Sounds and Alpha Functions coding

Hi, I’m a bit of a novice when it comes to coding, I know how to use TrDoEffect to give Transitions sounds, how do you apply sound to a Function?

InOutTrL<TrConcat<TrJoin<TrDelay<10000>,TrInstant>,AlphaL<Black,SmoothStep<IncrementWithReset<ThresholdPulseF<SwingSpeed<400>,Int<18000>>,EffectPulseF<EFFECT_IGNITION>,Int<33000>,Int<11000>>,Int<0>>>,TrWipe<500>>,TrWipeInSparkTipX<RgbArg<RETRACTION_COLOR_ARG,Red>,BendTimePowX<Int<2000>,Int<10992>>,RetractionTime<>>>,

Thanks for any help

You can’t apply to AlphaL, only TrDoEffect can do sounds.

Ok thanks Fett

You can use TransitionPulse to trigger a transition from a pulse and then do TrDoEffect<>.

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Great! Thank you sir

Is there any documentation on the use of TransitionPulse?
In the syle editor it comes under Layers as TransitionPulseL
Thanks!

I meant TransitionPulseL.
What little documentation there is can be found here:

Thank you Profezzorn

Hi everyone, I’m trying to add sound to each swing blade extension using the Interactive Stack (3 Swings) ignition. I’ve sort of got it working using TransitionPulseL, but the code is
obviously wrong, because the sound continues when swinging.

StylePtr<Layers<
  Mix<HoldPeakF<SwingSpeed<250>,Scale<SwingAcceleration<100>,Int<50>,Int<500>>,Scale<SwingAcceleration<>,Int<20000>,Int<10000>>>,RandomFlicker<StripesX<Int<15000>,Scale<HoldPeakF<SwingSpeed<200>,Scale<SwingAcceleration<100>,Int<50>,Int<300>>,Scale<SwingAcceleration<100>,Int<24000>,Int<16000>>>,Int<-3200>,Int<-200>>,RgbArg<BASE_COLOR_ARG,Red>,RgbArg<BASE_COLOR_ARG,Red>,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Red>>,RgbArg<BASE_COLOR_ARG,Red>,Mix<Int<19276>,Black,RgbArg<BASE_COLOR_ARG,Red>>>,RgbArg<BASE_COLOR_ARG,Red>>,RgbArg<BASE_COLOR_ARG,Red>>,
  AlphaL<RandomPerLEDFlickerL<RgbArg<EMITTER_COLOR_ARG,White>>,SmoothStep<Scale<NoisySoundLevel,IntArg<EMITTER_SIZE_ARG,3580>,Sum<IntArg<EMITTER_SIZE_ARG,3580>,Int<6000>>>,Int<-6000>>>,
  TransitionEffectL<TrConcat<TrJoin<TrDelayX<WavLen<>>,TrWipeIn<200>>,AlphaL<RgbArg<STAB_COLOR_ARG,Blue>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<2000>>>,TrWipe<200>>,EFFECT_STAB>,
  TransitionEffectL<TrRandom<TrConcat<TrInstant,AlphaMixL<Bump<Scale<BladeAngle<>,Int<28000>,Int<8000>>,Scale<EffectPosition<EFFECT_BLAST>,Int<9000>,Int<13000>>>,RgbArg<BLAST_COLOR_ARG,DeepSkyBlue>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,DeepSkyBlue>>>,TrFade<300>>,TrConcat<TrInstant,AlphaMixL<Bump<Scale<BladeAngle<>,Int<28000>,Int<8000>>,Int<10000>>,RgbArg<BLAST_COLOR_ARG,DeepSkyBlue>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,DeepSkyBlue>>>,TrFade<300>>,TrWaveX<RgbArg<BLAST_COLOR_ARG,DeepSkyBlue>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>>,EFFECT_BLAST>,
  AlphaL<TransitionEffectL<TrSelect<Scale<ClashImpactF<>,Int<0>,Int<4>>,TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Cyan>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<8000>,Int<12000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<600>>>>,TrWaveX<RgbArg<CLASH_COLOR_ARG,Cyan>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,TrSparkX<Remap<CenterDistF<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,Stripes<1500,-3000,RgbArg<CLASH_COLOR_ARG,Cyan>,Mix<Int<16384>,Black,RgbArg<CLASH_COLOR_ARG,Cyan>>>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,TrConcat<TrInstant,RgbArg<CLASH_COLOR_ARG,Cyan>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,TrConcat<TrInstant,RgbArg<CLASH_COLOR_ARG,Cyan>,TrFadeX<Scale<ClashImpactF<>,Int<300>,Int<500>>>>>,EFFECT_CLASH>,Scale<ClashImpactF<>,Int<24000>,Int<32768>>>,
  LockupTrL<TransitionEffect<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,Cyan>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Cyan>>,RgbArg<LOCKUP_COLOR_ARG,Cyan>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Cyan>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Cyan>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,Cyan>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Cyan>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Cyan>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrInstant,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Cyan>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
  ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Blue>,AudioFlicker<RgbArg<LB_COLOR_ARG,Blue>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,Blue>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,Blue>,Int<16000>>,30>,TrSmoothFade<600>>>,
  LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrConcat<TrJoin<TrDelay<4000>,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>>,Mix<TwistAngle<>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>,RotateColorsX<Int<3000>,Mix<Int<12000>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>>>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrJoin<TrDelay<4000>,TrFade<300>>,AlphaL<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,
  TransitionPulseL<TrJoin<TrFade<500>,TrDoEffect<TrFade<100>,EFFECT_TRANSITION_SOUND,2,1>>,ThresholdPulseF<SwingSpeed<500>,Int<18000>>>,
AlphaL<Black,SmoothStep<IncrementWithReset<ThresholdPulseF<SwingSpeed<500>,Int<18000>>,EffectPulseF<EFFECT_IGNITION>,Int<33000>,Int<11000>>,Int<0>>>,
InOutTrL<TrWipeX<IgnitionTime<>>,TrWipeInX<RetractionTime<>>>,
 TransitionEffectL<TrConcat<TrInstant,TransitionLoopL<TrSparkX<RgbArg<BASE_COLOR_ARG,Red>,Int<200>,Int<500>,Int<32768>>>,TrDelayX<Mult<WavLen<EFFECT_PREON>,Int<6144>>>,TransitionLoopL<TrSparkX<RgbArg<BASE_COLOR_ARG,Red>,Int<300>,Int<300>,Int<32768>>>,TrDelayX<Mult<WavLen<EFFECT_PREON>,Int<8192>>>,TransitionLoopL<TrSparkX<RgbArg<BASE_COLOR_ARG,Red>,Int<400>,Int<100>,Int<32768>>>,TrDelayX<Mult<WavLen<EFFECT_PREON>,Int<12288>>>,AlphaL<RgbArg<BASE_COLOR_ARG,Red>,SmoothStep<IntArg<PREON_SIZE_ARG,2000>,Int<-4000>>>,TrBoingX<Mult<WavLen<EFFECT_PREON>,Int<6144>>,5>>,EFFECT_PREON>,
 TransitionEffectL<TrConcat<TrJoin<TrDelay<2000>,TrInstant>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<300>>,EFFECT_BATTERY_LEVEL>>>(),

I don’t think that approach is going to work how you think. TransitionPulseL<> will run everytime a pulse occurs, so using SwingSpeed as the pulse will trigger the sound on any swing, so combining with TrDoEffect in this manner will just run transition sounds over the top of your swing sounds. Transition Sounds are really intended for more discrete and specific uses, SwingSpeed is too general I believe.

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Hey Fett, darn ok , thanks for the advice there