set to random mode
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as far as I know it is like this since years, i thought it has to be like that.
Best Michel
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Dear All,
For the waves aside from Random, it makes sense to output a continuous value. A sine/square/sawtooth wave has a specific shape, and it repeats that shape 'x' times per second, where 'x' is the setting of the 'freq' input in Hertz.There is no defined wave shape that repeats at a periodic rate when you say that you're going to produce random numbers. So, my thinking when I created the actor was this: the frequency input specifies how often it will generate a random number. Set the 'freq' input to 40 Hz, and you'll get 40 random number per second. Set it to 100 Hz and you'll get 100 per second.Make sense?Best,Mark -
yes, make sense, although wave generator is a bit misleading then. I was looking for something that creates a continuous output between two random values and thought that the wave-generator in random mode may have implemented some supernatural noise generator.Then I build the attached user actor. Works quite well, beside some occasional flashes. Maybe, because this is so time sensitive, a hiccup of the value delay line. Any comments welcome.bestr -
Dear @Reinhard,
Attached is a user actor that uses the actual wave generator to achieve your goal. Maybe a bit more reliable?Best,Mark -
Dear @Mark,
thank you very much for your time - but I don't get it.Where is the random part here?bestr -
Dear @Reinhard,
Oh, maybe I misunderstood what you wanted. I thought you simply wanted the min and max to be random. The idea would be that you connect a Random actor the 'out min' and 'out max' inputs of the actor I created. Sorry, I just took a closer look at your patch and see that you were doing something different.Best,Mark -
Is what you are trying to do similar to running the output of the wave generator (random) into a 'limit scale value' actor... You will get a random number between the set limits.
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Initially it was this thread (http://troikatronix.com/troikatronixforum/discussion/2161/shapes-exercise-homework-task#latest) and eight's comment about 'perlin noise' that let to reading about it, but as I am not a coder at all, wanted to create a kind of 'noise generator' with the onboard possibilities of Izzy, found the wave generator with a random mode - but unfortunately there was no wave.
Basically what I build here is an envelope generator with two segments, given rates but the values created by two random actors and while the envelope is busy in segment two value2 is passed to value0 and it starts all over again. So I get a continuous but random generated output.Sorry for the mess in the patch, that happened with my attempt to reach that if I stop the motion and restart it, it should continue with the same value as stopped. Needs a full cycle to continue but works now - most of the time...Attached new versions - and now is the time to find something useful to do with it :-)bestrupdateuploaded bullshit, new version below -
Ok.. I'm away from my machine right now... but it think you might like the outcome of connecting the wave generators random output to a 'smoother' actor. Set the smoother to something like '0.9' This should give you a motion to the vales being output. I have used this method to create random waves I the past.
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Dear @DusX,
damn it! That's easy, but as a good father I like my child more, it's much more fluid.Thanksr -
Can anybody please confirm that if you press the start button in controls something happens that looks as if wanted...
bestr -
to be viewed in a preview window of 800 x 600
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Yes.. I see that it works on my system.. liking what you did with the collision scene.
Here is another little random drifter.. I have used for many experiments. I see now that by switching the wave type, and the second smoother setting.. that is output range could be increased.. but its served me well so far. -
Thanks for the actor - interesting to see how people use stuff. In your IUA you kind of misused a 'multiblocker' as a pulse generator. Would definitely like to see more patches here!And thanks for checking. Meanwhile I built a little game around that collision scene. Not the next hit in the game scene, but some good practice with Izzy. To be played in a 800/600 preview window.bestr -
Ha aha... looking at it.. I see now that the 'misused' multi-blocker was a debug hack that ended up staying there...
I look forward to checking out your game. -
OMG Geek out!
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Disappointment again. If I open it the first time some strange things happen with triggers (for me) coming out of the blue. I guess it has something to do with my poor understandig of the newly actor behaviour. What makes it even harder to understand is the following: Go through the mess once, click 'again?', play until the obviously unwanted messages are gone, deactivate and jump to the start scene manually - from now on it performs like intended happily ever after. Will investigate next week.
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It seems to work now - please give it a second try.
After DusX reply here http://troikatronix.com/troikatronixforum/discussion/2188/trigger-text-actor#latest I can name the text actor the bad boy.