


Accumulation: Cumulative value driven by the normalized energy.
LENS STUDIO SOUNDS PATCH
Used internally for normalization, but can also be fed into the EZAudioViz patch for improved behavior. Energy Peak: Highest energy level recorded. Outputs Normalized Energy: Sanitized / normalized / remapped / 0–1 energy. Inputs Energy: Output from the energy meter patch. It gives you a nice clean number to work with in your shaders! Having a normalized energy value will make your effect more consistent between songs, and it will save you from worrying about the differences between the simulator and devices. Send this to a texture slot or shader render pass to see it! POP_EnergyNormalizer **The energy normalizer re-maps the energy values into a 0–1 range.** It samples energy levels over time to determine a peak, then uses that to re-map the energy levels (AKA normalization). Inputs Audio: Audio signal Outputs Audio: Audio signal Visualizer: A very functional bar graph texture. It includes the energy meter and audio analyzer so there's no need to connect a bunch of wires. This patch is meant for quick drag & drop action. Meant for development purposes since it includes the energy meter AND analyzer within the patch. It gives a you a new layer of consistency for audio-reactivity in your effects! POP_EZAudioViz Creates a bar graph of audio bands and energy levels. This goal of this collection is to make the creative process easier by solving those issues and making it easier to quickly visually debug. The levels are different in every song, and for some reason the energy meter output is ~100 times smaller in the simulator. It's great that Spark has audio visualizer capabilities now! However, developing audio reactive effects can be very tedious.
