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Rocky5 921f9fe9f8 Clean Copy
If ever adding the XBMC4Xbox source to GitHub use "git add -f -A" or it wont add all the files.
2024-01-08 19:01:29 +00:00

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XML

<visualisation>
<!-- maximum number of particles to diplay on screen at once (this affects framerate) -->
<MaxParticles>750</MaxParticles>
<!-- number of frequency bars that the visualization is based on -->
<bars>12</bars>
<!-- frequency scale can be log or linear -->
<freqscale>log</freqscale>
<!-- frequency range (in Hz) -->
<freqmin>200</freqmin>
<freqmax>22050</freqmax>
<!-- level range (in dB - 0dB refers to a sine wave at minimum possible level, 96dB is highest possible) -->
<levelmin>0</levelmin>
<levelmax>96</levelmax>
<!-- if this is true, the particle systems will be cycled in order -->
<!-- if this is false, a random system will be chosen at the beginning of each song -->
<!-- (this parameter is only effective if you have more than 3 systems) -->
<CycleParticleSystems>true</CycleParticleSystems>
<!-- Particle Systems -->
<!-- You can have up to 64 of these sections. (Any above that will be ignored) -->
<ParticleSystem>
<!-- speed to rotate (set this to 0 to disable rotation) -->
<RotationSpeed>0.01</RotationSpeed>
<!-- sensitivity to rotation direction changes (set to a value above 1 to disable changes) -->
<RotationSensitivity>0.15</RotationSensitivity>
<!-- frequency bar that affects rotation to release (valid values are 1 through whatever you set for the bars tag) -->
<RotationBar>6</RotationBar>
<!-- Color is stored in HSV (Hue Saturation Value) Format -->
<Color>
<Hue>
<!-- hue min, max, modifier, and variation are all set in degrees (0 - 360) -->
<!-- min hue for the particles -->
<Min>0.0</Min>
<!-- max hue for the particles -->
<Max>360.0></Max>
<!-- speed at which hue will shift on its own -->
<ShiftRate>0.1</ShiftRate>
<!-- how much to allow music to affect particle color -->
<!-- basically this is the maximum that the music could adjust the hue -->
<!-- of a given particle positively or negatively -->
<!-- hint (if you disable shift rate and variation, this setting can -->
<!-- serve as an immediately obvious single bar spectrum) -->
<Modifier>360.0</Modifier>
<!-- How much the hue of a given particle can be randomly offset. -->
<!-- This allows for some color variation on even a steady tone. -->
<Variation>45.0</Variation>
<!-- frequency bar that affects hue -->
<Bar>6</Bar>
</Hue>
<Saturation>
<!-- saturation min, max, modifier, and variation should be set between 0 and 1 -->
<Min>1.0</Min>
<Max>1.0></Max>
<ShiftRate>0.0</ShiftRate>
<Modifier>0.0</Modifier>
<Bar>6</Bar>
</Saturation>
<Value>
<!-- value min, max, modifier, and variation should be set between 0 and 1 -->
<Min>0.2</Min>
<Max>0.6></Max>
<ShiftRate>0.005</ShiftRate>
<Modifier>0.0</Modifier>
<Variation>0.3</Variation>
<Bar>6</Bar>
</Value>
</Color>
<!-- Whether particles encounter air resistance -->
<AirResistance>true</AirResistance>
<!-- Number of particles to release together -->
<NumToRelease>4</NumToRelease>
<!-- how much to allow music to affect number of particles to release -->
<!-- set this to 0 to disable it -->
<NumToReleaseModifier>2</NumToReleaseModifier>
<!-- frequency bar that affects num to release (valid values are 1 through whatever you set for the bars tag) -->
<NumToReleaseBar>2</NumToReleaseBar>
<!-- How long particles live before disappearing -->
<LifeCycle>3.0</LifeCycle>
<!-- How long to wait between particle releases -->
<ReleaseInterval>0.0</ReleaseInterval>
<!-- Size of the particles -->
<Size>0.4</Size>
<!-- Acceleration of the particles -->
<VelocityVar>1.5</VelocityVar>
<!-- position from which the particles emerge (0,0,0 is the center of the screen) -->
<Position>
<X>0.01</X>
<Y>0.01</Y>
<Z>0</Z>
<!-- amount music affects position. Set this to 0 to disable it. -->
<Modifier>0</Modifier>
<!--The ModificationMode tag affects how modifications are calculated. -->
<!--Possible values are linear and exponential. If set to linear, changes are simply -->
<!--multiplied by the modifier. If set to exponential, changes are raised to -->
<!--the power of the modifier.-->
<ModificationMode>linear</ModificationMode>
<!-- The invert tag control's how audio changes affect world. -->
<!-- If invert is set to false, smaller changes have larger impacts and vice versa, -->
<!-- so less dynamic music should appear to create a more random visualisation -->
<!-- while more dynamic music stick closer to your predefined settings. -->
<Invert>false</Invert>
<!-- The mode tag also controls how audio changes affect world. -->
<!-- If mode is set to "difference", changes are dynamics based (i.e. the amount -->
<!-- of change between the current sample and the previous sample determines how much to -->
<!-- vary the visualization. -->
<!-- If mode is set to "level", the level of the current sample determines how much to -->
<!-- vary the visualization. -->
<!-- The third option, "both, combines the two previous methods. -->
<Mode>both</Mode>
<!-- the vis is backed by a frequency spectrum. Use the settings below to tell -->
<!-- which bar affects position x, y, and z respectively. -->
<!-- Valid values are 1 through whatever you set in the bars tag -->
<XBar>1</XBar>
<YBar>2</YBar>
<ZBar>3</ZBar>
</Position>
<!-- direction and speed at which the particles emerge -->
<Velocity>
<X>-1.0</X>
<Y>1.0</Y>
<Z>0.0</Z>
<Modifier>4</Modifier>
<ModificationMode>exponential</ModificationMode>
<Invert>false</Invert>
<Mode>both</Mode>
<XBar>4</XBar>
<YBar>5</YBar>
<ZBar>6</ZBar>
</Velocity>
<!-- direction and speed of gravity -->
<Gravity>
<X>0</X>
<Y>0</Y>
<Z>-15.0</Z>
<Modifier>0</Modifier>
<ModificationMode>linear</ModificationMode>
<Invert>false</Invert>
<Mode>both</Mode>
<XBar>7</XBar>
<YBar>8</YBar>
<ZBar>9</ZBar>
</Gravity>
<!-- direction and speed of any wind that would affect the particles -->
<Wind>
<X>1.0</X>
<Y>-1.0</Y>
<Z>0.0</Z>
<Modifier>2</Modifier>
<ModificationMode>linear</ModificationMode>
<Invert>false</Invert>
<Mode>both</Mode>
<XBar>10</XBar>
<YBar>11</YBar>
<ZBar>12</ZBar>
</Wind>
</ParticleSystem>
<ParticleSystem>
<RotationSpeed>0.01</RotationSpeed>
<RotationSensitivity>0.15</RotationSensitivity>
<Color>
<Hue>
<Min>0.0</Min>
<Max>360.0></Max>
<Variation>45.0</Variation>
<ShiftRate>0.1</ShiftRate>
<Modifier>360.0</Modifier>
</Hue>
<Saturation>
<Min>1.0</Min>
<Max>1.0></Max>
<ShiftRate>0.0</ShiftRate>
<Modifier>0.0</Modifier>
</Saturation>
<Value>
<Min>0.2</Min>
<Max>0.6></Max>
<ShiftRate>0.005</ShiftRate>
<Modifier>0.3</Modifier>
</Value>
</Color>
<AirResistance>false</AirResistance>
<NumToRelease>25</NumToRelease>
<NumToReleaseModifier>1</NumToReleaseModifier>
<LifeCycle>4.0</LifeCycle>
<ReleaseInterval>0.1</ReleaseInterval>
<Size>1</Size>
<VelocityVar>2.0</VelocityVar>
<Position>
<X>0.01</X>
<Y>0.01</Y>
<Z>0.01</Z>
<Modifier>500</Modifier>
</Position>
<Velocity>
<X>0.1</X>
<Y>0</Y>
<Z>0</Z>
<Modifier>100</Modifier>
</Velocity>
<Gravity>
<X>0</X>
<Y>0</Y>
<Z>0</Z>
<Modifier>0</Modifier>
</Gravity>
<Wind>
<X>-0.1</X>
<Y>0.0</Y>
<Z>0.0</Z>
<Modifier>100</Modifier>
</Wind>
</ParticleSystem>
</visualisation>