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Merge leftovers
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@ -6243,7 +6243,7 @@ uint16_t mode_matripix(void) { // Matripix. By Andrew Tuline.
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}
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int16_t volumeRaw = *(int16_t*)um_data->u_data[1];
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if (SEGENV.call == 0) SEGMENT.fill_solid(nullptr, CRGB::Black);
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if (SEGENV.call == 0) SEGMENT.fill_solid(CRGB::Black);
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uint8_t secondHand = micros()/(256-SEGMENT.speed)/500 % 16;
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if(SEGENV.aux0 != secondHand) {
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@ -6364,7 +6364,7 @@ uint16_t mode_pixelwave(void) { // Pixelwave. By Andrew Tuline.
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// even with 1D effect we have to take logic for 2D segments for allocation as fill_solid() fills whole segment
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if (SEGENV.call == 0) {
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SEGMENT.fill_solid(nullptr, CRGB::Black); // clear buffer
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SEGMENT.fill_solid(CRGB::Black); // clear buffer
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SEGMENT.fill(BLACK); // clear output
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}
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@ -6409,7 +6409,7 @@ uint16_t mode_plasmoid(void) { // Plasmoid. By Andrew Tuline.
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}
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float volumeSmth = *(float*) um_data->u_data[0];
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SEGMENT.fadeToBlackBy(nullptr, 64);
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SEGMENT.fadeToBlackBy(64);
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plasmoip->thisphase += beatsin8(6,-4,4); // You can change direction and speed individually.
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plasmoip->thatphase += beatsin8(7,-4,4); // Two phase values to make a complex pattern. By Andrew Tuline.
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@ -6632,7 +6632,7 @@ uint16_t mode_blurz(void) { // Blurz. By Andrew Tuline.
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uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
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if (SEGENV.call == 0) {
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SEGMENT.fill_solid(nullptr, CRGB::Black);
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SEGMENT.fill_solid(CRGB::Black);
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SEGMENT.fill(BLACK); // clear canvas
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SEGENV.aux0 = 0;
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}
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@ -6646,8 +6646,8 @@ uint16_t mode_blurz(void) { // Blurz. By Andrew Tuline.
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++(SEGENV.aux0) %= 16; // make sure it doesn't cross 16
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SEGENV.step = 1;
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if (SEGMENT.is2D()) SEGMENT.blur2d(nullptr, SEGMENT.intensity);
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else SEGMENT.blur1d(nullptr, SEGMENT.intensity);
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if (SEGMENT.is2D()) SEGMENT.blur2d(SEGMENT.intensity);
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else SEGMENT.blur1d(SEGMENT.intensity);
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}
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return FRAMETIME;
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@ -6949,7 +6949,7 @@ uint16_t mode_rocktaves(void) { // Rocktaves. Same note from eac
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float FFT_MajorPeak = *(float*) um_data->u_data[4];
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float my_magnitude = *(float*) um_data->u_data[5] / 16.0f;
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SEGMENT.fadeToBlackBy(nullptr, 64); // Just in case something doesn't get faded.
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SEGMENT.fadeToBlackBy(64); // Just in case something doesn't get faded.
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float frTemp = FFT_MajorPeak;
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uint8_t octCount = 0; // Octave counter.
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@ -462,6 +462,7 @@ void Segment::fill_solid(CRGB color) {
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for(uint16_t y = 0; y < rows; y++) for (uint16_t x = 0; x < cols; x++) {
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setPixelColorXY(x, y, color);
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}
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#endif
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}
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// by stepko, taken from https://editor.soulmatelights.com/gallery/573-blobs
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