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BeatIt

Plugins + Scripts BeatIt

Discussion with @Ghostwalden uncovered a bug that does not honour the "Enable" checkbox of the plugin. Fixed in v7 + a long overdue change in the source file management...
...which means...
Careful: From var7 onwards, use BeatIt.cslist instead of just BeatIt.cs. That could be done with an easy search/replace in your scene .JSON file.
No change to the code, but due to several questions in the forum, I added an example to the demo scene for moving an object (in this case the dildo on the sofa) based on sound, using the in-built Animation capabilities of VaM and controlling the animation time.
Two new features and one UI change:
  • Added toggles to turn channels on/off.
  • Exposed all bands' parameters to other plugins (not sure why I missed that for so long)
  • Band selector is now a non-scrollable popup.
Two minor changes
  • Added a bit more detail to the output when no AudioSource is found.
  • Added two more test objects to the scene that have sound in them (Button, AudioSource).
After a prompt by @BlackMagic, I realised that the code for automatically searching the AudioSource of the atom was weird (hey, that was my first plugin ever... so I am excused) and missed the HeadAudio of a person when attached to one. Fixed now. The demo scene has a new button ("V") that makes her say something and the eyes flash based on the spoken words driven by the BeatIt plugin on the "Woman" atom.
I added a few more lines of description of how to use the plugin.
Removed the dependency of Timeline after discussion with @VirtAmateur. Also, learned a bit more about the in-build Animation system that way.
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