Funkin
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[ENHANCEMENT + BUGFIX] soft codable visualizers + polymod download fix
This make visualize soft modable so nene.hxc now use it (making ABotVis.hx useless)
It also bring some other bug fixes related to the visualizer during the countdown, the shader un phillyStreets and missplaced offset for nene
Should be paired with https://github.com/FunkinCrew/funkVis/pull/7 for better results (and it will fix that last bar on Abot)
What does the "large" label means?
What does the "large" label means?
Nvm i know now
Btw, you might wanna see https://github.com/FunkinCrew/funkVis/pull/7 It complement well with this PR
yeah, also with that pull request but you are already reviewing it...
ok let me do it
Ok done
Well the 2 mentioned pull requests of funkVis have been merged... now waiting to see if this one will be accepted
help, how do I transfer it to another branch of mine?
help, how do I transfer it to another branch of mine?
simply hit the edit button, and then you can change branches
help, how do I transfer it to another branch of mine?
simply hit the edit button, and then you can change branches
No I only can change the branch I want to merge into, not the branch I want to use
help, how do I transfer it to another branch of mine?
simply hit the edit button, and then you can change branches
No I only can change the branch I want to merge into, not the branch I want to use
you have to make an new PR then
Or Ill just wait until it's merged or denied...
Or Ill just wait until it's merged or denied...
you can easily close it yourself
Yeah I tried to edit nene.hxc to render the visualizers with cutscenes musics... And for some reasons I get a null object reference when calling the analyzer.getLevels()...
I think it's because FlxG.sound.music doesn't exist yet (as in, it's null) during the cutscene.
Im not using FlxG.sound.music + I coded a safe state in case the sound is inexistent...
Yeah verry helpful...
I found the problem, the visualizer only works with FlxG.sound.music
(and that would also explain why if vocals have different sample rate than the instrumental, it's offset and looks like it's read faster)
I DID IT!!! https://x.com/i/status/1828892194180092169
I DID IT!!! https://x.com/i/status/1828892194180092169
that's nice
time to make another push request in the funkin viz repo
Well waiting for https://github.com/FunkinCrew/funkVis/pull/9 to be accepted before pushing the change
Working on separating the character sprite from the speaker sprite for 3 reasons:
- reduce sprite sizes (especially gf, gf-car and pico in week 7)
- make the speakers play the idle anim on beat regardless of the character anim
- being able to swap easily between speakers (like I applied abot to gf very easily) of put the speakers without a character, or even put a custom character without having to re-export speakers
In my opinion, I think it’d be better to have something like that be a part of a separate PR so it’s easier for the maintainers to review.
I think Eric explains it better:
Side note: I recommend re-adding this line in nene.hxc since it’s a feature added in 0.4.1:
animFrame = Math.round(animFrame * FlxG.sound.volume);
That was the idea
In my opinion, I think it’d be better to have something like that be a part of a separate PR so it’s easier for the maintainers to review.
I think Eric explains it better:
Side note: I recommend re-adding this line in
nene.hxcsince it’s a feature added in 0.4.1:animFrame = Math.round(animFrame * FlxG.sound.volume);
About the 0.4.1 I actually disabled it cause it doesn't make really sense to me that this thing react to the volume... 1st in fictional universe, they aren't affected by the volume, 2nd, (I don't know if it's the case for everyone) I often reduce the volume of the game cause it's way too strong, and I don't want the visualizers to be affected by it...
I think the best solution would be to add an option for it
Interesting… @EliteMasterEric Thoughts?
@MidyGamy The reason it actually exists is because the audio data provided to the game on web scales with game volume, and since we wanted to maintain parity, we just applied a multiplier on desktop which approximates the effect. In practice, I've found that people tend to turn down the in-game volume a lot, and with that the visualizer look significantly worse on both platforms.
The proper solution is to figure out the root cause and make the web visualizer look more like desktop. Simply multiplying the levels didn't seem to work for me.
Can't you just divide? (I mean if it's automatically multiplied by the volume, and if you divide back, if like just multiplying by 1... It's just mathematics...)
Can't you just divide? (I mean if it's automatically multiplied by the volume, and if you divide back, if like just multiplying by 1... It's just mathematics...)
As mentioned, I tried simply dividing, but that didn't look accurate either. It'd take more experimenting to figure it out.

No I only can change the branch I want to merge into, not the branch I want to use