Once the song has been processed by findChords and beatDetect, the proper effects levels need to selected. The levels are calculated 6 times a second throughout the song using the values returned by the findChords and beatDetect methods.
This beat and chord data is compared with presets in the program to determine the proper effects levels for each 1/6th of a second chunk of the song. These presets are designed for heavy metal music, but they could be easily adapted for any other music style
Effects Presets
| |
Fast Playing |
Slow Playing |
| Single Notes |
100% Distortion, No Reverb |
75% Distortion, 40% Reverb |
| Chords |
75% Distortion, No Reverb |
60% Distortion, 100% Reverb |
Flange is handled differently than the other two effects. Flange is proportionally added whenever the beat count drops below two. If the beat count is zero, the piece will have 100% flange applied.
The effects quantity calculations produce a vector for each effect with values ranging for 0 to 1. A value of 0 means do not apply any effect at all, while 1 means apply the maximum quantity of that effect.
These vectors are low pass filtered before the effects are applied to the song. This guarantees a smooth and musical transition between different effects styles, and also prevents any momentary deviations in our detection algorithms from changing the output. In practice, you don't want the effect style changing for every different note you hit, so our low pass filter does an excellent job of melding segments together to create a consistant level of effects for your current overall style of play.