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AppGameKit/AppGameKit Studio Showcase / Instrument level sync triggers with AGK

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nz0
AGK Developer
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 5th Jun 2017 00:03 Edited at: 5th Jun 2017 00:04
Here's something I'm working on with specific audio sync triggers.
In the example you can see specific instrumental cues which can be utilised within AGK.

MikeMax
AGK Academic Backer
7
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Joined: 13th Dec 2011
Location: Paris
Posted: 5th Jun 2017 01:20
amazing !

is it realtime ? or do you pre-processed audio wav chunks before render that ?

it's a great job !
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blink0k
AGK Developer
Gold Codemaster
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Location: the land of oz
Posted: 5th Jun 2017 01:51
Very impressive. Tier 1 or 2?
nz0
AGK Developer
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Location: Cheshire,UK
Posted: 5th Jun 2017 18:25
It's tier 1. I am still enhancing the plugin for this.
The effects are realtime and are checked in the main loop, so to do something when instrument 12 plays (cymbal):



george++
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Location: Hellas
Posted: 5th Jun 2017 20:45
Well done! one of the most clever and nice demos I've seen in the last years
nz0
AGK Developer
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Posted: 6th Jun 2017 23:01
Just out of interest, I managed to make the music be 400Kb with lossless compression in this implementation.

Just added:

Volume slide
Stereo levels
custom trigger (255 custom triggers at any arbitrary point)

still to come:

Realtime fx (reverb, chorus etc.)
increase instrument triggers from 16 to 32
loop trigger
bar trigger
note/octave trigger (c,c#,d,d#,e,f,f#,g,g#,a,a#,b)
nz0
AGK Developer
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Location: Cheshire,UK
Posted: 7th Jun 2017 00:58
Added some more tweaks:

The effect for the reverse cymbal was captured twice on the demo, so I added a volume check. You can now check the instrument and get a result for volume and note!
I updated the demo to stop it getting triggers from the low volume triggers (e.g. the double ping effect and the double spin). This is achieved by extending the result value from Get_Instrument() to return more data that just boolean.
Now it returns an integer with both the volume and instrument note in both halves of the integer.

I can now use the realtime call:


so only act on volume > 10.

To extract the HIWORD of the value, a simple function GetVolume() is


nz0
AGK Developer
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Location: Cheshire,UK
Posted: 7th Jun 2017 01:53
..and here's the latest.
Volume sensitive triggers now, so no double hits on the reverse cymbal and ping sounds.
Also added some more cubes to stress the sampler a bit more to make sure all the triggers are still being hit

RickV
TGC Development Director
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Location: United Kingdom
Posted: 8th Jun 2017 08:46
Love this demo nz0! I was hoping the cubes would jump higher as the track went on. I showed this during our dev meeting yesterday and Lee said imagine being in the middle of all that in VR! Nice idea eh?
Development Director
TGC Team
nz0
AGK Developer
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Location: Cheshire,UK
Posted: 8th Jun 2017 20:18
Rick, definitely.
I will be taking this concept further as I develop the plugin.
If I utilise a few different AppGameKit features, it might make a decent tech demo for AGK.
RickV
TGC Development Director
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Location: United Kingdom
Posted: 9th Jun 2017 08:25
I joked with Lee that it could have his soldier character multiplied in the scene doing a jig!

Looking forward to seeing this progress more.
Development Director
TGC Team
nz0
AGK Developer
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 30th Jul 2017 02:20
If you could do some dance animation poses for the soldier, I'll put something together

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