yet more functions implemented
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1 changed files with 78 additions and 4 deletions
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@ -39,10 +39,11 @@
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+ beatobj:wiggle0([perc], mod)
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+ beatobj:wiggle0([perc], mod)
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-beatobj:sharponoff([perc], mod) -- onoff(), but the ease is aligned with the start
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-beatobj:sharponoff([perc], mod) -- onoff(), but the ease is aligned with the start
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- beatobj:sharpwiggle0([perc], mod)
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- beatobj:sharpwiggle0([perc], mod)
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-beatobj:kick([perc], mod) -- does a createReverse() version of the mod, for making kicks
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+beatobj:kick([perc], mod) -- does a createReverse() version of the mod, for making kicks
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- beatobj:reverse([perc], mod)
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+ beatobj:reverse([perc], mod)
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-beatobk:velocitymap([perc], mod) -- kick(), but without aligning the ease at 0
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+beatobk:velocitymap([perc], mod) -- kick(), but without aligning the ease at 0
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-beatobj:temp([perc], mod) -- does a createTemp() version of the mod
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+beatobk:velocitymapwiggle([perc], mod) -- velocitymap(), but it inverts each time
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/beatobj:temp([perc], mod) -- does a createTemp() version of the mod
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+beatobj:addm([perc], mod) -- adds a mod value every beat, useful for offsets
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+beatobj:addm([perc], mod) -- adds a mod value every beat, useful for offsets
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-- perc: mod percentage, defaults to 100
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-- perc: mod percentage, defaults to 100
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-- mod: mod name
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-- mod: mod name
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@ -263,12 +264,85 @@
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ease {v[1], len, bounceease, perc, mod}
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ease {v[1], len, bounceease, perc, mod}
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end
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end
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return self
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end,
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kick = function(self, perc, mod)
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if mod == nil then mod = perc; perc = 100 end
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local function out(a)
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return 1 - ((self._ease(a * 0.5 + 0.5) - 0.5) / 0.5)
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end
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for _,v in ipairs(self._beats) do
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local len = self._length
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ease {v[1], len, out, perc, mod}
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end
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return self
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end,
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velocitymap = function(self, perc, mod)
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if mod == nil then mod = perc; perc = 100 end
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local function map(a)
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if a < 0.5 then
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return self._ease(a / 0.5)
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else
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return 1 - self._ease(a / 0.5 - 1)
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end
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end
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for _,v in ipairs(self._beats) do
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local len = self._length
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ease {v[1] - len / (1 / self._align), len, map, perc, mod}
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end
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return self
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end,
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velocitymapwiggle = function(self, perc, mod)
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if mod == nil then mod = perc; perc = 100 end
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local function map(a)
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if a < 0.5 then
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return self._ease(a / 0.5)
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else
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return 1 - self._ease(a / 0.5 - 1)
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end
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end
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for i,v in ipairs(self._beats) do
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local len = self._length
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local off = i%2*2-1
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ease {v[1] - len / (1 / self._align), len, map, perc * off, mod}
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end
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return self
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end,
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temp = function(self, perc, mod)
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if mod == nil then mod = perc; perc = 100 end
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local function temp(a)
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if a == 1 then return self._ease(0) end
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return self._ease(a)
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end
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for i,v in ipairs(self._beats) do
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local len = self._length
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ease {v[1] - len / (1 / self._align), len, temp, perc, mod}
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end
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return self
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return self
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end
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end
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}
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}
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-- aliases
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-- aliases
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beatobjTemplate.wiggle0 = beatobjTemplate.onoff
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beatobjTemplate.wiggle0 = beatobjTemplate.onoff
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beatobjTemplate.reverse = beatobjTemplate.kick
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function c2l(start, ending, trunc)
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function c2l(start, ending, trunc)
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local self = copyTable(beatobjTemplate)
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local self = copyTable(beatobjTemplate)
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