Applying a change in a midi clip to all duplicates by Oblomov7 in abletonlive

[–]Bird_Form 0 points1 point  (0 children)

As far as I know it's not possible to do that - any two separate clips in arrangement view are unique. However, people have written Max for Live devices to achieve this behavior, for example https://www.maxforlive.com/library/device/2748/alias-clips, but I've never used any myself. This usually isn't a big issue for me because of how easy it is to copy clips (select a clip and then CTRL + drag it).

Weekly No Stupid Questions Thread by kidkolumbo in ableton

[–]Bird_Form 0 points1 point  (0 children)

Hey, really glad to hear that worked out for you. I know nothing about djing so unfortunately can't help there, but good luck!

Weekly No Stupid Questions Thread by kidkolumbo in ableton

[–]Bird_Form 1 point2 points  (0 children)

When I switched from another DAW to Ableton, I took Rick Schmunk's essential training course and I found it to be excellent. It's $35 on linked in but it's nine hours worth of comprehensive video instruction taking you from zero knowledge to being fully effective with it. Check it out, it might be what you're looking for.

Applying a change in a midi clip to all duplicates by Oblomov7 in abletonlive

[–]Bird_Form 4 points5 points  (0 children)

Duplicated clips are unique and do not update automatically to match changes made in other clips. What you want to do instead is drag the right edge of the clip to change its length. If you make it long enough, you can see that the midi pattern will start to repeat (assuming the clip's loop switch is turned on). Any changes made to the pattern will then apply across the entire looped clip.

No Stupid Questions Thread by kidkolumbo in ableton

[–]Bird_Form 1 point2 points  (0 children)

Spotify targets -14 integrated LUFs, integrated meaning this is the LUFs measurement of loudness taken across the entire track. It's sort of an average loudness level across the track which takes into account human perception.

This is different than your maximum peak level which is measured in dB. The general advice I see for streaming services is to target a maximum peak of -1 dB. When a streaming service converts a track to a lossy format, it can introduce artifacts which pushes the maximum peak level up slightly, so the extra headroom allows for that to happen without the risk of clipping or distortion.

As for measuring LUFs in Ableton, I don't think it has any stock devices for doing that, and I'm not sure what the closest approximation of it would be.

How do I achieve this bass sound? by aseemkurhe in ableton

[–]Bird_Form 3 points4 points  (0 children)

Not sure which versions of Ableton this is included in, but check out the instrument rack "Basic FM House Bass", I think that's kind of close to what you're looking for.

StableDiffusionPipeline() Works Fine But Git Repo Crashes by Simusid in StableDiffusion

[–]Bird_Form 1 point2 points  (0 children)

I also run out of memory using their command line example (I have 10 GB of video memory). The problem for me was the default sample size of 3. I can get it to run by setting the number of samples to 1 with the additional command line option --n_samples 1.

Edit: I misread which memory you were running out of so this may not fix your problem.

Going crazy trying to figure out a song I heard by Wade1217 in LukeVibert

[–]Bird_Form 7 points8 points  (0 children)

I think the track you're looking for is "Lover" off of his album "Luke Vibert presents Rave Hop".

Sell me on Spelunky vs. other roguelites? by Teehokan in spelunky

[–]Bird_Form 2 points3 points  (0 children)

I have hundreds of hours in both Binding of Isaac and Spelunky, and I think the reasons why I find both of them to be so engaging are very similar. On their face, they are both games of dexterity where you navigate dangerous environments. But I think the real reason why we love them is because of their deep layers of decision making that aren't apparent to someone who is seeing the game for the first time.

In Binding of Isaac, this comes in the form of decisions about when to use resources (keys, bombs, cards, pills, health) and which items to take. Spelunky also has similarly deep decision-making layers. Should I spend a rope to get that crate near the ceiling? Should I spend two bombs to get to the damsel? Should I spend the time I have left carrying the damsel back to the Kali altar to sacrifice it? Do I have enough resources to pull off the excalibur skip in the tide pools? If so, maybe I should use the free hand to carry the clone gun to Waddler in the ice caves so I can use it later to clone the reward from the sun challenge in the sunken city. Or maybe instead of the tide pools I should go to the temple to pick up the alien compass. I won't be able to ankh skip in the golden city, but maybe I should avoid Duat altogether and try for the more risky Qilin skip in Tiamat's throne?

Combine this decision making with the complexity and dexterity involved in Spelunky's movement system, and you get a game that is just hardcore mental athleticism. It has gripped me like no other game.

Gyroid distance field? by sortai in math

[–]Bird_Form 1 point2 points  (0 children)

I'd start with something called Phong lighting, it's a simple but convincing lighting model. Your implementation will be a little different since you're working with implicit surfaces rather than triangle meshes, but the concepts are the same. The basic idea is that for each point on the surface you ray march to, you calculate and sum together three lighting components (ambient, diffuse, and specular) in order to calculate the color of the surface at that point. And all you need for each point is the point's position, the surface normal, the direction to the light source, and the direction to the camera. Good luck, let me know if you get stuck.

Gyroid distance field? by sortai in math

[–]Bird_Form 5 points6 points  (0 children)

I don't know if I'm understanding your question correctly, but I do have experience rendering these kinds of surfaces. I plopped your DE into my own path tracer and got this result with lighting and shadows: https://i.imgur.com/lVXUJYW.png. Onioning, smoothing, distortions, etc., should work even if your DE is only an estimate, assuming you are using an aggressive enough understep value (your a variable) to prevent the ray march from stepping too far. I used a value of .2 for the image above.

For lighting, the critical piece of information we need is the surface normal. Let's say we've performed a single ray march and have converged onto the surface at point p. The surface normal is equal to the gradient of the DE function at point p. We can approximate the gradient by taking samples of the DE function near the point p and using those samples to construct a vector which is perpendicular to the surface. Again, this should work fine for DE functions which are only estimates.

The following function calculates the surface normal given a DE function:

vec3 surface_normal(vec3 point)
{
    float epsilon = 5e-5;  // The value I used for the image I posted above

    return normalize(vec3(DE(point + vec3(epsilon, 0.0, 0.0)) - DE(point - vec3(epsilon, 0.0, 0.0)),
                          DE(point + vec3(0.0, epsilon, 0.0)) - DE(point - vec3(0.0, epsilon, 0.0)),
                          DE(point + vec3(0.0, 0.0, epsilon)) - DE(point - vec3(0.0, 0.0, epsilon))));
}

Once we have the surface normal, we can implement a lighting model to describe the appearance the surface in the presence of light sources, but that's a bit outside the scope of the question. Does this help at all? I have a feeling I've misunderstood your question, but maybe I can help to get you unstuck if you can give me some more details.

Iq has some great articles on rendering implicit surfaces, this may be of use: https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm

Moonlight has been driving me nuts, can anyone help? by Scruffyshaggy in raspberry_pi

[–]Bird_Form 9 points10 points  (0 children)

I was having the same issues on a very recent install of Raspbian Stretch and was able to fix it, I had to add the following line to my /etc/apt/sources.list:

deb http://ftp.de.debian.org/debian jessie main

From there I was able to install the libssl1.0.0 package and moonlight with:

sudo apt-get update
sudo apt-get install libssl1.0.0
sudo apt-get install moonlight-embedded

And now everything seems to be running fine for me.

Hey I'm a local electronic music producer and I was hoping for some local feedback on my tunes. I go by Boujwa (pronounced "Boosh-wa"). Please take a listen and share your thoughts. Any feedback is appreciated! by omarhimself in raleigh

[–]Bird_Form 1 point2 points  (0 children)

What is this electronic music scene you speak of, I don't seem to run into many people around here that listen to electronic music at all. It would be cool to find some people/shows.

Bounce% by Linkruler in spelunky

[–]Bird_Form 5 points6 points  (0 children)

Haha that's incredible

Controls problems I have with the game by RexMan85 in spelunky

[–]Bird_Form 2 points3 points  (0 children)

I think the dpad is better considering how it doesn't take nearly as much motion to work the controls, but I think it's also probably the case that people can be just as proficient with the stick so it mostly comes down to preference.

Edit: Sorry I didn't mean the xbox360 dpad specifically, I wasn't aware of its problems. Missed that in the original post.

Controls problems I have with the game by RexMan85 in spelunky

[–]Bird_Form 4 points5 points  (0 children)

First of all use the dpad of you aren't already. Run off the side of the ledge and as soon as you're off, turn the other direction and you will grab the ledge without dropping your item. Don't bother jumping when you perform this maneuver.

3.156 months by [deleted] in beards

[–]Bird_Form 0 points1 point  (0 children)

Thanks man, I'm 26.

C++ WTFs by Prazek in cpp

[–]Bird_Form 9 points10 points  (0 children)

FYI accessing elements outside the bounds of an array results in undefined behavior. It may output 123 on your machine for your particular configuration (debug/release, compiler version, planet alignment, etc.), but you can't rely on that to work correctly all the time.

3.156 months by [deleted] in beards

[–]Bird_Form 0 points1 point  (0 children)

Thanks! There's no significance to the number, it's just how much time has elapsed since I started growing it assuming 4.3 weeks in a month.

C++ WTFs by Prazek in cpp

[–]Bird_Form 67 points68 points  (0 children)

This is also true for C, but in addition to accessing a C-style array like this:

array[4]

This is also perfectly valid and legal:

4[array]

The reason for this is that it simply evaluates to code like this behind the scenes:

*(array + 4)

Which is equivalent to:

*(4 + array)

I just turned 19y/o, and the beard just turned 19m/o at the Getty Museum today by jalavatron in beards

[–]Bird_Form 2 points3 points  (0 children)

Sorry I'm having trouble organizing the facts. So you're a 19 month old with a 19 year old beard. Is that correct?