hit refresh, made a revision.
I am coming back with great success! Works amazing now! Stage 1 complete, now for swing and clash, this is where it looks like it get's fun. Working on a video right now, although excuse my mess.
I watched the video. bravo. i now should ask your help. I have never gotten my hum to loop. but i also never added the 5ms delay after the on sound. hmm.. i also think you may have too much decay in your hum. you can fix it in Audigy. the beginning of the hum needs to be on a neutral tone, and the end needs to be on the same neutral tone. I do video production. (my day job). which also means i can produce audio. audio clips often play the perfect sound once. what you need is the sound in mid play, let it do it's cool Doppler like vrming and hrming,. then decay on the same sound it started on, but in middle play. open your clips in audigy and make sure the wave form looks identical at the beginning and end. NO FLAT lines,.. some times simply copy/pasting the first 1/2 of the file, delete the second 1/2 of the sound,.. then paste the first 1/2 at the end, reverse it,. then cross blend (fade) it by 5 frames. This is also called mirroring. Then remove the last 1/30th of a second of the end of the sound..- export. now frame 1 of the audio will be what was deleted when you got rid of the tail 1/30th. aka- a loop. you won't hear the click or tap at the loop replay.
Thank you! A good portion of this code was provided by you so a huge thank you for that.
In the code you posted I think I ended up having to remove two } to get to to work. Kept telling me wt command want not defined this this scope.
Here is a sample video using low powered LED, will work on using High powered soon. Also a sample of my previous stunt saber, however just a picture.Arduion Lightsaber V1
Haha, you can add my stamp there also. I'm using the same trick with the DFPlayer, cheers from the club of lazy humming-birds. It could be done cleaner, but this method is so much easier and quite robust!
the only way cleaner is ONE COMPOSED FILE. which won't work. if there is a way to have ambient hum follow the trigger sounds,. i am all ears! get it!? sounds? ears!?i am currently composing a new sound. "clash decay' i will get lock up with no buttons to work. my guess is people who have tried it, tried to do it with software, instead of sound composition,i have a fundamental question, if one were to parry (clash) and NOT lock up,. (bouncing parry or a beat) would every clash sound be followed by a swing?so,.. clash,swing,hum,..if you were to hold the saber still, and your opponent would repeatedly smack your blade, and you would not move,. that should be... clash,.. hum. (normal clash) i don't think that could be done in active combat,. only choreography or geek foreplay.
Looking good! And wow, I think that's the fastest I've seen anyone go from noob to prototype. And in a hilt, no less!
dude. why the 4000 ms delay? you cant clean that up? that is the reason you can't turn it off. a delay command pauses the whole arduino from further processing, or I/O.What is the play time in ms of JUST the on sound? ... that number can be put in the delay after the on sound. 4.1 seconds of delay is, your prerogative, but......
, but wondering if that could be cleaned up in the audio side for slightly smoother transition like you mentioned before.