@database SFX (C) Copyright 1993-1996 Stefan Kost All Rights Reserved @Remark $VER: Equalize-ZPlane.guide (26.11.95) @Remark AmigaGuide-OnLine-Help for SoundFX @master /guides/sfx.guide @index /guides/sfx-index.guide/index @node main "Operators : Equalize-ZPlane" Equalize-ZPlane --------------- Function : Morphs up to 8 Equalizer curves into a 3D-Vectorcube. Parameters: SourceWaves Your Equalizer source curves.When you click on the PopUp-Symbol a file requester appears to let you choose an equalizer shape. These lists can be made and edited with the "Equalizer" operator. X-Axis Location of the point on the X-axis Y-Axis Location of the point on the Y-axis Z-Axis Location of the point on the Z-axis Path This area shows the path of the curve in the cube that are used for the parts of the equa- lizer curve. The small block of points in one of the corners represents zero in all three axis'. Bands Just how many bands should SFX use. Less Bands means less math, but you lose out on accuracy. ARexx : Bands 0->4/1->8/2->16/3->32/4->64 Steps 0->1/1->2/2->4/3->8/4->16/5->32 Eqf1 0..63 0..400 % analog für 2..8 AxixXS/E 0..100 % XModBuf,XModShape,XModMode AxixYS/E 0..100 % YModBuf,YModShape,YModMode AxixZS/E 0..100 % ZModBuf,ZModShape,ZModMode Notes : You have to choose one equalizer curve for every corner of the cube. During in calculation SFX will determine what curve has what influence in each point. The closer the point is to a cur- ve the more influence it has. The position of the point is quite variable,so there's a huge amount of variation possible whose results are heavily forseeable. @endnode