Color Implementation Pt.II
- Gabriel Priem
- Apr 12, 2021
- 1 min read
Color proved to be somewhat difficult in a complete implementation. Essentially I selected each freq band buffering queue as the basis for color, and it worked semi-well. Each queue holds eight of the most recent frequency values to window in on an average. The very first two (ignoring the first seven frames of the game starting up) are normalized in ratio to the recorded highest value over time and then averaged to form the R value of the RGB scale. Similarly, the next three are averaged to calculate the G value, and the last three for the B value. The function that does this is outlined in the code below.

The result is kind of bland and a little dark for what I wanted, but I wouldn't know where to start for beginning to fix it and in the interest of time it is best to just push forward with the project and revisit it after the scope of this semester. The following video shows the about mediocre result.
Next time I promise to use another music sample...
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