Swing Effect help

I’m trying to make a Swing Effect that only starts when swinging more then 25% speed, i.e. harder swings.

I got one that works using AlphaL, HolfPeakF and IsGreaterThan, but it snaps on when it reaches the threshold.

I’m wanting it to fade in and out. The current version fades out, but it doesn’t fade in.

StylePtr <
		Layers <
			ColorSelect <
				IntArg<STYLE_OPTION_ARG, 0>,
				TrInstant,

				Layers <
				Red,

				// Swing Effect, rainbow
				AlphaL <
					StyleFire <
						StripesX<
							Int<30000>,
							Int<-1000>,
							Red,
							RotateColorsX<Int<5461>,Red>,
							RotateColorsX<Int<10922>,Red>,
							RotateColorsX<Int<16384>,Red>,
							RotateColorsX<Int<21845>,Red>,
							RotateColorsX<Int<27306>,Red>
						>,
						Mix<
							Int<16384>,
							Black,
							StripesX<
								Int<30000>,
								Int<-500>,
								Red,
								RotateColorsX<Int<5461>,Red>,
								RotateColorsX<Int<10922>,Red>,
								RotateColorsX<Int<16384>,Red>,
								RotateColorsX<Int<21845>,Red>,
								RotateColorsX<Int<27306>,Red>
							>
						>,
						0,
						4
					> ,
					Scale<
						HoldPeakF<
							IsGreaterThan<
								SwingSpeed<500>,
								Int<8192> //25%
							>,
							Scale< // Hold Time
								SwingSpeed<500>,
								Int<500>,
								Int<1000>
							>,
							Scale< // Hold Speed
								SwingSpeed<500>,
								Int<4000>,
								Int<8000>
							>
						>,
						Int<0>,
						Int<32768>
					>
				>
			>

		> ,

		LockupTrL<Layers<AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
		ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
		ResponsiveStabL<Red,TrWipeIn<600>,TrWipe<600>>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<200>,Int<8000>,Int<16000>>,Int<400>>,
		ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
		LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
		LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
		InOutTrL<TrWipe<300>,TrWipeInX<RetractionTime<0>>,Black >>
	>
(),

Maybe use TransitionPulseL triggered by a ThresholdPulseF with a SwingSpeed inside?

Alternatively, if you have an ON-OFF sort of signal and you want to make it fade in and out, try ChangeSlowlyF.

ChangeSlowly<> worked :slight_smile: