vuuuu meter.... vu meter? vu meter master?
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@yall said in vuuuu meter.... vu meter? vu meter master?:
@Natanr
i just exported the code from @Lunacy-Audio , it works in VST but not in FX plugin. there must be something breaking. i tried with an old version of hise (i don't know which one) and it works . I advise you to find an older version to export your plugin with the vu meterMate
Did You Exported The FX Plugin With An Old Scriptnode Version?
Can You Investigate And Find When You Downloaded The Zip File? -
@Christoph-Hart said in vuuuu meter.... vu meter? vu meter master?:
I'll take a look, but it might indeed be possible that the signal chain in the FX processing mode does not pick up the levels of the master container properly.
@Christoph-Hart Thanks Christoph, So Is There Any Workaround, Like Connecting The VU Meter To A Simple Gain MOdule, Or Something Like That?!
I Need This Really Bad To Get My FX Plugin Done :(
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@Natanr Try this...I send you a small test project with a filmstrip (107 frames) connected to a Simple Gain Module LevelMeterTest.zip
Then you can replace the filmstrip image with your's and adjust the code and number of frames according to your filmstrip image
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@DimitrisSP
Oh Thanks Man Will Do It Right Now -
@Natanr Happy that i helped!
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@DimitrisSP Ha Ha Yes Man This One One Works Thank You οΈοΈοΈοΈοΈ
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@DimitrisSP Testing this , what is that levelMeterLock ?
Also , any thoughts on how to change this to a mono meter , that is , see both channels on one meter ?
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@lalalandsynth said in vuuuu meter.... vu meter? vu meter master?:
@DimitrisSP Testing this , what is that levelMeterLock ?
Also , any thoughts on how to change this to a mono meter , that is , see both channels on one meter ?
take the input values , sum them and divide by 2....
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@lalalandsynth said in vuuuu meter.... vu meter? vu meter master?:
what is that levelMeterLock?
Since This Made By Sliders, You Need To Place An Empty / Transparent PNG Over The VU Sliders To Avoid Mouse Click / Drags.
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@lalalandsynth Sorry for been late to answer...I just now entered in the forum!
In order to have a mono functionality use only one LevelMeter...
Delete ''LevelMeterR'' and rename "LevelMeterL" to "LevelMeter"
Very correctly as @Lindon said ...sum the Left and Right values and divide them by 2...Use this snippet
HiseSnippet 1611.3oc4Y0saaaCEVJNZHwcYqcnCXWRTzKb1ZSrS+YannKNw+T3sjZiXu1kcSJiDsMWjHEjnSSVP.1qQuauF6t7nrGg9FrcHojEsqiqgQawxp.BfIO+vuyGO7viTZEwcIww7HK6k6bZHwx9ScZeJSzuReLkY0npk80c1gbLweWhfD0gDKr19zPbbLwyx1N2SjZYu7hVpmWu41XeLykjMkk0y3TWxNz.pHa1Vk+IpuecrGoCMvP66WtgKmUg6yG.HJmSQqPr6Q3djmhkpsfik8mTyiJ3QsEXAI1xdws4dm1tO+kLs9OiFSOzmHGTxpM3H8z049dRDKm0pRepuWqzHO1xx1oUFOjSyC2zYWpGc37l7gT.JyBS9vdgoAuRlvq3rCOaC3snFd2vosaDMTjIQhsq4zfAaScwvVfIrz5Zsvm63TgCZvDqEfOhTOBFLzhBOrXw6fdPwhq9nUxuRdXiHVfNFGgx1+QOFkZeOhnBOHjyfAEtUlJ25xsdGt6QyfGjp8FdoElcolBxdC8aSCB8IxzyRfcpTZoU051k3BlXHNwz0WuJwEeJZOXiyzQUqUYq8OXus5TC7Sw0996knckAQQvpidF1e.Idk7RccGDoBCklESTTlgGgpf88ODxkMcs.zqFqGkQVyMh.qqR0lG9aRHJQkXsXhPMYp4E5Nf4JnbVgUWI+YR2qBsgn.kQ4fyKXDlJNSiYk3BkV8all3hqtJZczFOBgjdU+25q2hfOBYtjZQxEMDDktv6hA5N.eRA0D2QCHYDoUGgncQExL3GFxbqpEiPmk9CjIqNzjGkJ9b8OH9wjoY5W+XiMxwMV9H2qzgHjFPODLAx0NlDECbsd969t7AoIhz3JIK.1CRV8357H49RcrKTMovP5QucXtizlHL1JdGCSIPGhS0gSYFoZ4JXBnj+NWeTBRaE3Hchag6AkSRSZQb1S4BRSH6M+Y4WN+44QiKpa2IJSdvOh66CNbRh0K0TLr.aPvgjn6.Yp.1GpHTNcz50NWd8ZyqSb00gLTjyZvnhlgD1kUE2Jo3ETOOWBpfeITUy+rjp4s8odjHKpm7d3LR2Rg5rqI2+BqYvClWbKqoNtWd8lyhWbbfxqiaJ77yMphEX4kSIwEDqgjHAURi1UIGC25qupZYmpj3iD7PUfmT0Ff2rE5mX1cvoYCtc4tT+fXAXai.nCAKajyYs1q4OVqRmCp2bmp016biz1PVOKHGnsT+3gd4hes7Kodh9Yt85k6Sn85m0qxKdQ4.ydb1+BntlISDKHgso+dJ67mu5U+0lwC51kdhj7PdaaEP877Is3wTYRoQ7bgGoKdfu9.k4RDCIVcHmH1lehNgKf6kvjpxCxjogD4RydFfAvKMcx71SgLkt5RHTHoZLBciIPnlnO+aIyy.xMMf7eTsbX5gqFfxq3XbYFz0XDzvH.UonkcR6JcZaj6WVyw5U8x1xj8t9F8hAcDx8F3iEi1lnDJIBj9vreLYOWLv2mZRbuW5cbVg6MbZQEt8mLdWXB3EN4+9FuIchuhitqsLvtnS8e4Cba2KM7siFllofxn4cW9qFYYUk3iGg+d9nGT1u7Dd4oFxdPDs393nwY+biFx4lsatlPXt3LmhHCIzUlT5uvQQ4Wk.rJk3pCfutrV4+Af6d7ABJqG7VGQpaceJbuDePjKAfJiAcSCyYufrEL83hxwR.0lv7TC9G3IQXI4X6DgkREZRI2TSIWy443iIpWFRwFeoZbWdT.5IDFIRxUkdW70RBm4uVRSWA.gNQXVbHOlTxzyiIaiQqMIFvFUc8TinkL7f2KIvPukJmN4FlSBoEi3LX7HdZWpwMu+8l0XXXSuMAhFulwtPvJ4NSlp0.3E7TmNJYZX1zaXN830FWb1pMdk9iD8gqujbyFbeKWntbJF02eVCtnyGdAhgUtUMFmN6nGi1ky3g84LpqYN0dD3zeudjQxalX.skPfglgGNyMKuGwmfiIlMDuC7B43nc08cOObQoYmKl190W4ngKRd1G8+i9Iy8QY+jy9ITn73GI2p9gXMBvtQ7Cb0epC4QukTy.wMS8eUXYmckiQkR+JGNNEWqn7U.oG35JyNtKvOS1lMlCat2bXy8mCadvbXyCmCa914vluap1Hu6bqABdfN+GlnUM0Wax1V2pf5nf0+h9zF.s
And as @Natanr said very correctly if you will not use an invisible image like "levelMeterLock" on top of the LevelMeter you will have problems with Mouse Click / Drags.
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Its all in the algorithm....maybe a few guys here could help you out.
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@DimitrisSP @Natanr @yall
Thanks a lot @DimitrisSP for the vu-meter. I modified it a bit to make whole integers from your png of 107 strips and set it to -100 to +6 dbFS. Also added peak values in labels for both L, R and highest of the two.
Here is that project (scriptnode 2020-08-20): LevelMeterTest--andioak-peak-values.zip
@Christoph-Hart Is there a pan-law compensation built into the Simple Gain module/plugin? To compensate for the increased value from the other channel? The values I get are steep when I pan towards one way, but it might be my programming here. (and my gain is +1, but at Left 40:ish i get around 5-6 db over the center peak, thatΒ΄s about what pan law should compensate for...) (and the gif below is 7fps :) )
Here it is:
Script of this thing:
Content.makeFrontInterface(600, 500); const var LevelMeterL = Content.getComponent("LevelMeterL"); const var LevelMeterR = Content.getComponent("LevelMeterR"); const var LevelMeterLock = Content.getComponent("LevelMeterLock"); // show values as well, via label with whole integer db values. const var Label_MeterValue = Content.getComponent("Label_MeterValue"); // the peak of the strongest channel. const var Label_MeterValue_L = Content.getComponent("Label_MeterValue_L"); const var Label_MeterValue_R = Content.getComponent("Label_MeterValue_R"); // ------------ const var Pan = Content.getComponent("Pan"); const var SimpleGain1 = Synth.getEffect("SimpleGain1"); //Decay Rate const var DECAY_RATE = 0.93; //Current Values var curLevelL = 0.0; var curLevelR = 0.0; var curLevelM = 0.0; //Timer Callback const var t = Engine.createTimerObject(); t.setTimerCallback(function() { //Synth Values var LevelL = SimpleGain1.getCurrentLevel(1); var LevelR = SimpleGain1.getCurrentLevel(0); //Peak Synth Values var peakLevelL = Math.max(LevelL, LevelL); var peakLevelR = Math.max(LevelR, LevelR); var peakLevelMax = Math.max(LevelL, LevelR); //Kick Left //----------------------------------------------------------------------------- if (peakLevelL > curLevelL) { curLevelL = peakLevelL; } else { curLevelL *= DECAY_RATE; } //Kick Right //----------------------------------------------------------------------------- if (peakLevelR > curLevelR) { curLevelR = peakLevelR; } else { curLevelR *= DECAY_RATE; } //Kick Max peak for mono out or label with max peak for strongest channel. //----------------------------------------------------------------------------- if (peakLevelMax > curLevelM) { curLevelM = peakLevelMax; } else { curLevelM *= DECAY_RATE; } //Decibel Conversion //----------------------------------------------------------------------------- LevelL = Engine.getDecibelsForGainFactor(curLevelL); LevelR = Engine.getDecibelsForGainFactor(curLevelR); var LevelMax = Engine.getDecibelsForGainFactor(curLevelM); //Set Values //---------------------------------------------------------------------------- LevelMeterL.setValue(LevelL); LevelMeterR.setValue(LevelR); Label_MeterValue.set("text", (LevelMax >= -99) ? Math.round(LevelMax) : -100); // use Math.round (round up) for all except minimum value, -100. Label_MeterValue_L.set("text", (LevelL >= -99) ? Math.round(LevelL) : -100); Label_MeterValue_R.set("text", (LevelR >= -99) ? Math.round(LevelR) : -100); }); t.startTimer(30);
UPDATE: this code does what itΒ΄s supposed to, but using labels to be updated by a timer seems to crash hise and the output plugins/standalone exported instruments. Read here about it.
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@andioak Apparently there's a 3db compensation law but not sure...
float BalanceCalculator::getGainFactorForBalance(float balanceValue, bool calculateLeftChannel) { if (balanceValue == 0.0f) return 1.0f; const float balance = jlimit(-1.0f, 1.0f, balanceValue / 100.0f); float panValue = (float_Pi * (balance + 1.0f)) * 0.25f; return 1.41421356237309504880f * (calculateLeftChannel ? cosf(panValue) : sinf(panValue)); } void BalanceCalculator::processBuffer(AudioSampleBuffer &stereoBuffer, float *panValues, int startSample, int numSamples) { FloatVectorOperations::multiply(panValues + startSample, float_Pi * 0.5f, numSamples); stereoBuffer.applyGain(1.4142f); // +3dB for equal power... float *l = stereoBuffer.getWritePointer(0, startSample); float *r = stereoBuffer.getWritePointer(1, startSample); while (--numSamples >= 0) { *l++ *= cosf(*panValues) * 1.4142f; *r++ *= sinf(*panValues); panValues++; } }
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@ustk thanks. whoah.. math is beyond my scope atm, but pan law I thought would remove the 3db. Not add it as suggested there. I got that wrong though, as pan law is the opposite.