@ABFA発光 kerokero9696 --track0:Buf番号,1,1024,20,1 --track1:Buf補正,0.01,1024,25,0.01 --track2:しきい値,0,2000,40,0.1 --track3:拡散,0,4096,250,1 --check0:Guid,1 --dialog:音分割数,local div=40;取得フレーム数,fnum=6;色/col,col=0xffffff;Buf値上限/chk,chk1=1;Buf値上限,bmax=160.00;Buf値下限/chk,chk2=1;Buf値下限,bmin=40.00;拡散速度,difs=0;サイズ固定,sfix=0; ------------------------------------set local t0=math.floor(obj.track0) if(div<=t0)then t1=div end local t1=obj.track1 local t2=obj.track2 local t3=math.floor(obj.track3) sw=obj.screen_w sh=obj.screen_h local bnum=t0 local bcor=t1 local buf={} local abm="spectrum" --pcm,spectrum,fourier local n=obj.getaudio(buf,"audiobuffer",abm,div) ------------------------------------script if(bvle==null)then bvle={} end if(obj.frame==0)then for i=1,fnum do bvle[i]={} end if(fnum<#bvle)then for i=fnum+1,#bvle do bvle[i]=null end end end local fr=obj.frame fr0=fr%fnum+1 bvle[fr0]=math.abs(buf[bnum]) if(fnum<=1)then fnum=1 end if(fnum>=fr+1)then fnum=fr+1 end --***set bv=0 for k=1,fnum do bv=bv+bvle[k] end bv=math.floor(bv/fnum/bcor*1000)/1000 ------------------------------------ n1="強さ" n2="拡散" n3="しきい値" n4="拡散速度" n5="サイズ固定" n6="color" n7="no_color" v1=bv v2=t3 v3=t2 v4=difs v5=sfix v6=col v7=0 if(chk1==1)then if(v1>=bmax)then v1=bmax end end if(chk2==1)then if(v1<=bmin)then v1=bmin end end obj.effect("発光",n1,v1,n2,v2,n3,v3,n4,v4,n5,v5,n6,v6,n7,v7) if(obj.check0)then obj.draw() fs=sh/20 obj.setfont("",fs,3,0x000000,0xffffff) obj.load("text","NUM: "..t0.." BufA値: "..v1.."\n※下の簡易グラフは軽量化のため平均化されておらず。") obj.draw() fs=sh/30 for i=1,div do dx=i*fs -div*fs/2 dy=-buf[i]/bcor +sh/2-fs/2 if(i==t0)then col=0xff0000 else col=0x888888 end obj.setfont("",fs,0,col,col) obj.load("text",i) obj.draw(dx,dy) end end ------------------------------------end @ABFA閃光 kerokero9696 --track0:Buf番号,1,1024,20,1 --track1:Buf補正,0.01,1024,25,0.01 --track2:X,-4096,4096,0,0.1 --track3:Y,-4096,4096,0,0.1 --check0:Guid,0 --dialog:音分割数,local div=40;取得フレーム数,fnum=6;色/col,col=0xffffff;Buf値上限/chk,chk1=1;Buf値上限,bmax=100.00;Buf値下限/chk,chk2=0;Buf値下限,bmin=20.00;拡散速度,difs=0;サイズ固定,sfix=0;合成[0-2],bl=0; ------------------------------------set local t0=math.floor(obj.track0) if(div<=t0)then t1=div end local t1=obj.track1 local t2=obj.track2 local t3=math.floor(obj.track3) sw=obj.screen_w sh=obj.screen_h local bnum=t0 local bcor=t1 local buf={} local abm="spectrum" --pcm,spectrum,fourier local n=obj.getaudio(buf,"audiobuffer",abm,div) ------------------------------------script if(bvle==null)then bvle={} end if(obj.frame==0)then for i=1,fnum do bvle[i]={} end if(fnum<#bvle)then for i=fnum+1,#bvle do bvle[i]=null end end end local fr=obj.frame fr0=fr%fnum+1 bvle[fr0]=math.abs(buf[bnum]) if(fnum<=1)then fnum=1 end if(fnum>=fr+1)then fnum=fr+1 end --***set bv=0 for k=1,fnum do bv=bv+bvle[k] end bv=math.floor(bv/fnum/bcor*1000)/1000 ------------------------------------ n1="強さ" n2="X" n3="Y" n4="サイズ固定" n5="color" n6="no_color" n7="mode" v1=bv v2=t2 v3=t3 v4=sfix v5=col v6=0 v7=bl if(chk1==1)then if(v1>=bmax)then v1=bmax end end if(chk2==1)then if(v1<=bmin)then v1=bmin end end obj.effect("閃光",n1,v1,n2,v2,n3,v3,n4,v4,n5,v5,n6,v6,n7,v7) if(obj.check0)then obj.draw() fs=sh/20 obj.setfont("",fs,3,0x000000,0xffffff) obj.load("text","NUM: "..t0.." BufA値: "..v1.."\n※下の簡易グラフは軽量化のため平均化されておらず。") obj.draw() fs=sh/30 for i=1,div do dx=i*fs -div*fs/2 dy=-buf[i]/bcor +sh/2-fs/2 if(i==t0)then col=0xff0000 else col=0x888888 end obj.setfont("",fs,0,col,col) obj.load("text",i) obj.draw(dx,dy) end end ------------------------------------end @ABFA拡散光 kerokero9696 --track0:Buf番号,1,1024,20,1 --track1:Buf補正,0.01,1024,25,0.01 --track2:拡散,0,4096,12,1 --track3:サイズ固定,0,1,0,1 --check0:Guid,0 --dialog:音分割数,local div=40;取得フレーム数,fnum=6;色/col,col=0xffffff;Buf値上限/chk,chk1=1;Buf値上限,bmax=100.00;Buf値下限/chk,chk2=1;Buf値下限,bmin=40.00; ------------------------------------set local t0=math.floor(obj.track0) if(div<=t0)then t1=div end local t1=obj.track1 local t2=obj.track2 local t3=math.floor(obj.track3) sw=obj.screen_w sh=obj.screen_h local bnum=t0 local bcor=t1 local buf={} local abm="spectrum" --pcm,spectrum,fourier local n=obj.getaudio(buf,"audiobuffer",abm,div) ------------------------------------script if(bvle==null)then bvle={} end if(obj.frame==0)then for i=1,fnum do bvle[i]={} end if(fnum<#bvle)then for i=fnum+1,#bvle do bvle[i]=null end end end local fr=obj.frame fr0=fr%fnum+1 bvle[fr0]=math.abs(buf[bnum]) if(fnum<=1)then fnum=1 end if(fnum>=fr+1)then fnum=fr+1 end --***set bv=0 for k=1,fnum do bv=bv+bvle[k] end bv=math.floor(bv/fnum/bcor*1000)/1000 ------------------------------------ n1="強さ" n2="拡散" n3="サイズ固定" v1=buf[t0]/t1 v2=t2 v3=t3 if(chk1==1)then if(v1>=bmax)then v1=bmax end end if(chk2==1)then if(v1<=bmin)then v1=bmin end end obj.effect("拡散光",n1,v1,n2,v2,n3,v3) if(obj.check0)then obj.draw() fs=sh/20 obj.setfont("",fs,3,0x000000,0xffffff) obj.load("text","NUM: "..t0.." BufA値: "..v1.."\n※下の簡易グラフは軽量化のため平均化されておらず。") obj.draw() fs=sh/30 for i=1,div do dx=i*fs -div*fs/2 dy=-buf[i]/bcor +sh/2-fs/2 if(i==t0)then col=0xff0000 else col=0x888888 end obj.setfont("",fs,0,col,col) obj.load("text",i) obj.draw(dx,dy) end end ------------------------------------end @ABFAグロー kerokero9696 --track0:Buf番号,1,1024,20,1 --track1:Buf補正,0.01,1024,25,0.01 --track2:しきい値,0,200,40,0.1 --track3:ぼかし,0,200,3,1 --check0:Guid,0 --dialog:音分割数,local div=40;取得フレーム数,fnum=6;色/col,col=0xffffff;色指定有無[0-1],cc=1;無Buf値上限/chk,chk1=1;Buf値上限,bmax=80.00;Buf値下限/chk,chk2=0;Buf値下限,bmin=20.00;拡散,dif=30;形状[0-5],tp=0;光成分のみ[0-1],ls=0; ------------------------------------set local t0=math.floor(obj.track0) if(div<=t0)then t1=div end local t1=obj.track1 local t2=obj.track2 local t3=math.floor(obj.track3) sw=obj.screen_w sh=obj.screen_h local bnum=t0 local bcor=t1 local buf={} local abm="spectrum" --pcm,spectrum,fourier local n=obj.getaudio(buf,"audiobuffer",abm,div) ------------------------------------script if(bvle==null)then bvle={} end if(obj.frame==0)then for i=1,fnum do bvle[i]={} end if(fnum<#bvle)then for i=fnum+1,#bvle do bvle[i]=null end end end local fr=obj.frame fr0=fr%fnum+1 bvle[fr0]=math.abs(buf[bnum]) if(fnum<=1)then fnum=1 end if(fnum>=fr+1)then fnum=fr+1 end --***set bv=0 for k=1,fnum do bv=bv+bvle[k] end bv=math.floor(bv/fnum/bcor*1000)/1000 ------------------------------------ n1="強さ" n2="拡散" n3="しきい値" n4="ぼかし" n5="光成分のみ" n6="color" n7="no_color" n8="type" v1=bv v2=dif v3=t2 v4=t3 v5=ls v6=col v7=cc v8=tp if(chk1==1)then if(v1>=bmax)then v1=bmax end end if(chk2==1)then if(v1<=bmin)then v1=bmin end end obj.effect("グロー",n1,v1,n2,v2,n3,v3,n4,v4,n5,v5,n6,v6,n7,v7,n8,v8) if(obj.check0)then obj.draw() fs=sh/20 obj.setfont("",fs,3,0x000000,0xffffff) obj.load("text","NUM: "..t0.." BufA値: "..v1.."\n※下の簡易グラフは軽量化のため平均化されておらず。") obj.draw() fs=sh/30 for i=1,div do dx=i*fs -div*fs/2 dy=-buf[i]/bcor +sh/2-fs/2 if(i==t0)then col=0xff0000 else col=0x888888 end obj.setfont("",fs,0,col,col) obj.load("text",i) obj.draw(dx,dy) end end ------------------------------------end @ABFAライト kerokero9696 --track0:Buf番号,1,1024,20,1 --track1:Buf補正,0.01,1024,25,0.01 --track2:拡散,0,4096,25,1 --track3:比率,-100,100,0,0.1 --check0:Guid,0 --dialog:音分割数,local div=40;取得フレーム数,fnum=6;色/col,col=0xffffff;Buf値上限/chk,chk1=1;Buf値上限,bmax=100.00;Buf値下限/chk,chk2=1;Buf値下限,bmin=40.00;逆光[0-1],rl=0; ------------------------------------set local t0=math.floor(obj.track0) if(div<=t0)then t1=div end local t1=obj.track1 local t2=obj.track2 local t3=math.floor(obj.track3) sw=obj.screen_w sh=obj.screen_h local bnum=t0 local bcor=t1 local buf={} local abm="spectrum" --pcm,spectrum,fourier local n=obj.getaudio(buf,"audiobuffer",abm,div) ------------------------------------script if(bvle==null)then bvle={} end if(obj.frame==0)then for i=1,fnum do bvle[i]={} end if(fnum<#bvle)then for i=fnum+1,#bvle do bvle[i]=null end end end local fr=obj.frame fr0=fr%fnum+1 bvle[fr0]=math.abs(buf[bnum]) if(fnum<=1)then fnum=1 end if(fnum>=fr+1)then fnum=fr+1 end --***set bv=0 for k=1,fnum do bv=bv+bvle[k] end bv=math.floor(bv/fnum/bcor*1000)/1000 ------------------------------------ n1="強さ" n2="拡散" n3="比率" n4="逆光" n5="color" v1=bv v2=t2 v3=t3 v4=rl v5=col if(chk1==1)then if(v1>=bmax)then v1=bmax end end if(chk2==1)then if(v1<=bmin)then v1=bmin end end obj.effect("ライト",n1,v1,n2,v2,n3,v3,n4,v4,n5,v5) if(obj.check0)then obj.draw() fs=sh/20 obj.setfont("",fs,3,0x000000,0xffffff) obj.load("text","NUM: "..t0.." BufA値: "..v1.."\n※下の簡易グラフは軽量化のため平均化されておらず。") obj.draw() fs=sh/30 for i=1,div do dx=i*fs -div*fs/2 dy=-buf[i]/bcor +sh/2-fs/2 if(i==t0)then col=0xff0000 else col=0x888888 end obj.setfont("",fs,0,col,col) obj.load("text",i) obj.draw(dx,dy) end end ------------------------------------end --[[http://madeinpc.blog50.fc2.com/]]--