Through the German Facebook group I got this question: How can you realize a VU-meter ???
Well - kinda experienced level mambo jambo but it works
3 sections of the screen explained:
1: the Audio PWR channel IN (manual slider -to be replaced with the audio widget-)
2: the DeMux section ... Since it is a 5 bar VU-Meter I need 5 times the same info= DEMUltipleXer
3: to the right: 5 sliders in level mode controlling 5 pixels...
This VU-meter is a 5 pixel ascending growing intensity level meter...
Chosen threshold = <30% PWR green, <=58% PWR green, <=75% yellow, <=86% yellow and <100% red. (pseudo logarithmic scale)
Working example ... (don't listen to the music because I was progging while a live event took place... professional fault of mine killing some time = being busy)
https://youtu.be/VXHW_MuPP2U
VU-meter
- GGGss
- Posts: 3052
- Joined: Mon Sep 12, 2016 7:15 pm
- Location: Belgium
- Real Name: Fredje Gallon
VU-meter works in a ascending way
pixel one reacts to everything below 30% audio pwr
pixel two goes from 31 to 58% and so on ...
Pixel one (2 3 4) has to stay full power when its descendance pixel is lit - typical VU-meter
Look again at the video (when power is enough for px3 to light up, the 1 & 2 has to be lit full)
pixel one reacts to everything below 30% audio pwr
pixel two goes from 31 to 58% and so on ...
Pixel one (2 3 4) has to stay full power when its descendance pixel is lit - typical VU-meter
Look again at the video (when power is enough for px3 to light up, the 1 & 2 has to be lit full)
All electric machines work on smoke... when the smoke escapes... they don't work anymore
- GGGss
- Posts: 3052
- Joined: Mon Sep 12, 2016 7:15 pm
- Location: Belgium
- Real Name: Fredje Gallon
How did I achieve this result = mambo Jambo
The trick IS loopbacks...
audio level is fed in level control to a loopback channel Once we have this loopback channel the DeMuX section goes on in repeat:
The trick IS loopbacks...
audio level is fed in level control to a loopback channel Once we have this loopback channel the DeMuX section goes on in repeat:
All electric machines work on smoke... when the smoke escapes... they don't work anymore
- GGGss
- Posts: 3052
- Joined: Mon Sep 12, 2016 7:15 pm
- Location: Belgium
- Real Name: Fredje Gallon
Ch2
Now we have bound Audio -> DeMux -> Pixel sliders... Hey! this is not the way we want to go
Everything IS synchronized... the input = output ...
The trick is to apply channel modifiers : mambo jambo
With channel (here loopback channel) modifiers = LpB Ch#1 modifies 0 - 80 = output 0-255
(remember the logarithmic threshold that we choose ...)
Ch3 - 5 go the same wayNow we have bound Audio -> DeMux -> Pixel sliders... Hey! this is not the way we want to go
Everything IS synchronized... the input = output ...
The trick is to apply channel modifiers : mambo jambo
With channel (here loopback channel) modifiers = LpB Ch#1 modifies 0 - 80 = output 0-255
(remember the logarithmic threshold that we choose ...)
All electric machines work on smoke... when the smoke escapes... they don't work anymore
- GGGss
- Posts: 3052
- Joined: Mon Sep 12, 2016 7:15 pm
- Location: Belgium
- Real Name: Fredje Gallon
Channel modifiers (experienced level):
We are instructing QLC+ that CHANNEL 2 reacts: Starting from input level 81 to 150 ... translate it to [81] 1 up to [150] = 255
Dividers aha ... nice
With some more dividers we can have 5 channels separators....
Audio -> levels -> loopback -> DeMuX -> loopback -> channel modifiers -> loopback -> ascending levels sliders ...
Channel 5 explained: [NOT the end]
We are instructing QLC+ that CHANNEL 2 reacts: Starting from input level 81 to 150 ... translate it to [81] 1 up to [150] = 255
Dividers aha ... nice
With some more dividers we can have 5 channels separators....
Audio -> levels -> loopback -> DeMuX -> loopback -> channel modifiers -> loopback -> ascending levels sliders ...
Channel 5 explained: [NOT the end]
All electric machines work on smoke... when the smoke escapes... they don't work anymore
- GGGss
- Posts: 3052
- Joined: Mon Sep 12, 2016 7:15 pm
- Location: Belgium
- Real Name: Fredje Gallon
Audio power separated in 5 px (lighting power) channels: Chosen threshold = <30% PWR green, <=58% PWR green, <=75% yellow, <=86% yellow and <100% red. (pseudo logarithmic scale)
= VU-meter
Full project : https://www.dropbox.com/s/bxzix0jd6vtfo ... r.qxw?dl=0
Video: https://www.youtube.com/watch?v=VXHW_Mu ... e=youtu.be
= VU-meter
Full project : https://www.dropbox.com/s/bxzix0jd6vtfo ... r.qxw?dl=0
Video: https://www.youtube.com/watch?v=VXHW_Mu ... e=youtu.be
All electric machines work on smoke... when the smoke escapes... they don't work anymore
-
- Posts: 1
- Joined: Tue Apr 02, 2024 7:55 pm
- Real Name:
Thanks for sharing. I was able "simulating" this (without having any physical fixtures) after a few minor tweaks. Very nice!
In the project you shared, the lights are single channel (i.e. on or off), so I am assuming color gels would have to be placed in front on the lamps, or if they are RGB, I guess they could be "forced" to a specific color. How would I go about using RGB LED spots for more flexibility? Would I need 3 sliders per spot (in the right-section of the virtual console) instead of a single one, ensuring for instance the R and G sliders would be at 100% for the yellow spots? If not could you please provide some guidance?
Thanks!
In the project you shared, the lights are single channel (i.e. on or off), so I am assuming color gels would have to be placed in front on the lamps, or if they are RGB, I guess they could be "forced" to a specific color. How would I go about using RGB LED spots for more flexibility? Would I need 3 sliders per spot (in the right-section of the virtual console) instead of a single one, ensuring for instance the R and G sliders would be at 100% for the yellow spots? If not could you please provide some guidance?
Thanks!
- GGGss
- Posts: 3052
- Joined: Mon Sep 12, 2016 7:15 pm
- Location: Belgium
- Real Name: Fredje Gallon
Welcome to the forum,
Well, now you have the 5 sliders in level mode for the 5 channels.
If you would place all those sliders inside a frame each, together with a scene button (for the color each), you could use the submaster mode for the slider and work with that.
The scenes will need full intensity for the submasters tp do their jobs.
Well, now you have the 5 sliders in level mode for the 5 channels.
If you would place all those sliders inside a frame each, together with a scene button (for the color each), you could use the submaster mode for the slider and work with that.
The scenes will need full intensity for the submasters tp do their jobs.
All electric machines work on smoke... when the smoke escapes... they don't work anymore
-
- Posts: 419
- Joined: Thu Jun 17, 2021 9:31 am
- Location: Australia
- Real Name:
- Contact:
There is the "Audio Spectrum" RGB Matrix, you could give it a try. Here's an example project:Phildefer wrote: ↑Tue Apr 02, 2024 8:06 pm Thanks for sharing. I was able "simulating" this (without having any physical fixtures) after a few minor tweaks. Very nice!
In the project you shared, the lights are single channel (i.e. on or off), so I am assuming color gels would have to be placed in front on the lamps, or if they are RGB, I guess they could be "forced" to a specific color. How would I go about using RGB LED spots for more flexibility? Would I need 3 sliders per spot (in the right-section of the virtual console) instead of a single one, ensuring for instance the R and G sliders would be at 100% for the yellow spots? If not could you please provide some guidance?
Thanks!
- Attachments
-
- Audio Spectrum.qxw
- (9.73 KiB) Downloaded 81 times