Any examples/advice on FFGL audio input for creating visualizers?
Posted: Sun Jun 06, 2021 19:15
I saw from the release notes that "The FFGL plugin standard is updated to version 2.0. Plugins can now receive Audio FFT input to create audio visualizers."
However from looking around the repo, I cannot figure out how to use it.
I was able to get a parameter here:
I see that I now have an FFT with 2048 samples. However, when I check the values, they are all 0. Also, the calls I make to fns like GetBass(), GetVolume() etc. also return 0. Am I accessing the data wrong? Trying some expressions like
Also tried using this directly in my frag shader like but no luck there either.
I see my plugin & parameter in Resolume and I'm pretty sure that part is configured right - tried with both Composition and External audio. Just feeling pretty lost with the c++ side of things and haven't found any info when I search. Any help would be appreciated!
However from looking around the repo, I cannot figure out how to use it.
I was able to get a parameter here:
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std::shared_ptr< ffglqs::ParamFFT > audiofft;
AddParam( audiofft = ffglqs::ParamFFT::Create("AudioFFT"));
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this->audioParams[ audiofft ].GetBass()
audiofft->fftData[ 50 ]
Code: Select all
uniform float AudioFFT[2048];
I see my plugin & parameter in Resolume and I'm pretty sure that part is configured right - tried with both Composition and External audio. Just feeling pretty lost with the c++ side of things and haven't found any info when I search. Any help would be appreciated!