Source Filmmaker

Source Filmmaker

Audio Peak Analyzer v1.1
48 Comments
velojico2021 20 Feb @ 2:38pm 
so this can fix audios?
gmod dude 2 Dec, 2023 @ 10:30pm 
can you make a thing that allows you to add x-rays? I mean as in like a shader test/particle that can make it so you can see inside a prop/ragdoll and in the element viewer you can change if it goes ALL the way through or just in the inside of the prop/ragdoll that has been selected.
OMG Theres A Bear In My Oatmeal!  [author] 10 Jul, 2023 @ 4:33pm 
your gameinfo.txt might not be formatted right or has errors in it, it should look like this https://www.dropbox.com/s/2fuduxao1w2en7m/gameinfo.txt?dl=0 , replace yours with this one temporary and try again to see if it works.
Macroli 10 Jul, 2023 @ 2:07pm 
It says ERROR : No wave file picked! While selected the wave file, help?
OMG Theres A Bear In My Oatmeal!  [author] 27 Mar, 2023 @ 4:50am 
did an error pop up in the console when that happened?
illegitimate-egg 24 Oct, 2022 @ 6:34am 
My hard drive died shortly after this, I think it was probably my sfm install
OMG Theres A Bear In My Oatmeal!  [author] 23 Oct, 2022 @ 6:54am 
see if validating the SFM files fixes it.
illegitimate-egg 23 Oct, 2022 @ 3:28am 
I'm back, the script asked me to install numpy and numpy lib and now when I run it just leaves a Traceback to line 312 in startAnalyze and line 55 in __init__ both of type <string>. According to the error argl must be open file
Scruffygamer 30 Apr, 2020 @ 6:54pm 
just animate it
wtf un Poni 30 Apr, 2020 @ 5:55pm 
Can this script be used to move any character's jaw when speaking? or this works only with lights?
OMG Theres A Bear In My Oatmeal!  [author] 22 Nov, 2019 @ 7:51pm 
your gameinfo.txt in usermod might not be formatted right or has errors in it, it should look like this https://www.dropbox.com/s/2fuduxao1w2en7m/gameinfo.txt?dl=0 replace yours with this one to see if it gets fix
Scruffygamer 22 Nov, 2019 @ 3:29pm 
File "c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\sdktools\python\global\lib\site-packages\filesystem\valve.py", line 1067, in getSearchMods
for chunk in self.FileSystem.SearchPaths:
File "c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\sdktools\python\global\lib\site-packages\filesystem\valve.py", line 1030, in __getattr__
raise AttributeError( "attribute 'raise AttributeError( "attribute '%s' not found" % attr )
DeltaSatelite96 7 Nov, 2019 @ 8:50pm 
It work.
OMG Theres A Bear In My Oatmeal!  [author] 7 Nov, 2019 @ 7:52pm 
ok, so I just updated the script to fix the issue, please check and let me know if it works right.
DeltaSatelite96 5 Nov, 2019 @ 6:04pm 
No and Yes.
No part. Still did not work.

The Yes part. It did work by delete the light and replace with a new one with or without it print freq. However it will happen at the end of the clip rather than the beginning of the clip.
OMG Theres A Bear In My Oatmeal!  [author] 5 Nov, 2019 @ 4:34am 
does it do nothing with different .wav files too? if no then check mark the "print freq" option and tell me what it prints in the script editor.
DeltaSatelite96 4 Nov, 2019 @ 5:57pm 
No.
OMG Theres A Bear In My Oatmeal!  [author] 4 Nov, 2019 @ 5:27pm 
does anything show up in the script editor window when you click start? (the script editor is under the "windows" tab on the sfm menubar )
DeltaSatelite96 4 Nov, 2019 @ 5:09pm 
rightclick*
DeltaSatelite96 4 Nov, 2019 @ 5:08pm 
All I did is just click the audio to highlight (player\spray.wav) right on light, rig, audiopeakAnalyzer, enable intensity, start. and nothing happend.
OMG Theres A Bear In My Oatmeal!  [author] 4 Nov, 2019 @ 5:03pm 
@Veemo.exe, can you explain how it doesn't work? does the script show up at all? does clicking start do anything?
DeltaSatelite96 4 Nov, 2019 @ 4:24pm 
No.
OMG Theres A Bear In My Oatmeal!  [author] 4 Nov, 2019 @ 4:41am 
@Veemo.exe, does any error show up in the console?
DeltaSatelite96 3 Nov, 2019 @ 3:15pm 
Does not work for me.
illegitimate-egg 14 Oct, 2019 @ 11:49pm 
I don't know why but for some reason it worked this time!:steamhappy:
OMG Theres A Bear In My Oatmeal!  [author] 14 Oct, 2019 @ 9:07pm 
does any error some up in the console?
illegitimate-egg 14 Oct, 2019 @ 11:38am 
I ran the script and nothing happened :(.
Greg. [Cortez] 9 Mar, 2019 @ 9:32am 
This thing is amazingly incredible oh my god.
Thank you so much for this script!
kazbaer20 8 Mar, 2019 @ 4:26pm 
Garry's mod very hard..
Source Filmmaker how to move make movie. ( but I don't know how make movie fnaf sfm Drawkill Bonnie and toy Chica very hard 😓) you'll show me YouTube video how to make movie fnaf Bonnie, Drawkill Bonnie, or other different things like that.
I'll trying again wait later next October.
Lizéricorde 7 Mar, 2019 @ 9:52pm 
Yooo this is amazing!! Been working on a DJ concert animation and this is perfect for it thanks for your work!!
OMG Theres A Bear In My Oatmeal!  [author] 7 Mar, 2019 @ 6:36pm 
@life is pain!!!, it helps with synchronizing a slider control to an audio file. like lip sync
Sir donks alot (rip my grandpa) 7 Mar, 2019 @ 4:37pm 
what does this script actually help with exactly?
SwaggerSauce 6 Mar, 2019 @ 5:45pm 
Nice!
Superior 6 Mar, 2019 @ 4:36pm 
oh, yeah i forgot to do that, thanks!
OMG Theres A Bear In My Oatmeal!  [author] 6 Mar, 2019 @ 2:54pm 
@Superior, did you extend the animset channel clip beyond one minute cause i just tested it and it works beyond one minute.
Superior 6 Mar, 2019 @ 2:28pm 
Testing the limits of the script, can only go up to one minute of playtime
The Maker 6 Mar, 2019 @ 1:02pm 
ok nice
OMG Theres A Bear In My Oatmeal!  [author] 6 Mar, 2019 @ 12:59pm 
@OLD SPORT, if the jaw is controlled by a slider then yes.
Superior 6 Mar, 2019 @ 12:59pm 
id really like this script to have a bass only fuction, i understand you could edit the freq ranges but im not too good with that so i guess to make it simpler for noobies like me you could add a bass only or bass detector or whatever? thanks!
The Maker 6 Mar, 2019 @ 12:41pm 
will it work for jaw movements?
Eris Lund (0x5066) 5 Mar, 2019 @ 2:13pm 
It actually prints a proper waveform, however it'll still fail by manually selecting a frequency range at a buffersize anything below 256, anything above that, the output looks really spotty, without the it looks fine, though at higher buffersizes the waveform should be at the bottom and be normalized.
OMG Theres A Bear In My Oatmeal!  [author] 5 Mar, 2019 @ 1:56pm 
@Gordon Freeman, I just updated the script. let me know if its better or worse.
Mr. P Gremlin 5 Mar, 2019 @ 1:36pm 
I honestly adore your scripts alot ngl, I'd love to see a advanced scale/resize script or more cool scripts/stuff like this one in the future.
ivip ze śląskiego boru 5 Mar, 2019 @ 11:37am 
amazing huh
Eris Lund (0x5066) 5 Mar, 2019 @ 8:52am 
it seems to react well enough, but fails to react when i'm trying to select a frequency range, for best measure set the buffersize to 8 (so it'll display a oscilloscope) and you'll see how it'll barely react, another thing is that, when the buffersize is set to 8, the waveform rendered isnt the one you'd normally see on oscilloscope visualizations, not sure if that's intentional or not, but its worth mentioning regardless
Yurrie 4 Mar, 2019 @ 11:00am 
this is probably one of the coolest sfm addons i've seen in a while, i don't know how people can do any of this shit with sfm lol
Kanarek 4 Mar, 2019 @ 5:37am 
Looks very useful and increible!
recommn [3d commissions] 4 Mar, 2019 @ 1:13am 
Harry101 will be so happy.