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From: Greg M Johnson
Subject: povray writes its own soundtrack in Csound based on events in SDL.
Date: 15 Feb 2005 23:41:35
Message: <4212ceff@news.povray.org>
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// set up 100 frame animation.
// hideous surroudings actually required to get TMPGENc to encode to MPG
// TMPGENc choked when scene was too boring.
background {rgb 1}
#declare randy=seed(1323);
#declare framespersec=24;
#declare grav1=0.0041251*y;
#declare grav2=0.0041251*y;
#declare grav3=0.0041251*y;
#declare p1=<-1, 1+rand(randy)*1.8,0>;
#declare p2=<0, 1.3+rand(randy)*1,0>;
#declare p3=<1, 1.5+rand(randy)*1.4,0>;
#declare v1=0;
#declare v2=0;
#declare v3=0;
#declare ifyouvewritten=0;
#declare tt=0;
#while(tt<clock*100)
#declare v1=v1+grav1;
#declare v2=v2+grav2;
#declare v3=v3+grav3;
#declare p1=p1-v1;
#declare p2=p2-v2;
#declare p3=p3-v3;
#if(p1.y<0.05)
#declare time1=tt/framespersec;
#declare grav1=0;
#declare v1=0;
#declare p1=<-1,0.05,0>;
#end
#if(p2.y<0.1)
#declare time2=tt/framespersec;
#declare grav2=0;
#declare v2=0;
#declare p2=<-0,0.1,0>;
#end
#if(p3.y<0.15)
#declare time3=tt/framespersec;
#declare grav3=0;
#declare v3=0;
#declare p3=<1,0.15,0>;
#end
#if (tt=99)
#fopen MyFile2 "c:\Csound\Orc&Sco\povtoot01.sco" write
#write(MyFile2,"f1 0 4096 10 1 ; sine wave ","\n")
#write(MyFile2,";ins strt dur amp(p4) freq(p5) attack(p6)
release(p7)","\n")
#write(MyFile2,"i3 ", str(time1,6,4), " 2 "," 10000
450 0.02 0.99 ","\n")
#write(MyFile2,"i3 ", str(time2,6,4), " 2 "," 10000
300 0.02 0.99 ","\n")
#write(MyFile2,"i3 ", str(time3,6,4), " 2 "," 10000
250 0.02 0.99 ","\n")
#write(MyFile2,"e")
#fclose Myfile2
#declare ifyouvewritten=1;
#end
#declare tt=tt+1;
#end
light_source{<100,10,-50> color rgb 1.2}
light_source{<100,10,-50> color rgb .2 rotate 100*y}
box {<-500,0,-500>,<500,-0.1,500> pigment {checker rgb 1 rgb 0}
finish{diffuse 1.3}}
sphere{p1,0.05 pigment{red 1}}
sphere{p2,.10 pigment{green 1}}
sphere{p3,0.15 pigment{blue 1}}
camera{location <0,0.5,-12> look_at 0 angle 20}
Post a reply to this message
Attachments:
Download 'csound03h005sb.mpg' (507 KB)
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From: Dennis Miller
Subject: Re: povray writes its own soundtrack in Csound based on events in SDL.
Date: 6 Mar 2005 17:53:24
Message: <422b89e4$1@news.povray.org>
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Hey Greg. I'm a big Csound user - can't get your MPG to play. What codec are
you using?
And what sort of sco did you use?
Thanks much.
D.
"Greg M. Johnson" <gregj;-)565### [at] aolcom> wrote in message
news:4212ceff@news.povray.org...
> // set up 100 frame animation.
> // hideous surroudings actually required to get TMPGENc to encode to MPG
> // TMPGENc choked when scene was too boring.
>
>
>
>
> background {rgb 1}
> #declare randy=seed(1323);
> #declare framespersec=24;
>
> #declare grav1=0.0041251*y;
> #declare grav2=0.0041251*y;
> #declare grav3=0.0041251*y;
>
> #declare p1=<-1, 1+rand(randy)*1.8,0>;
> #declare p2=<0, 1.3+rand(randy)*1,0>;
> #declare p3=<1, 1.5+rand(randy)*1.4,0>;
>
> #declare v1=0;
> #declare v2=0;
> #declare v3=0;
>
> #declare ifyouvewritten=0;
>
> #declare tt=0;
> #while(tt<clock*100)
>
> #declare v1=v1+grav1;
> #declare v2=v2+grav2;
> #declare v3=v3+grav3;
>
> #declare p1=p1-v1;
> #declare p2=p2-v2;
> #declare p3=p3-v3;
>
> #if(p1.y<0.05)
> #declare time1=tt/framespersec;
> #declare grav1=0;
> #declare v1=0;
> #declare p1=<-1,0.05,0>;
> #end
>
> #if(p2.y<0.1)
> #declare time2=tt/framespersec;
> #declare grav2=0;
> #declare v2=0;
> #declare p2=<-0,0.1,0>;
> #end
>
> #if(p3.y<0.15)
> #declare time3=tt/framespersec;
> #declare grav3=0;
> #declare v3=0;
> #declare p3=<1,0.15,0>;
> #end
>
>
> #if (tt=99)
> #fopen MyFile2 "c:\Csound\Orc&Sco\povtoot01.sco" write
>
> #write(MyFile2,"f1 0 4096 10 1 ; sine wave ","\n")
>
> #write(MyFile2,";ins strt dur amp(p4) freq(p5) attack(p6)
> release(p7)","\n")
>
> #write(MyFile2,"i3 ", str(time1,6,4), " 2 "," 10000
> 450 0.02 0.99 ","\n")
> #write(MyFile2,"i3 ", str(time2,6,4), " 2 "," 10000
> 300 0.02 0.99 ","\n")
> #write(MyFile2,"i3 ", str(time3,6,4), " 2 "," 10000
> 250 0.02 0.99 ","\n")
>
> #write(MyFile2,"e")
>
> #fclose Myfile2
> #declare ifyouvewritten=1;
> #end
>
>
>
> #declare tt=tt+1;
> #end
>
>
> light_source{<100,10,-50> color rgb 1.2}
> light_source{<100,10,-50> color rgb .2 rotate 100*y}
> box {<-500,0,-500>,<500,-0.1,500> pigment {checker rgb 1 rgb 0}
> finish{diffuse 1.3}}
>
> sphere{p1,0.05 pigment{red 1}}
> sphere{p2,.10 pigment{green 1}}
> sphere{p3,0.15 pigment{blue 1}}
>
>
> camera{location <0,0.5,-12> look_at 0 angle 20}
>
>
>
>
>
>
Post a reply to this message
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