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Gepubliceerd: 30 mei 2022 (1 maand geleden)
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The idea behind this plugin is simple, it applies a feedback loop to the effected signal.
The more looped, the more extreme the effect.

The result should be very unique, especially the first times you use it.

The plugin consists of three parameters:
– Layer: the number of loops
– Ratio: the volume of the loops relative to the original signal
– Feedback: the amount of feedback, how much the looped signal is multiplied by its previous self.

How to use it?
Simply enter in the parameters and press Run. You will hear the result, and also be able to save it to a.wav file.
– Layer: the number of loops
– Ratio: the volume of the loops relative to the original signal
– Feedback: the amount of feedback, how much the looped signal is multiplied by its previous self.

Layer can be anything from one to five, but not less than one. We are using loops in the beginning of the loop, and not at the end.

Ratio can be any value from 0 to 1, but you shouldn’t go below 0.5, nor above 1.0. This is the amount of looped signal relative to the original signal.

Feedback can be anywhere from 1 to 10, but you shouldn’t go below 0.5, nor above 10.0. This is the amount of feedback, how much the looped signal is multiplied by its previous self.

Note that when using the feedback parameter, the parameters are multiplied in the opposite way, that is to say, if you have feedback = 1.0, it becomes: Feedback = 10.0 / Feedback = 10.0 * Feedback = 1.0, therefore the formula is: Feedback = 10 * Feedback.

How does it work?
It works by multiplying the original signal by a cyclic, delayed signal that represents the previous self of the looped signal. This is the main difference between this plugin and other looping plugins.

To make it clearer, imagine you are playing the drums, or any instrument, and you are playing with the feedback loop on. You hear the sound of the original signal, after that, you hear the sound of the looped signal, and after that, you hear the sound of the looped signal again, and after that, again and again.

Note: you can still hear the original signal before the loops start playing, that 70238732e0

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The user can place Key Macro Codes (Keys) and Key Messages (Keys) in specific locations on their map, which the player can trigger by pressing the key on their keyboard.
Key messages act as triggers for any EventScript to run the code included. The events are triggered by the “pressed” key, and are replayed every round if the player has the Key Message on their map.
There are three different types of Key Macro Codes (Keys), all of which need a Key Message to be triggered.
Key Slots: These slots are empty before the map is loaded. The user can then place the key in any of the empty Key Slots. When the key is placed into the Key Slots, it’s loaded with a default Key Message.
On/Off Key: This type of key is used to turn off or turn on an on/off state.
Blank Key: This type of key is used to trigger the Key Message to be displayed on the map, but it doesn’t display a symbol on the map.
The possibilities with the blank key are limited to only one blank key (one blank key equals one blank symbol) or multiple blank keys. If multiple blank keys are used, they must be spaced evenly and within a certain distance from each other.
The user can alter the width of the key symbol to change how much space is required for the blank key to be displayed on the map.
Key Messages: These key messages are preloaded with each map. The user can adjust the key message to make the key text large or small. The font used for the key message is also adjustable.
Each of the Key Messages has the option to be triggered by the player or not. If the key message is set to trigger by the player, it is shown on the map in the same location the key symbol is located. If it is set to not trigger, it will not be shown on the map.
Key Message Examples:
Place Key: This key message is displayed on the map by default and triggers any Key Message that’s on the map.
Max Items: This key message is displayed on the map by default and does not trigger any Key Message.
Save: This key message is displayed on the map by default and does not trigger any Key Message.
Information: This key message is displayed on the map by default and triggers any Key Message that’s on the map.
“Disarmed”: This key message is displayed on the map by default and triggers any Key Message

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