Annoyingly TD doesn't play the audio from a movie file by default! What you must create is an AUDIO MOVIE CHOP. Drag the MOVIE FILE IN node onto this & connect and Audio Device Out & you'll get the movie audio!
Will make other posts as I learn how to use the other bits! use case - say you have a Count CHOP and wish to execute a set of instructions everytime the value changes, the CHOP Execute DAT node is what you want! Eg, take values from a NOISE and apply them to a TRANSFORM, everytime the Count changes value. This is a bit like sample/hold of random values. Create the CHOP EXECUTE DAT. Next type in the name of your Count node in the CHOPs box The part we're interested in is this segment of code- def onValueChange(channel, sampleIndex, val, prev): return We can delete everything above that! Also make sure on the Chop Execute, that "Value Change" is set to ON. so after the colon, we can make some variables (this is for clarity, not necessary) def onValueChange(channel, sampleIndex, val, prev): source=op('NOISE') target=op('TRANSFORM') target.par.tx=sourc...
The Eval DAT creates a table that adheres to some rules that you give it. The first input is typically a "dumb" table that has no expressions, it might just be a row of table labels like "position, x y z". The second input is a table with expressions. These are evaluated along the columns. You can enter information into each table using a text editor. The columns are separated by TABS. eg you would type: index TAB x TAB y TAB z to create 4 columns To make the eval dat use data from the dumb table you would type "me.inputCell" into the appropriate "cells" of the 2nd input table. You will most likely use expressions like (me.inputRow)/op('noise1').width op('noise1').sample(x=me.inputRow,y=0)[0] to create data. The first is taking the row number of the table and dividing it by the width parameter of an external noise node to get a fraction. The second is setting the cell value by sampling the rgb value of "noise1" at x,y a...
Make an LFO CHOP. Set it to pulse. Choose a frequency. Connect a COUNT CHOP to it. For this example, set it to Loop Min/Max. And set the Max to something like 9999. Make a NOISE CHOP. Drag the Count CHOP's value into the Seed parameter. You might have to add [0] at the end of the op('noise1')[0] so that the value is actually read. Also set the amplitude and offset to 0.5, so the noise is going from 0 to 1. Connect a MATH CHOP to the noise. In the OP tab, set the integer to Round (so we get whole numbers) and also set the To Range to the numbers you'd like your random values to fall between. You now have random numbers being pulsed.
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