I will go straight into the subject. As you see in the attachment there is a LFO and toggle nodes to check the max and min. times.
what I want to do is, when one of the bangs actually bang
I want to substract 0.5 from 20 until it hits 0.
And when I reach 0 I want to set 20 again.
EDIT: ignore the helppatch geometry, it is totally different stuff. check the other one.
thanks.
The thing is It can be more elegant if I know about the counter node. This happens to me most of the time, I know there is a node exists to satisfy my needs but I just cant find it.
Again thank you !
I will go straight into the subject. As you see in the attachment there is a LFO and toggle nodes to check the max and min. times.
what I want to do is, when one of the bangs actually bang
I want to substract 0.5 from 20 until it hits 0.
And when I reach 0 I want to set 20 again.
EDIT: ignore the helppatch geometry, it is totally different stuff. check the other one.
I am looking at the code but I couldnt realize how Map Node works.
Can anyone explain it a little briefly. I also looked at the help
patch but it is complicated too.
btw:
there is no need always to quote the original post; my mousewheel will thank you!
the Map (Value) (and also it’s equivalent MapRange (Value) ) is not that hard to understand. once you get the clue about the different modes you will notice that both nodes are very versatile.
i completely agree that the helppatch is close to useless
Where do the Bangs come from you are talking about?
2 Nodes that might help you are: Framedifference (Animation), that can figure out if your value is going up or down, and the Counter (Animation) node, set that to Max 20 and increment (that is a difficult word for step size) to 0.5.
For Counter Experts:
Okay, if I set MAX to 20, why can I reach 20.5 if I use an increment of 0.5??