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Found 2 results

  1. Anyone have a massive milk preset library that they have uploaded or a good site to find any? I have a TON but more the better!
  2. For those interested in .milk visualisations and keen to learn about how to create nice effects, As this is a first release, I would appreciate it if you can let me have some feedback, either here or via email the attached app allows you to - load a .milk text file from your predefined folder - make changes to parameters on the fly - immediately check the effect in Poweramp - revert to the original .milk file or save the changes - push a .milk file to Poweramp so it is available in the app Requirements: - set up a default folder with your preferred .milk text files you can find some here. Although lot of the details may look like black art, some parameters are easily identified but here are some with explanation # NAME WRITABLE? RANGE DESCRIPTION # ---- --------- ----- ----------- # zoom yes >0 controls inward/outward motion. 0.9=zoom out 10% per frame, 1.0=no zoom, 1.1=zoom in 10% # zoomexp yes >0 controls the curvature of the zoom; 1=normal # rot yes controls the amount of rotation. 0=none, 0.1=slightly right, -0.1=slightly clockwise, 0.1=CCW # warp yes >0 controls the magnitude of the warping; 0=none, 1=normal, 2=major warping... # cx yes 0..1 controls where the center of rotation and stretching is, horizontally. 0=left, 0.5=center, 1=right # cy yes 0..1 controls where the center of rotation and stretching is, vertically. 0=top, 0.5=center, 1=bottom # dx yes controls amount of constant horizontal motion; -0.01 = move left 1% per frame, 0=none, 0.01 = move right 1% # dy yes controls amount of constant vertical motion; -0.01 = move up 1% per frame, 0=none, 0.01 = move down 1% # sx yes >0 controls amount of constant horizontal stretching; 0.99=shrink 1%, 1=normal, 1.01=stretch 1% # sy yes >0 controls amount of constant vertical stretching; 0.99=shrink 1%, 1=normal, 1.01=stretch 1% # wave_mode yes 0,1,2,3,4,5,6,7 controls which of the 8 types of waveform is drawn # wave_x yes 0..1 position of the waveform: 0 = far left edge of screen, 0.5 = center, 1 = far right # wave_y yes 0..1 position of the waveform: 0 = very bottom of screen, 0.5 = center, 1 = top # wave_r yes 0..1 amount of red color in the wave (0..1), # wave_g yes 0..1 amount of green color in the wave (0..1) # wave_b yes 0..1 amount of blue color in the wave (0..1) # wave_a yes 0..1 opacity of the wave (0..1) [0=transparent, 1=opaque] # wave_mystery yes -1..1 what this parameter does is a mystery. (honestly, though, this value does different things for each waveform; for example, it could control angle at which the waveform was drawn.) # wave_usedots yes 0/1 if 1, the waveform is drawn as dots (instead of lines) # wave_thick yes 0/1 if 1, the waveform's lines (or dots) are drawn with double thickness # wave_additive yes 0/1 if 1, the wave is drawn additively, saturating the image at white # wave_brighten yes 0/1 if 1, all 3 r/g/b colors will be scaled up until at least one reaches 1.0 # ob_size yes 0..0.5 thickness of the outer border drawn at the edges of the screen every frame # ob_r yes 0..1 amount of red color in the outer border # ob_g yes 0..1 amount of green color in the outer border # ob_b yes 0..1 amount of blue color in the outer border # ob_a yes 0..1 opacity of the outer border (0=transparent, 1=opaque) # ib_size yes 0..0.5 thickness of the inner border drawn at the edges of the screen every frame # ib_r yes 0..1 amount of red color in the inner border # ib_g yes 0..1 amount of green color in the inner border # ib_b yes 0..1 amount of blue color in the inner border # ib_a yes 0..1 opacity of the inner border (0=transparent, 1=opaque) # mv_r yes 0..1 amount of red color in the motion vectors # mv_g yes 0..1 amount of green color in the motion vectors # mv_b yes 0..1 amount of blue color in the motion vectors # mv_a yes 0..1 opacity of the motion vectors (0=transparent, 1=opaque) # mv_x yes 0..64 the number of motion vectors in the X direction # mv_y yes 0..48 the number of motion vectors in the Y direction # mv_l yes 0..5 the length of the motion vectors (0=no trail, 1=normal, 2=double...) # mv_dx yes -1..1 horizontal placement offset of the motion vectors # mv_dy yes -1..1 vertical placement offset of the motion vectors # decay yes 0..1 controls the eventual fade to black; 1=no fade, 0.9=strong fade, 0.98=recommended # gamma yes >0 controls display brightness; 1=normal, 2=double, 3=triple, etc. # echo_zoom yes >0 controls the size of the second graphics layer # echo_alpha yes >0 controls the opacity of the second graphics layer; 0=transparent (off), 0.5=half-mix, 1=opaque # echo_orient yes 0,1,2,3 selects an orientation for the second graphics layer. 0=normal, 1=flip on x, 2=flip on y, 3=flip on both # darken_center yes 0/1 if 1, help keeps the image from getting too bright by continually dimming the center point # wrap yes 0/1 sets whether or not screen elements can drift off of one side and onto the other # invert yes 0/1 inverts the colors in the image # brighten yes 0/1 brightens the darker parts of the image (non-linear; square root filter) # darken yes 0/1 darkens the brighter parts of the image (non-linear; squaring filter) # solarize yes 0/1 emphasizes mid-range colors # monitor yes any set this value for debugging your preset code; if you hit the 'N' key, # the value of 'monitor' will be posted in the upper-right corner of milkdrop. # for example, setting "monitor = q3;" would let you keep an eye on q3's value. # # time NO >0 retrieves the current time, in seconds, since MilkDrop started running # fps NO >0 retrieves the current framerate, in frames per second. # frame NO retrieves the number of frames of animation elapsed since the program started # progress NO 0..1 progress through the current preset; if preset was just loaded, this is closer to 0; if preset is about to end, this is closer to 1. # -note that if Scroll Lock is on, 'progress' will freeze! # # bass NO >0 retrieves the current amount of bass. 1 is normal; below ~0.7 is quiet; above ~1.3 is loud bass # mid NO >0 -same, but for mids (middle frequencies) # treb NO >0 -same, but for treble (high) frequencies # bass_att NO >0 retrieves an attenuated reading on the bass, meaning that it is damped in time and doesn't change so rapidly. # mid_att NO >0 -same, but for mids (middle frequencies) # treb_att NO >0 -same, but for treble (high) frequencies # meshx NO 8-128 tells you the user's mesh size in the X direction. always an integer value. # meshy NO 6-96 tells you the user's mesh size in the Y direction. always an integer value. # pixelsx NO 16-4096 width of the viz window, in pixels. If Canvas Stretch is on, this is the pre-stretched size. (same as "texsize.x" for shaders) # pixelsy NO 16-4096 height of the viz window, in pixels. If Canvas Stretch is on, this is the pre-stretched size. (same as "texsize.y" for shaders) # aspectx NO >0 multiply an x-coordinate by this to make the preset look the same at any aspect (window height:width) ratio. # -value: if widescreen, 1; if window is tall, h/w. # aspecty NO >0 multiply a y-coordinate by this to make the preset look the same at any aspect (window height:width) ratio. # -value: if widescreen, w/h; if window is tall, 1. # # blur1_min yes 0..1 Normally these are set to 0 (min) and 1 (max). # blur2_min yes 0..1 You can clamp the values in the blur texture to a tighter # blur3_min yes 0..1 range, though. # blur1_max yes 0..1 This will increase the precision in the blur textures, # blur2_max yes 0..1 but you run the risk of clamping values to your min/max. # blur3_max yes 0..1 If you use the GetBlur1() .. GetBlur3() functions to sample # blur1_edge_darken yes 0..1 the blur texture, they will automatically "unpack" the # values for you in the end! # # q1 yes any } Used to carry values along a chain # q2 yes any } from the preset init code, # q3 yes any } to the preset per-frame code, then on # q4 yes any } to the preset per-vertex code; # q5 yes any } or to the custom shape per-frame code, # q6 yes any } or to the custom wave per-frame code, # q7 yes any } then to the custom wave per-vertex code; # ... } or to the [pixel] shader code. # q31 yes any } Click here to see a diagram for the Q vars. # q32 yes any } flyingdutchman_vis.apk
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