@NoSloppy I just re-validated KILL_OLD_PLAYERS works as it should across 4 boards.
@Fett263 Can you clarify for me what you mean by “On the fly.”
FETT263_DISABLE_CHANGE_FONT //- Disables the "on-the-fly" Change Font option FETT263_DISABLE_CHANGE_STYLE //- Disables the "on-the-fly" Change Style option FETT263_DISABLE_COPY_PRESET //- Disables the "on-the-fly" Copy Preset option
As-in that using these defines the process it limited to in EditMode only, correct?
No more accidental changes in standard button use, correct? Thx
These defines disable the individual controls for those features outside of Edit Mode. In OS6 they were default whether you had Edit Mode or not and multiple users reported accidentally triggering so now those can be disabled. They do not affect Edit Mode if it is enabled.
Question regarding ProffieOSHumDelay for OS7
As discussed from the Pre-alpha thread:
“This basically does the same thing as humstart. humstart sets how long before the end of the “out.wav” ends that the hum should start. ProffieOSHumDelay starts from the beginning of the “out.wav” instead. You can use either one, but not both.”
So the question is, If someone buys a sound font with this ProffieOSHumDelay parameter in the included config file (as most sound font makers include font_config files in their packages), …what will happen if someone loaded this font into a saber that didnt have OS7 and was running an older OS? Does the hum simply just start at 0ms?
I guess I should be more specific…
If ProffieOSHumDelay AND humStart are both specified, ProffieOSHumDelay is used, not humStart.
An older proffieOS installation would only see the humStart, so it would use that one.
I updated the top post with all the new prop stuff.
I removed most of the descriptions of what stuff does to make room for “tested by …”.
Let me know if I missed anything.
altNNN and altchng.wav working.
Join profezzorn (Fredrik) and I tomorrow (Thursday, February 9, 10PM EST (7:00PM PST)) as we discuss some of the new features and answer questions for ProffieOS7 Alpha.
For users who haven’t used github before, if you’re wanting to test OS7 use link below.
Click Green “Code” button
Select “Download ZIP”
Extract contents to a folder on you computer.
Rename the main folder from “ProffieOS-master” to “ProffieOS”
Put a copy of your config in the /config folder
Open ProffieOS.ino and define your config
Upload as normal
If you successfully test a feature from first post -or- have questions or encounter any issues report in this thread and provide your config and as much detail as possible.
COUNT ME IN. I’ll monitor the list above
ProffieOS 7.x Alpha - #11 by NoSloppy
In addition to the altNNN sounds test, this video posted also shows successful testing for AltF, as it was used to select the blade animations as well.
EffectIncrementF<EFFECT_FORCE, Int<2>, Int<1>>>,
@profezzorn These are probably good to link to for users to look through as they test and as a start point for “documentation”.
In ProffieOS7 the “Alt Font” capability will allow style code to change the font sounds being used by setting up “altNNN” folders within the font.
This may not look like much on the surface, but this is a key piece to a whole new level of synergy between styles and fonts.
In OS7, style code will now be able to change the sounds your font is using in real-time. “Alt” font is a new way to set up your fonts to work with styles so that you can change any and all sounds in the font to match to the visual effects.
Here are some demos I’ve shot so far but there are many more uses.
Alt Font can be used with Kyber Select styles to allow the change in color/effect to also align to a specific “alt” folder in your current font.
[ProffieOS7 Visual and Sound Effect Synergy Demo (1 of 11) - Kyber Select 2.0]
Alt Font can be used with ColorSelect<> styles for Dual Phase or Multi Phase blades so each color/effect aligns to a specific “alt” folder.
[ProffieOS7 Visual and Sound Effect Synergy Demo (2 of 11) - "Pull to the Darkness" with alt Font]
[ProffieOS7 Visual and Sound Effect Synergy Demo (3 of 11) - Corran Horn Dual Phase]
Alt Font can also be used with “interactive” styles to create “states” in your blade styles that not only change how the blade looks but how it sounds for a temporary or toggled effect
[ProffieOS7 Visual and Sound Effect Synergy Demo (4 of 11) - Interactive Ice Blade 2.0]
[ProffieOS7 Visual and Sound Effect Synergy Demo (5 of 11) - Interactive DOOM Crucible Blade 2.0]
In order to implement you will need to set up “alt” folders in your font for the sounds you want to toggle/synchronize and then include the necessary transitions (coming soon) in the style code to interact with the font.
Setting Up “alt” sounds in your font.
What this means is you can set up any of the sounds you want to change via the style code in an “altXXX” folder. So let’s say we want to change the hum, in, out, swingh, swingl and swng sounds in our current font to match to visual changes in the style code.
We would set up the font like so:
you’ll then put the hum, in, out, swingh, swingl, swng sounds into the “altXXX” folders, this will allow these sounds to be selected by the style code
This allows for the randomization of selected sounds. This can be used for any effect but is especially important for Transition Sounds here:
ProffieOS7.x "Transition Sounds" pre-alpha discussion
The Transition Sound is a selected sound, meaning the style code will select the exact sound file to play. In order to prevent monotony Fredrik has added this new way to randomize sounds.
If I set up a “Lightning” bolt sound, an explosion sound, a fireball sound, etc. for use in transition animations, the style code would select and play that sound by it’s number so say it’s:
tr000.wav for lightning
tr001.wav for explosion
tr002.wav for fireball
When I want the lightning sound to trigger the style code calls sound “0” (which = 000), for explosion it would call “1” and fireball it would call “002”. Now if I wanted to have multiple sounds for each to get more diversity in the sounds I would set up the tr sounds like so:
Then when the 0 sound is called the OS will randomly select from the 000.wav, 001.wav, 002.wav, 003.wav or 004.wav available.
NOTE: all sounds must have the same number of sub files or you will get an error in font directory.
This allows the style to pick the right sound but still have some randomization in what’s played.
You’ll need a prop that supports the sound for it to work, the base OS doesn’t support.
This is the accelerating/decelerating transition effects capability.
[Sneak Peek / Proof of Concept - New Accelerating / Decelerating Ignition and Retraction Effects]
[Sneak Peek - Demo - Accelerating / Decelerating SparkTip Ignition and Retraction for ProffieOS]
When “Bend” Time is less than 32768 the transition will start fast and decelerate at the end, when it is above 32768 it will start slow and accelerate to the end.
You can use IgnitionTime<0>, RetractionTime<0> or WanLen<> to auto time the transition to the sound.
In testing thus far you need longer transition times to show the accel or decel well.
Best bend values to start are either Int<10992> and Int<98304> but you can play with values to adjust accel/decel times.
The BEND values will be editable via Edit Mode and ProffieOS Workbench using below arguments so you will be able to test and adjust on the saber when OS7 releases
These are used for “Conditional” effects within style code, they allow for us to set up specific conditions in which an effect is triggered; i.e. BladeAngle<>, SwingSpeed<>, etc. This is especially helpful for Staff or Dual bladed sabers running on a single board but can also be applied to multiple other uses.
[Proof of Concept - Conditional Lockup Effects for Dual Blade / Staff Sabers]
I’ve got my Transcendence test saber Proffie 1.5 loaded with OS7.??. I’ll begin testing on Fernando’s prop, then I’ll try out the new prop and BC’s prop. The other stuff looks to be quite beyond my capacity.
Battery level not working in idle on Fernando’s prop.
I did add several defines:
Entire config top if needed:
#define NUM_BLADES 1
#define NUM_BUTTONS 2
#define VOLUME 2300
const unsigned int maxLedsPerStrip = 144;
#define CLASH_THRESHOLD_G 2.2
#define FETT263_MAX_CLASH 16
#define FETT263_SWING_ON_SPEED 350
#define MOTION_TIMEOUT 60 * 15 * 1000
#define IDLE_OFF_TIME 60 * 10 * 1000
// Max 20 characters
#define BLE_PASSWORD "1234"
// Max 32 characters.
#define BLE_NAME "Tran"
// Max 9 characters
#define BLE_SHORTNAME "Tran"
Can you explain what you did and what’s not working? Also, need preset you’re trying as BatteryLevel is style based
say battery volts. I pressed aux then power in idle. on my os 6 sabers, it then says battery volts, not on os7. If the buttons changed, I didnt read buttons instructions on os7 prop.
EDIT: I found it - typo in the define. I’ll get it fixed. Thanks.
hey, I did something! Ill try and test some other things. I didnt see the double blast issue I read about. Right now Im running saber, testing all saber functions, and edit mode. All seems ok so far except say battery volts.
FETT263_SAY_BATTERY_VOLTS fixed, profezzorn just merged update. Just grab updated zip from github.
This was a typo, change to