MILKDROP 2.0d (January 2008)
a Winamp visualization plug-in by Ryan Geiss
copyright (c) 2001-2008 Nullsoft, Inc.
Useful Links:
official milkdrop homepage
online forums - for preset sharing, troubleshooting,
comments, and feature requests
Nullsoft Winamp
Microsoft DirectX
milkdrop.co.uk - an excellent third-party preset community site
What is MilkDrop?
-----------------------
MilkDrop is a music-visualization "plug-in" for the Winamp music player.
As you listen to music through Winamp, MilkDrop renders the soundwaves in a
visual feedback loop, driven by 3D graphics hardware, to create a
rich visual journey through sound. MilkDrop can also be driven by a live
audio feed (microphone or line-in) - see the documentation for details.
MilkDrop 2 is a major upgrade to the original MilkDrop visualizer, opening up
the power of modern graphics chips and programmable pixel shaders to the realm
of music visualization. Pixel shaders allow dozens, even hundreds of complex
instructions to be executed for every pixel on the screen, every frame.
Other new features include jpg textures, gaussian blurring, a preset "mash-up"
feature, and a prest "back" button. MilkDrop 2 is backwards-compatible with
presets from MilkDrop 1.
Section Listing
-----------------------
1. requirements
2. installation
3. tweaking
4. usage
4.a. keyboard commands
4.b. config panel
4.c. preset authoring
4.d. rating system
4.e. custom messages
4.f. sprites
5. troubleshooting
6. known issues / misc. / tips
7. using line-in (for live audio input)
8. acknowledgements
9. version history
1. Requirements
-----------------------
1. Windows 98, ME, 2000, XP, or later.
2. Hardware-based 3D graphics acceleration (i.e. a video card with 3D support)
supporting DirectX 9 with at least 8 MB of video memory;
however, we strongly recommend a GeForce 5700 (or better),
or a Radeon 9600 (or better).
3. Winamp 5.12 or later ( http://www.winamp.com/ ).
4. DirectX 9.0 or later ( http://www.microsoft.com/windows/directx/ ).
2. Installation
-----------------------
MilkDrop 2 comes with Winamp. To install it, just download and
install the latest version of Winamp. During the installation,
make sure the "MilkDrop 2" visualizer option is checked, so that
it gets installed, too.
Once Winamp is installed, launch it. Load some music files into
your playlist and start playing some music. (Be sure to play some music
before trying to launch the visualizer - otherwise you'll just see a
black screen.)
Once music is playing, hit CTRL+K and a list of visualization
plug-ins will appear. Select "MilkDrop 2" from the list. Then click
the "Start" button, and it will launch the visualizer.
Quick Tips:
* If you want to go full-screen, double-click on the visualizer itself.
* CTRL+SHIFT+K starts or stops the visualizer.
* To configure MilkDrop's options, exit the visualizer and hit ALT+K.
If you have trouble getting MilkDrop to run properly after installation,
try installing various recent WHQL drivers for your video card, or installing
DirectX; doing these two things (especially the first) will fix 99% of
problems. See the Troubleshooting section of the documentation for more
information.
3. Tweaking to achieve the best image quality
-----------------------
a) Fullscreen Display Mode [first tab of config screen]
When you run MilkDrop fullscreen, it changes the display
mode to whatever you select here. Generally speaking,
the speed (framerate) and smoothness of MilkDrop will drop
as the resolution (number of pixels on the screen)
increases. So, if it's running to slow in fullscreen
mode, try selecting a smaller fullscreen display mode.
b) Canvas Stretch [second tab]
This option lets you trade resolution [crispness] for
speed. If MilkDrop runs too slow, in any mode (windowed/
fullscreen/desktop), try cranking up the canvas stretch
to, say, 1.5X or 2X. The image will not look as crisp,
but MilkDrop will probably run much faster. (Assuming
that your graphics chip was the bottleneck.)
c) Mesh Size [second tab]
This is the main option that affects how much processor
(CPU) MilkDrop uses. If you crank it up far beyond the
default, expect to be CPU-bound (where your framerate drops
because the CPU is the bottleneck). To get MilkDrop to
speed up, drop the Mesh Size back down. The Mesh Size
decides how many points on the screen the per-vertex
equations will be executed for; the higher the mesh size,
the more fidelity you will see in the motion.
d) tips for LCD and laptop users
LCD screens: Note that most LCD screens (flatpanels) usually run
at a fixed frequency only - usually 60 Hz - meaning that they update
the screen 60 times per second. However, sometimes the video driver
reports that it supports other refresh rates, such as 72, 75, 85, etc.
It is strongly recommended that [for fullscreen mode, and for Windows
in general] you choose a display mode with a 60 Hz refresh rate, for
the smoothest possible animation. For this plugin, you will also want
to choose Maximum Framerates that divide evenly into 60 - such as 60,
30, 20, 15, 12, 10, 6, 5, and so on - so that the # of times the LCD
shows each frame of animation remains constant, resulting in the
smoothest possible animation.
e) color (bit) depth: 16 or 32?
The answer, nowadays, is a resounding "32". Video memory
is plentiful these days; use 32 bit color, for both your
windows desktop (...so that MilkDrop's windowed mode can
run at 32 bits) and for MilkDrop's Fullscreen Display Mode
setting (where "8888" denotes 32 bits).
Some ancient video cards don't have enough memory to run MilkDrop
properly (or smoothly) in 32 bits, though; you might want to
try 16-bit color if your card has less than 32 MB of video
memory, if you are using a laptop, or if your video card is
significantly old. In the MilkDrop config panel, 16-bit modes
show up as "555" or "565".
If you find that your card runs best in 32-bit color, you should
have no problems with brightness levels while running MilkDrop.
However, if your card runs best in 16-bit color, you should
then adjust the Brightness slider on the second tab of the config
panel (which only affects 16-bit color video modes!). The goal
is to make the image as bright as possible, without oversaturating
it (washing it out, often to bright pink or white). This setting
also varies for different cards, depending on how the card rounds
color values, so we recommend seeing how bright you can set the
slider (closer to '0') without oversaturating the image. Usually,
a setting of '0' or '2' works the best.
4. Usage
-----------------------
4.a. Keyboard Commands
The following keys can be used to control MilkDrop while it is running.
(Note: pressing F1 while MilkDrop is running will show you this list)
GENERAL
escape: exit to winamp
PRESET LOADING
BACKSPACE: return to previous preset
SPACE: transition to next preset
H: instant Hard cut (to next preset)
R: toggle random (vs. sequential) preset traversal
L: load a specific preset (invokes the 'Load' menu)
+/-: rate current preset (better/worse)
scroll lock: lock/unlock current preset
(keyboard light on means preset is locked)
(prevents random switch to new preset)
A: aggregate preset - loads a random preset,
steals the warp shader from a different random preset,
and steals the composite shader from a third random preset.
D: cycle between various lock-states for the warp and
composite shaders. When one of these shaders is locked,
loading a new preset will load everything *except* the
locked shaders, creating a mix between the two presets.
PRESET EDITING AND SAVING
M: show/hide the preset-editing menu
S: save new preset (asks you for the new filename)
N: show per-frame variable moNitor
(see milkdrop_preset_authoring.html)
MUSIC PLAYBACK
z/x/c/v/b: navigate playlist (prev/play/pause/stop/next)
U: toggle shuffle
P: show playlist
up/down arrows: volume up/down
left/right arrows: rewind/ffwd 5 seconds
SHIFT + left/right arrows: rewind/ffwd 30 seconds
FUNCTION KEYS
F1: show help screen
F2: show song title
F3: show song length
F4: show preset name
F5: show fps (frames per second)
F6: show rating of current preset
F7: re-read custom message file (milk_msg.ini) from disk
F8: jump to new directory (for presets)
F9: toggle stereo 3D on/off
SPRITES AND CUSTOM MESSAGES (FOR VJ's)
T: launch song title animation
Y: enter custom message mode
##: load message ## (where ## is a 2-digit numeric code (00-99)
of a message defined in milk_msg.ini)
*: clear any digits entered.
DELETE: clear message (if visible)
F7: re-read milk_msg.ini from disk
K: enter sprite mode
##: load sprite ## (where ## is a 2-digit numeric code (00-99)
of a sprite defined in milk_img.ini)
*: clear any digits entered.
DELETE: clear newest sprite
SHIFT + DELETE: clear oldest sprite
CTRL+SHIFT+DELETE: clear all sprites
F7: no effect (milk_img.ini is never cached)
SHIFT + K: enter sprite kill mode
##: clear all sprites with code ##
*: clear any digits entered.
CTRL + T/Y: kill song title and/or any custom messages
CTRL + K: kill all sprites
Note that there are more keys available, but because many
are only relevant to people designing their own presets,
they are listed in the preset authoring guide instead.
4.b. config panel
The configuration panel lets you customize the way MilkDrop runs.
To learn how to get to the configuration panel, see the "Installation"
section above.
Once you're in the config panel, you'll see a number of tabs
at the top, some dropdown boxes, and some checkboxes. Each
of the tabs at the top brings you to a different page of
configuration options. To get help on a setting, simply click
on the '?' in the upper-right corner of the config panel,
and then click on the setting you want help with.
4.c. preset authoring
Please see the included text file, milkdrop_preset_authoring.html,
for instructions on how to create and save your own presets.
4.d. rating system
The built-in rating system allows you to rate each preset on a scale
from 0 to 5. A rating of 5 is very good, while a rating of 0 is
the worst. The ratings decide how often the presets will be randomly
loaded. If a preset has a rating of 0, it will never be randomly
loaded (unless they're all zero; then they all have an equal chance).
To show the rating for a preset, press F6. You can adjust the
rating for a preset with the +/- keys. When you make adjustments,
they save automatically; there's no need to save the preset to make
the rating change permanent.
Here's a recommended interpretation of the numeric values:
0 = I never want to see this preset again
1 = very ugly
2 = mediocre
3 = fair
4 = good
5 = downright stimulating
If a preset seems "lost" because you set its rating to 0 and it
won't ever come back, you can always load it up by hitting 'L'
to conjure the 'Load Preset' menu, finding the preset you want,
loading it, then hitting +.
4.e. custom messages
ABOUT CUSTOM MESSAGES
The "Custom Message" feature of MilkDrop allows you to display
short text messages on the screen while MilkDrop is running.
They are highly configurable; you can set all of the following
parameters: the font, the size, the positioning, color, bold
state, italic state, and so on; and you can even have it
randomize some of these properties.
CREATING THE MESSAGES
You can save up to 100 messages in the file MILK_MSG.INI in
your Winamp\Plugins\ folder. To open this file, go to the
MilkDrop configuration screen (ALT+K from Winamp) and click the
"Edit Custom Messages" button. Or, you can just edit it
manually if you know how; it's plain-text.
The first thing you see when you open the file is a bunch of
lines that start with two forward slashes (//). These are
comment lines, and they explain the syntax for adding a font
or a message to the file. This is your main reference for
finding out what all the parameters do for the fonts & messages;
it is recommended that you leave this information in the file,
although it can be removed or (modified) and the messages will
still work.
After the comments come first the fonts, then the messages.
The fonts are simply a way to specify a typeface, bold state,
italics state, and red/green/blue color for the font. You can
configure up to 16 fonts like this (numbered 00-15). These fonts
will serve as template fonts for the custom messages.
The next section is the actual messages. Each one has a
text message (the 'text' parameter) that will be shown to the
user, and each one references one of the 16 fonts that were
defined in the previous section. You can also specify the
size (size), position (x,y), a growth factor (growth) that
will grow/shrink the message over its lifetime, the number
of seconds to show the message (time), and the fraction of that
time that is spent fading in (fade).
You can also randomize some of these values: 'randx' and 'randy'
will randomly perturb the (x,y) coordinates every time the message
is shown to the user, and 'randr'/'randg'/'randb' will randomly
perturb the (r,g,b) color in the same way.
Finally, you can override any of the default properties for the
font that this message uses: (face, bold, ital, r, g, b).
INVOCATION AND USAGE
There are two ways to invoke custom messages: one automatic,
the other manual.
The automatic way is to go to the MilkDrop config panel (ALT+K),
click the 'More Options' button, and set the value in the
'Time between RANDOM custom messages' box to something greater
than zero. This will cause MilkDrop to randomly display custom
messages while it is running, and the average time (in seconds)
between messages will be the value you entered here. If you
wish to disable random custom messages, set this value to -1
(or any negative number). Note that all messages in the file
have an equal change of being picked.
The manual way is to type in the two-digit code (00-99) of the
message while MilkDrop is running. However, you can't use the
numeric keypad for this - you have to use the numbers at the
TOP of your keyboard to do it. If you mess up while entering
the first digit, just press the '*' key to start over.
Note that if you change the MILK_MSG.INI file while MilkDrop
is running, you will not be able to see the changes until
you hit F7, which tells MilkDrop to re-read the MILK_MSG.INI
file from disk.
4.f. sprites
ABOUT SPRITES
The "Sprite" feature of MilkDrop allows you to display
any image of your choice in the foreground (on top of
MilkDrop) while it runs. The sprites can fade in and out,
move around, respond to the music, and so on. You define
them in a file - milk_img.ini in your winamp\plugins
directory - much like you define custom messages, each
having an identifying code number from 00 through 99 (used
to invoke them). However, the way the individual sprites
are defined is different; you write code for them, instead
of just setting parameter values. This is a little bit
tougher to do (it's very much like preset authoring), but
adds a great deal of flexibility to what you can do with
the sprites.
CREATING THE SPRITES
You can define up to 100 sprites in the file MILK_IMG.INI in
your Winamp\Plugins\ folder. To open this file, go to the
MilkDrop configuration screen (ALT+K from Winamp) and click the
"Edit Sprites" button. Or, you can just edit it manually if
you know how; it's plain-text.
The first thing you see when you open the file is a bunch of
lines that start with two forward slashes (//). These are
comment lines, and they explain the syntax for creating a sprite.
This is your main reference for finding out what all the
parameters do for the fonts & messages; it is recommended that
you leave this information in the file, although it can be removed
(or modified) and the sprites will still work.
After the comments come the sprite definitions. Each sprite is
made up of one parameter that indicates the image file to use
(this is the 'img=...' line), and two types of code: initialization
code, and regular code.
The first - initialization code - is executed only once, when you
launch the sprite. Use it to do one-time initialization of variables
(such as the opacity (a), rotation angle (rot), position (x,y),
and so on) or to invent new variables that you will access later.
This code is marked by the 'init_1=...', 'init_2=...', etc. lines.
The second type of code - marked by 'code_1=...', 'code_2=...', etc.
- is executed every frame, just prior to plastering the sprite on
the screen. Use it to animate the sprite, moving it around (changing
x,y), scaling it up and down (sx,sy), fading it in and out (a),
changing its color, and so on.
Please see the comments included in the sample milk_img.ini file
for full details and examples on how to author sprites.
INVOCATION AND USAGE
There is currently only one way to invoke sprites: manually.
To do this, first press 'K' to enter 'sprite mode' (while
running MilkDrop). Now, whenever you type in a two-digit
code (00-99), MilkDrop will try to find & launch the sprite
you've requested, from the milk_img.ini file. If there is
an error, it will display an error message in the upper-right
corner. Note that to enter the two-digit code, you can't use
the numeric keypad; you have to use the numbers at the TOP of
your keyboard.
If you make an error entering the first digit of the code,
just press '*' to start over. If you want to
clear the most recently-invoked sprite, press DELETE. If you
want to clear the oldest sprite, press SHIFT + DELETE. If you
want to clear all sprites, press SHIFT + CTRL + DELETE.
If you want to clear sprites by their 2-digit code, press
SHIFT + K (instead of just 'K') to enter 'sprite kill mode.'
Now, when you enter a two-digit code, instead of invoking
the sprite, MilkDrop clears all running sprites with that
two-digit code.
5. TROUBLESHOOTING
-----------------------
If MilkDrop has a critical problem (e.g. fails to load, freezes, etc.)
or if the image is distorted, torn, corrupted, or all one solid color,
try the following two suggestions to resolve the problem. In 90%
of these cases it can be fixed. If you have a different problem,
scroll down past this part and try to find the appropriate symptom
and its solution.
1. UPDATE YOUR VIDEO DRIVER, OR TRY OTHER DRIVERS
Almost all display problems are caused by buggy video drivers!
A "driver" is a piece of software that translates graphics-related
commands from programs, like MilkDrop, into the native language of
your specific graphics hardware.
For desktop machines, there are typically three sources for video drivers:
1) those from the *chip* manufacturer's website (usually
nvidia.com or ati.com) (best source)
2) those from the card manufacturer's website (LeadTEK, PNY, etc.)
3) those that shipped with Windows (yuck)
For laptops:
1) the driver from the *laptop* manufacturer
2) (maybe) the driver from the graphics chip manufacturer
(ATI, Nvidia, etc) - however, it's fairly common to find
that the laptop requires a custom driver written by the
laptop manufacturer.
3) the driver that shipped with Windows (yuck)
Give them all a shot. Track down every driver you can find for
your card, and try it. Try the WHQL ones first - these versions of
the drivers have passed "Windows Hardware Quality Labs" certification
and are usually the more stable and reliable ones.
In general, it's a very good idea to use only Microsoft-certified
WHQL drivers for your video card. Often people want to get the newest,
fastest beta drivers, but these drivers are almost ALWAYS riddled
with new bugs. You can also watch the version number of the drivers
a company releases - if the version number just jumped to a new
series (such as from the 70's to the 80's), watch out, it probably
has a lot of bugs that need worked out - give it 3-4 months before
expecting the new driver series to work well. With video drivers,
the newest isn't always the best!
Here is a list of some common card/chip manufacturers and where
to get their drivers. Don't forget to choose the WHQL driver!
[ NVIDIA driver ]
Card manufacturers using NVIDIA (GeForce) graphics chips:
(note - most of these just link you to the nvidia driver above)
[ XFX ]
[ EVGA ]
[ BFG ]
[ PNY ]
[ ATI driver ]
Card manufacturers using ATI (Radeon) graphics chips:
[ VisionTek ]
[ Diamond ]
[ Intel ] - then click 'graphics' on the left
[ SiS ] - agree, then select 'graphics drivers'
[ S3 ] - then click 'drivers'
[ VIA ]
[ Matrox ]
[ Creative Labs ]
For others - or in general - if your graphics chip is made by Trident,
for example, then try a google search for:
Trident graphics driver
Then click on "support", then "drivers" (or "downloads"), then
"graphics driver", and so on.
2. [RE]INSTALL DIRECTX
Make sure you have a quasi-recent version of Microsoft DirectX
installed. In reality, though, almost every PC in the world has
DirectX 9 on it at this point, so this shouldn't be a problem.
If you go to download it, you'll only be able to find DirectX 10 -
this is fine to install, though, as it includes DirectX 9 inside
it. As a last resort, though, if you are having problems,
you could try re-installing DirectX to see if it helps.
If you're having a non-critical problem, browse the following list of
common problems and their causes and solutions. Note that for each symptom-
cause-solution block, there can be multiple symptoms with the same cause and
solution, and the same symptom might be listed in multiple blocks.
If the solutions below don't work for you, please visit the forums at
http://www.nullsoft.com/free/milkdrop, where you can read the most
recent troubleshooting issues and solutions.
ENTRY 1
SYMPTOM:
-any error message saying "Failed to create ..."
or "not enough memory...", or
-only a portion of the screen displays correctly; the rest is
either filled with garbage or badly flickering
CAUSE:
1) Your video card might not have enough memory to run MilkDrop at
the resolution (screen width and height) you've picked,
2) your drivers might be out of date,
3) you might need to reinstall DirectX (very very rare), or
4) your graphics card might be to crappy to *actually* run
pixel shaders well.
SOLUTION:
1) To battle video memory problems:
Go to the config panel and try smaller video modes (e.g.,
320x240 is smaller than 640x480). Even better is to try
a lower color bit depth; if you'd selected a 32-bit ("8888")
video mode before, try a 16- ("565" or "555") or 24-bit ("888")
one, for example. Note that it might only work in one of them;
so make sure you try them all. Trying these things is especially
important on laptops with limited video memory, or older video
cards with a small amount of video memory.
Finally, you can try locking the texture size (or "canvas size")
to 256x256 pixels, just to see if that fixes the problem.
If it does, try using a smaller fullscreen video mode to
free up some memory, or if running windowed, close other
graphics-hungry applications.
2,3) for instructions on how to reinstall DirectX or update
drivers, go here.
4) Go to the MilkDrop config panel (hit ALT+K) and on the second tab,
in the "Pixel Shaders" box, select "None." Now does MilkDrop run
ok? If so, your video card probably just can't reliably run
pixel shaders, due to either inferior hardware, or it could
be the driver. You can always try setting "Pixel Shaders"
back to "Auto" and then installing a newer (preferably WHQL)
video driver.
ENTRY 2
SYMPTOM:
-When I go to the Load Preset menu ('L') in MilkDrop, some of the
presets on disk are missing.
-I downloaded some new presets and put them in my Plugins\MilkDrop2\Presets
directory, but I can't access them from within MilkDrop.
CAUSE:
You probably have an older video card that can't handle the pixel
shaders needed to run some of the presets. MilkDrop automatically
hides any presets from you that you can't run.
SOLUTION:
* You could buy a new graphics card - one that meets the minimum
recommendation for MilkDrop 2. These cost less than $40.
* You could try forcing MilkDrop to try to run these presets.
Sometimes MilkDrop just hides them from you because it predicts
they will run horribly slow on your graphics card; in case it
is wrong about that, try this. Go into the MilkDrop config
panel (ALT+K) and go to the More Settings tab. Under the
"Pixel Shaders" option, change it from "Auto" to "Shader Model 2"
or "Shader Model 3". Then try to run MilkDrop and see if the
presets appear. If they do, you're in luck; if they don't, your
GPU really doesn't support those shader models.
ENTRY 3
SYMPTOM:
MilkDrop always looks the same - it's always showing the same
preset, and it never changes to a new preset unless I tell it to.
CAUSE:
Scroll Lock is on.
SOLUTION:
The Scroll Lock key is how you tell MilkDrop to lock the current
preset - i.e. don't randomly transition to a new preset unless you
do it. The state of the Scroll Lock key is remembered when you
start or stop MilkDrop, too, so be careful of that. If you are
experiencing this problem, you can fix it in any of the following
three ways:
1. hit Scroll Lock while MilkDrop is running (and the viz window is active);
2. load up the MilkDrop config panel (ALT+K), go to the More Settings
tab, and uncheck the "Start milkdrop with preset lock (scroll lock)
key ON" box;
3. if you're using a modern skin, there is a "random" button on
the frame of the window, which is the inverse of the Scroll Lock
state - i.e. you probably have Scroll Lock on and "random" off.
Click the "Random" button to turn random transitions back on
(and notice that scroll lock gets turned off as a result).
ENTRY 4
SYMPTOM:
I was browsing for presets from within MilkDrop ('L') key and
got lost. How do I get back to my presets?
SOLUTION:
Two ways to fix this. The easiest is to just reset MilkDrop
to its defaults - hit ALT+K to load the MilkDrop config panel,
then click the 'Defaults' button. The next time you launch
MilkDrop, it will start you in the default preset directory.
To fix it manually (and preserve all your settings), run
MilkDrop, hit F8, and paste in this path:
C:\Program Files\Winamp\Plugins\Milkdrop2\presets
[or equivalent].
Another way to fix it is to hit 'L', and browse all the way
down to the root folder (repeatedly select ".."), then
go into Program Files, Winamp, Plugins, MilkDrop2, and finally,
presets.
ENTRY 5
SYMPTOM:
-things flicker through (such as my AIM window ticker, taskbar
clock, web page animations, etc.) when I'm running MilkDrop
in fullscreen mode.
CAUSE:
You're probably running MilkDrop fullscreen at the same
resolution & color depth as your desktop, and Windows isn't
properly handling MilkDrop's request for exclusive access to the
screen, and is still letting other applications paint (draw)
themselves.
SOLUTION:
Change either your Windows desktop resolution or color depth, or
MilkDrop's fullscreen resolution or color depth, so that there
is some difference between the two. (To change your Windows
display settings, go to the Start Menu -> Settings -> Control
Panel -> Display -> Settings tab, and then change the "colors"
or "screen area" settings from there.) Also make sure you're
not using "fake" fullscreen mode (...uncheck this box on the
main screen of the config panel).
6. Known Issues / Misc. / Tips:
---------------
a. Tip for video capture: if you'd like to save sequences of video
from this plugin, there are several programs out there that will
let you do this. Warning: you will need a ton of free hard drive
space, and a fast CPU helps. A few of these programs are:
"FRAPS" http://www.fraps.com/
"Hypercam" http://www.hyperionics.com
b. Close other apps:
For the best graphics performance, try to close as many other
applications as you can, before running the plugin, especially
those that tend to work in the background, such as anti-virus
or file-swapping software. Also, if you must leave other
applications open, try to minimize them (i.e. shrink the window
down to the taskbar) so that they stay out of the painting loop.
c. Windows Vista / Winamp with per-user settings
Be aware that if you're running Vista as a non-admin user,
you can't write to (or delete from) files in the Program Files
directory, which is were MilkDrop 2 is installed. So, anything
you try to write or save (like milkdrop's settings file, milk2.ini;
or presets) will probably end up deep in some user-specific,
virtualized "Program Files" directory somewhere on your hard
drive. Yell at Microsoft for this one!
Also, if you installed Winamp with per-user settings (instead of
shared settings) - on any OS, not just Vista - be aware that your
.INI files (milk2.ini, milk2_img.ini, milk2_cfg.ini) are all
stored in a folder like this:
C:\Documents and Settings\\Application Data\Winamp\Plugins
(Note that 'Application Data' is a hidden folder.) However,
presets, textures, and things like that are all shared between
users, in the real [c:\Program Files]\winamp\plugins\milkdrop2 folder.
If you want to keep your presets separate, you can still do that,
though - just put them in a personal folder, and then seek to it
from within MilkDrop. If you're using per-user settings in Winamp,
it will remember which folder you last used.
7. Using Line-In
-----------------------
If you want to use your sound card's Line-In or CD Audio inputs for
sound data (instead of mp3 files), you can do this. Do the following:
1. CONNECT WIRES
Connect your audio source (a stereo, a live feed, whatever) into
the line-in (or microphone) 1/8" jack on your sound card. You
might want to test & verify that your cable is good before doing
this.
2. SELECT SOUND INPUT CHANNEL & ADJUST VOLUME
In Windows, double-click the speaker icon in your systray (where
the clock is). Then, on the menu, go to Options -> Properties
and select the "Recording" option. Then make sure the Line In
(or Microphone) input channel (whichever is appropriate for
your case) is SELECTED (with a check mark) and that the volume
is close to, or at, the maximum. Hit OK.
3. TELL WINAMP TO USE LINE-IN
Open Winamp, and hit CTRL+L (the "Open Location" hotkey). Now
type in "linein://" as the location you want to open. (Leave out
the quotes and make sure you use FORWARD slashes.) Hit PLAY
('x' key for the lazy), and the little built-in oscilloscope (or
spectrum analyzer) in Winamp should start showing your signal.
4. RUN MILKDROP
Run MilkDrop as usual. If the waves are too small or large,
either adjust the volume from Windows' Volume Control, or adjust
the sound level at the source.
If you are doing shows using live audio, and if you have a multiple monitor
setup, you might also want to use the "VJ mode" feature, which lets you
control MilkDrop (even editing shaders on the fly, etc.) via a separate monitor.
8. Acknowledgements
-----------------------
A very special thanks & triple word scores out to Francis Gastellu
and Justin Frankel for the use of their quite-excellent
realtime mathematical expression evaluation library, evallib.
A huge thanks to Rovastar for running milkdrop.co.uk and all
of the work and passion he has put into making MilkDrop great.
Also, a super special thanks go out to the following preset
authors for their excellent artistic & mathematical work:
Aderrasi
Bill Melgren
Che
CTho
Idiot
Illusion
Krash
Mstress
Rovastar
Rozzor
Studiomusic
Telek
Tobias Wolf Boi
Unchained
Zylot
...and to everyone else who has contributed.
9. Version History
-----------------------
2.0d - January 2008
-worked around colossal Intel driver bugs. See (or skip) long description in next item.
-tightened up various uses of the DX9 api, to decrease the chances of bugs due to poor DX9 compliance
by drivers for lower-end graphics chips (namely Intel integrated graphics). Most importantly,
all Intel drivers seem to implement DrawIndexedPrimitiveUP() incorrectly, which was killing
MilkDrop. Since Intel has has this collosal failure in their driver for eons, I decided to work
around it, and removed all calls to this function. MilkDrop should now run properly on Intel
graphics chips.
-also did the following little things to help decrease chances of buggy driver interactions:
-now using more exact D3DFVF_TEXCOORDSIZE2(0,1,2) specifiers, in addition to _TEX2, etc.
-cleaned up headers (vertex declarations) in data\*.fx files to more closely match the vertex buffers.
-set z==0 for all vertices during the composite shader
-fixed some bugs w/giant mesh sizes
2.0c - December 2007 (bundled with winamp 5.51)
-if a texture (used in a shader) is not found, MilkDrop now also looks in the current preset folder
to try and find it. This makes it so that preset downloaders can be lazy and just put
the presets, along with the textures that come with them, into the same directory.
-fixed a bug where blur textures weren't always being sampled with bilinear filtering
-fixed a bug where it would sometimes crash when exiting fullscreen mode while using a modern skin
(needed to tell Winamp that we were the viz window, via SET_EMBED_GUID(avs_guid))
-desktop mode no longer causes explorer to crash in Windows Vista; it instead just shuts
off the icon-re-creation code.
-desktop mode: fixed default placement of icons, when taskbar is on the left/top side of the screen.
-removed Winamp version check, so people can run it with older winamps (within reason)
-if warand() function can't be found (older winamps), it calls a wrapper fn to rand()
-fixed font face for custom messages - was errantly using song title font face for custom msgs
-song title texture size is now based on max of screen width vs. height, rather than just width.
-simple waveform no longer draws itself when its alpha is less than 1/256 (0.004).
-added some cool new presets / filtered out some old crummy ones & repeats
-changes of note for preset authors:
-added "pixelsx" and "pixelsy" to preset's main per-frame and per-vertex equations.
(equiv. of "texsize.xy" in shaders)
-custom waves: you can now vary the # of samples from the custom wave per-frame code.
Added new var, "samples", to custom wave init code [read only] and per-frame code [r/w] -
tells you (and lets you set) the # of samples to draw for the wave.
-'time' value in shaders now wraps back to 0, after 10,000 seconds spent on a preset
(to avoid precision jitters)
-fixed bug where 'Draw Thick' was never working for custom waves.
-added "#define tex3d tex3D" to include.fx
---( changes after this point were made in v2.0a, 25 Oct 2007, which wasn't officially released... )---
-Preset list scan (when milkdrop launches) now happens in a background thread,
so there is no drop in framerate while the scan is done.
-added instancing to custom shapes!!
-you can now set the # of instances for each of the 4 custom shapes
[1..1024]
-the per-frame code will actually be called 'num_inst' times,
and each time, the variable 'instance' will increment (0,1,2,... num_inst-1).
-lots of new presets
-plugin no longer has a taskbar icon when running in desktop mode
-shader writing: tex2d() now works (before only tex2D() worked)
-fixed default fullscreen display mode (...if you'd never gone to the config
panel and saved your settings, it defaulted you to 1024x768; now it
defaults you to your desktop res).
-fixed a few blending bugs (and greatly cleaned up the code)
for transitioning between presets with mixed pixel shader versions
-transitions: when booleans from the old comp shader interpolate
during a blend, if the old & new shaders did & didn't use a comp shader
(or vice versa), then it will now be smart about when it switches the
boolean, so you don't see any avoidable jumps. (mostly for darken,
video echo orientation, brighten, solarize, etc.)
-presets now save with a few less decimal places for most of the values (less waste)
-finally fixed seldom-seen wave bug; it was due to per-frame code "wave_mystery = time*0.03;" when used with wave types 0,1,4. Now those wave types repeat the waveparam value in the [-1..1] range, so it always looks good.
-fixed preset list selected pos after preset delete
-found and fixed bug with custom wave/shape import
-Fixes to documentation, driver link updates, etc.
-Fixed bug with the 'texture wrap' and 'sustain level' menu items'
visibility (...they should, and now only do, show if the current preset
doesn't use pixel shaders).
-fixed bug with 'edit sprites' and 'edit custom messages' buttons on the config
panel - they were trying to edit the milkdrop 1.0 ini files (milk_*.ini
rather than milk2_*.ini).
-fixed bug with desktop mode - when paused, if you dragged the mouse around
on the desktop, milkdrop would update [new] frames instead of just redrawing
the exact same last [paused] frame.
-fixed bug with desktop mode - if you made winamp run just in the systray,
then ran MD2 in desktop mode, then minimized winamp to the systray,
then used a global hotkey to pause the song, then clicked on some
random window (say, calc.exe) and then clicked back on milkdrop,
the taskbar would disappear. This no longer happens because the
viz window, in desktop mode, now only covers the visible portion
of the desktop, and not the area occupied by the taskbar.
-docs: updated links & text for drivers section
2.0 - 10 October 2007 (bundled with winamp 5.5)
-MilkDrop has been upgraded from DirectX 8 to DirectX 9.
-This means it now supports Pixel Shaders.
-Each preset can now have two shaders in it: a warp shader
and a composite shader.
-The "warp" shader performs the frame-to-frame image-warping operation.
-The "composite" shader performs the final display of the feedback
image to the user.
-See the preset authoring guide for more information.
-Added a "back" button for presets! You can now use the 'backspace' key
to go back to up to 64 presets that recently played.
-Presets can now load textures (jpg, png, etc.) from disk and use them
(in shaders) for whatever they want.
-Also added several built-in 2D and 3D procedural noise textures.
-You can edit the warp & composite shaders on-screen.
-Per-pixel equations have been renamed to per-vertex equations, because
that's what they really were. These equations determine how each point
moves - on a big grid that covers the screen. For all the pixels in between,
the motion was interpolated. Now, that motion data comes into the warp
shader as a "uv" coordinate, and you can use it like before, or you can
do more work on top of it - but because the pixel shader truly executes
(independently) on each pixel, the warp shader truly operates at a "per-pixel"
resolution.
-When editing per You can now copy and paste to and from the *Windows* clipboard.
CTRL+C copy
CTRL+X cut
CTRL+V paste
-The internal canvas (texture) size is no longer locked to power-of-2 squares;
it can now match the window size perfectly (...or you can override it
to use the old NP2 method).
-Max gridsize is up from 128 to 192.
-Added 'A' key (aggregate) - loads a random preset, then loads the warp shader
from another random preset, and then loads the composite shader from
a third random preset.
-Added 'D' key - cycles between various lock-states for the warp and
composite shaders. When one of these shaders is locked,
loading a new preset will load everything *except* the
locked shaders, creating a mix between the two presets.
-Ditched 'stereo 3D' mode. It never worked that well anyway.
-Added "aspectx" and "aspecty" (read-only) to per-frame and per-vertex variables,
to help presets deal with widescreen display modes properly.
Multiply an X,Y coord by these to make it fit the window properly.
-The q1-q8 variables have been expanded; the range is now q1-q32.
1.04b - 10 October 2003
-slimmed down the presets for bundling w/Winamp 5
-fixed blurry text when running in wa5 w/skinning,
before first window resize
-can now start plugin w/o music (Winamp 5+)
-(hopefully Justin shrank the DLL some, too)
1.04 - 31 July 2003
-upgraded to VMS (VisMegaSDK) 1.05 and DirectX 8. That means a revolutionized
Desktop Mode, better driver support, better multimon support, winamp
skinning (when running in windowed mode), increased general stability,
and much, much more.
-added CUSTOM SHAPES and CUSTOM WAVEFORMS.
-added the following variables for per-frame scripting: (all booleans, except
'gamma') wave_usedots, wave_thick, wave_additive, wave_brighten
gamma, darken_center, wrap, invert, brighten, darken, solarize
(also, note that echo_zoom, echo_alpha, and echo_orient were already in there,
but weren't covered in the documentation!)
-added 'meshx' and 'meshy' [read-only] variables to the preset init, per-frame,
and per-pixel equations
-cranked max. mesh size up to 128x96
-added alphanumeric seeking to the playlist; while playlist is up,
you can now press A-Z and 0-9 to seek to the next song in the playlist
that starts with that character. SHIFT+A-Z seeks upward (while lowercase/
regular a-z seeks downward).
-added some options to config panel
-sprites & custom messages: added 'kill' keys
-CTRL+K kills all running sprites
-CTRL+T kills current song title anim
-CTRL+Y kills current custom message
-sprites:
-for sprites, color key can't be a range anymore; it's
now limited to just a single color. 'colorkey_lo' and
'colorkey_hi' have been replaced with just one setting,
'colorkey'.
-also, behavior of the 'burn' variable has changed; now,
a sprite can be burned in on any frame, not just on the
last frame before it dies. See the sample sprite config
file, milk_img.ini, for more information.
-preset ratings are no longer read in all at once; instead, they are scanned in
1 per frame until they're all in. This fixes the long pauses when you switch
to a directory that has many hundreds of presets. If you want to switch
back to the old way (read them all in at once), there is an option for it
in the config panel.
-internal texture size now has a little more bias toward a finer texture,
based on the window size, when set to 'Auto'. (Before, for example,
to reach 1024x1024, the window had to be 768x768 or greater; now, it
only has to be 640x640 (25% of the way there). I adjusted it because
before, at in-between resolutions like 767x767, it looked very grainy;
now it will always look nice and crisp, at any window size, but still
won't cause too much aliasing (due to downsampling for display).
-..and much many massive amounts of more!
1.03 final - 19 June 2002
-fixed bug with motion vectors; when there were 64 of them on X
and 48 and Y (the upper limits), stray lines would sometimes
be drawn along the top and right edges of the screen.
-revamped the help screen
-added some cool new presets
-touched up the documentation
1.03 beta 3 - 15 May 2002
-letter 'g' no longer gets cut off in custom messages
-(oops... it's 'wave_mode', not 'wave_type'.)
-fixed 'q1'..'q8' in the preset init code.
-revamped the way presets are loaded & blended; transitions
should be cleaner now.
-made motion vectors morph more smoothly during transitions;
if the old preset had motion vectors on but the new one
doesn't, then the #, drift speed, length, and color
of motion vectors does not change as they fade out;
and vice versa if the mv's are fading in.
-added optional 'burn-in' for sprites, so when they are finished,
they leave an imprint in the background. The sprite will
burn into the background at the end of its lifetime
if the variable 'burn' is set to a nonzero value; if 'burn'
is zero, the sprite will not burn in.
-motion vectors: reverted to 1.02 functionality, following
krash's advice. So mv's should now be backwards-compatible
(with 1.02 versions and earlier). Now, dx and dy are constant
offsets for the motion vectors; if you want them to scroll,
alter dx and dy based on the time (or frame).
-finished writing critical notes in milk_img.ini.
-revamped the keyboard interface for custom messages & sprites.
see the documentation. The realtime help screen won't
provide too useful, though (not enough space to lay it all
down there).
1.03 beta 2 - 1 May 2002
-preset comments are in; start them with '//' anywhere on the line,
and the rest of the line will be ignored.
-added variables:
-fps (read-only)
-video echo options: echo_zoom (0..1..+inf), echo_alpha (0..1),
echo_orient (0,1,2,3)
-motion vector drift: mv_dx, mv_dy (a la geiss)
-wave_mode[0-7], wave_a(0..?)
-fixed texel alignment
-nVidia: dx|dy += -1/(texsize*2)
-same for: http://forums.winamp.com/showthread.php?threadid=83401
All nVidia Cards (Many confirmed tested),
3dfx Voodoo Cards (Voodoo 3 confirmed tested),
ATI Cards (ATI All-In-Wonder confirmed Tested)
Kyro II Confirmed Tested
even Illusion's antiquated Intel Card needs it.
-(untested: the matrox cards)
-super thanks to Rovastar for researching & cracking this one
-added option for thicker waves; see wave menu.
-note: only takes effect when texture size is >= 512x512!
-modified presets for new texel alignment fix:
-Zylot - Tunnel of Illusion
-Zylot - S. Pulse Virus
-Most of Krash' s presets
-Illusion and Rovastar - Grand Odyssey Mod
-Unchained: Goo Kung Foo and Perverted dialect.
-optimized some, thanks to Rovastar for pointing out lines in
per-pixel code that could be migrated into per-frame code.
-many of my own: made waveforms thick
-some new presets
-(bipolar 4,5; supernova 2; calligraphy; others from milkdrop.co.uk)
-fixed bug with sound analysis where sound variables in expressions
(bass, bass_att, treb, etc.) could be NAN on the first frame
that milkdrop ran. (symptoms could be bad if the value was
used over & over in subsequent frames!)
-saved about 100k on the installer by updating to NSIS 1.98 and
using the new bzip2 compression. (thanks again to rovastar)
-made the texture used for song titles & custom messages take 1/4
as much video memory (was square before, blech - now it tries
4:1; if that fails it tries 2:1; then 1:1 as a last resort.)
-added config panel option to mute all errors/warnings that might
appear in the upper-right corner.
-revamped the configuration for desktop mode w/software blit.
Now, you have a choice of 3 different ways to bring the image
across the bus (from video to system memory). Then the image
is converted from RGB to YUV on the cpu, and then you also get
to select how to send the image across the bus again, back to
video memory, for display on the desktop. The 3 methods are
1) copy the data using an mmx-accelerated memory copy routine
(never-fail cornbread)
2) use directx to blit from one surface to another
(sometimes drivers flake out on this)
3) skip it; read/write directly to/from video memory
(never-fail cornbread)
Regarding 1 vs. 3: they'll both always work; usually #1 is
faster going from video to system memory, and #3 is faster
going from system back to video; but not always. Try different
combinations out on your card and see what happens.
-sprites!
users can edit 'milk_img.ini' and write their own code to control
the sprites. Each sprite is an instance of a jpeg image from disk,
displayed according to the code in the .ini file. Up to 16 sprites
can be running at once.
-stole Y + K keys for use with custom messages & sprites.
Hit 'y' to enter custom message mode, then enter two-digit
codes to launch custom messages. Hit 'k' to enter sprite
mode, then enter three-digit codes to launch sprites.
-added 'preset initialization code', so you can initialize
your custom variables when the preset is first loaded.
-increased number of 'q' variables from 5 to 8. (q1..q8 are
used to carry values from the per-frame equations to the
per-pixel equations. Note that they can now also carry
values from the preset init equations, on to the per-frame
AND per-pixel equations!)
-automated the brightness slider in the config panel; now there's
a checkbox that says, 'guess, based on my video card'. Currently,
the auto-brightness algorithm is simple: if you have an nVidia
card, it will set it to 2; otherwise, it sets it to 0.
1.02 - 2/7/02
-added CUSTOM MESSAGES - you can edit them in the file MILK_MSG.INI in your
WINAMP\PLUGINS directory. They are displayed by either keying in their
2-digit numerical code ('##') at runtime, or randomly if you choose this
option from the config panel (see the 'More Options' dialog).
-also added RANDOMIZATION FOR SONG TITLE ANIMATIONS (also see the 'More
Options' dialog from the config panel).
-added INSTANT HARD CUT HOTKEY: 'H'
-for preset authors:
-per_frame and per_pixel code use to get cut off if they didn't fit
on the screen; this is now fixed (flips to next page as needed)
-when editing per-frame/per-pixel equations, the line that the cursor
is on is now highlighted!
-fixed an old bug where if the per-pixel or per-frame code had nothing
in it except spaces & linefeeds, it would display an error message
saying "error in per-{pixel|frame} code".
-added a 'trail length' parameter to the motion vectors.
-added a bunch of per-frame variables to control the motion vectors:
mv_x, mv_y, mv_l, mv_r, mv_g, mv_b, mv_a. Also got rid of the
motion vectors on/off setting; now the opacity controls this.
-cranked up max. # of user variables from 23 to 33. (Added 16 slots,
but used 6 of them for motion vectors.)
-added a per-frame variable called 'monitor'. Set the value of this
variable in the per-frame code, and then press 'N' to monitor (show)
its value in the top-right corner of the screen. Should be very
useful for debugging. (Thanks to Krash for the great suggestion
on how to implement this!)
-added the int() function, which turns the argument into an integer
(whole number). Rounding is toward zero. Examples:
int(-1.1) -> -1, int(-1) -> -1, int(-0.9) -> 0;
int(0.9) -> 0, int (1.0) -> 1, int(1.1) -> 1;
int (2.1) -> 2.
-improved 3D mode:
-drastically improved quality of stereo 3D images by changing default
3d colors to CYAN (full green + blue; was just full blue) for the
left eye and RED for the right eye. It turns out that this provides
an equivalent 3d image, but gives you the full range of colors for
all presets, which in turn probably makes the 3Dness more visible
to your brain anyway.
-also, when in 3D mode, made the waveforms 60% white and 40% their
original color (used to be 100% white because so much color was lost
in the green channel).
-song titles:
-(added randomization, as mentioned above)
-improved max. resolution of song titles by increasing the max.
allowable GDI font size
-fixed longstanding bug with the "burning in" of song titles after
they're done displaying; the old, floating location wouldn't exactly
match where the title would be burned into the background & melt away.
-timing & animation:
-protected against milkdrop's animation running super-fast because the
clock jumped way ahead when no frames were rendered (i.e. milkdrop
got stalled somehow).
-smoothed the animation by assuming the time for each frame to be 80%
of 1/fps and 20% the actual time reported.
-misc:
-converted ANSI_CHARSET to DEFAULT_CHARSET in CreateFont() calls (should
fix some display of funky/foreign character sets)
-added 'R' key to toggle random vs. sequential order for loading presets
-fixed alphanumeric sorting of presets (used to have minor errors such
as putting "galaxy 2" before "galaxy", and so forth - unfortunately
this is how strcmp() - even Windows Explorer - sorts them. I rewrote
strcmp() to make it sort in a more 'natural' order.)
-'&' characters in preset filenames no longer show up as an '_' character,
although it still looks funny if you try to save one with an '&' already
in it, but don't worry, it will preserve the '&' (even though it looks
messed up). Note that you still can't type a *new* '&' into the filename
when you go to save a preset. It is safe to rename it from outside
MilkDrop, though, and use it in MilkDrop later.
-fixed preset-to-preset blending bugs for the 10 border variables.
-fixed a bug in blending from a preset using waveform #7 (two horizontal
waveforms) to waveform #0 (a circular waveform), where the right edge
of the top horizonal wave would get connected (via a straight line)
to the left edge of the bottom horizontal wave, as soon as the blend
began.
-m_debug.txt: added some caps detection info at init time; screened out
logging of WM_MOUSEMOVE, WM_NCHITTEST, and WM_SETCURSOR messages.
-improved motion vector motion prediction so that the tips of the motion
vectors should be perfectly matched from frame to frame, when the
trail length is set to 1. **Note that it defaults to 0.9, so that
the look is similar to the old, mismatched version! (so the presets
are backwards compatible.) **Also note that for video cards that
do not support anti-aliased edges, there could be up to 1 pixel of
error here. Check m_debug.txt for whether or not your driver/card
supports anti-aliased edges for lines.)
1.01 - 12/7/01
-playlist feature ('p' key) no longer crashes on Windows ME/98SE.
-fixed problems with ampersand ('&') character in song titles/playlist
-fixed bug with previous max. of 23 user variables per session. (Now,
it's a max of 23 user variables per preset, as it should be.)
1.0 - 10/30/01
-added a section to the documentation on using "line-in" as your
audio source (instead of mp3's)
-lowered minimum frame time (enforced by winamp) from 25 ms to 10ms,
so now, the max. possible fps is 100 instead of 40.
-tightened A/V sync by 5 ms (raised audio latency from 25 to 30 ms).
-fixed &'s in song titles (as displayed when you hit F2)
-F7,F8 were switched in the help screen (F1)
-when running in desktop mode, if you have a pattern on your windows
background, it gets nuked. Before, if you had a pattern, the
pattern would remain and you'd only be able to see milkdrop through
the small boxes of your desktop icons' background text. I didn't
bother restoring the pattern upon exit because I am lazy and assume
that nobody intentionally uses these things anymore. =)
-improved warning message for windowed/desktop modes, when auto-texture-
size is scaled down due to insufficient video memory. It previously
just reported the downsizing, but now, it also recommends that you
drop your color depth to 16 bits (if you haven't already) and that
you try decreasing your screen resolution.
-might have fixed a bug with the playlist feature ('p') crashing people's
machines.
0.99g - 9/11/01
-added playlist browsing (hit 'p')
-added checkbox to fix slow text (finally!)
-song titles fixed too (on some cards, they were garbled) (also, in low
video mem. situations, they might have never appeared - that's fixed too)
-added checkbox to allow double buffering for desktop mode; default is
UNCHECKED; can provide significant speed boost, but you might see some
tearing during the vertical retrace; if so, enable double-buffering.
It used to always be double-buffered, which is slower, though it is
page-tearing-artifact-free.
-added always-on-top option for windowed mode
-added "page x of y" footnote to the preset and playlist menus
-improved the auto-texture-size management code, so users will be less
likely to get the "couldn't create offscreen surface #1" (or #2) error.
Instead, the textures are continally downsized until there is enough
memory for them. This might mean blockier images, but at least it will run.
-desktop mode can now do software blit when an RGB overlay surface is created.
(before, software blit was really only available for YUV-type overlays.)
-desktop mode compatibility improved: more likely to work at higher resolutions now
-desktop mode: fixed YUV-type *non-mmx* software blits when Windows is in 16-bit color.
(weren't implemented before; it just assumed windows was in 32-bit color,
and the result would look munged.)
-improved mmx memcpy: will now copy as long as the (difference between two
pointers) % 8 is zero. (before, they both had to be a multiple of 8).
-reorganized the config panel; nice
-centered the config panel on the screen (by removing winamp as hwndparent - der)
-centered the 3 color picker dialogs (by specifying current dialog window
as the parent - der)
-(also cleaned up redundant code for color picker dialogs)
-super-slight optimizations to speed of waveform blending
-tweaked the way the "clear screen at startup" option works, since some
users had problems with it
-fixed aspect ratio, so when window is at an extreme AR, it clips the extra
(instead of fitting the image to the window)
-fixed a fullscreen lost surface bug introduced in 0.99f that blacked
the screen out if you ALT-TABBED out of milkdrop & returned.
-fixed bug where tooltips were lost on some systems (left variable in,
but no way to change it - locked to TRUE for now)
-fixed bug where 'try for RGB overlay...' and 'try for YUV overlay...'
checkboxes were disabled when software blit was on. (Don't know what
I was thinking there!)
-tweaked presets; added some cool shift-on-beat effects
0.99f - 8/22/01
-added graphical song titles
-added screen borders; can be used to create interesting feedback patterns when
zooming out
-waveforms now blend smoothly!
-finally gave milkdrop an application icon
-added 'U' key to toggle winamp's shuffle feature on/off
-fixed bug with handling of 'r' key when preset menu is up; now, to rename a file,
use INSERT
-fixed a 1-frame-delay bug for warping (caused a lag for audio-driven 'warps')
-fixed bug where 'progress' variable's value was always 0 in per-pixel eq's
(thanks rovastar)
-removed "F7: show tooltips for menu items" hotkey (needed it for title animations)
-removed U, I keys (for warp)
-moved T key (for zoom) to I (i=zoom in, I=zoom out) (T is now used for song titles)
-speed optimization: now using memcpy_MMX to copy 576*2*4=4608 bytes of sound data
per frame
-size optimizations: painstakingly shaved 8k off the .dll
-in windowed mode, when a user resizes the window to a size that's too large and
there's not enough video memory and MilkDrop closes, it now resets the size
of the window for the next time you run MilkDrop. (before it would just try
to start the next time with the same window position/size and keep failing.)
-added 'try for RGB overlay before trying YUV-types' checkbox
-added 'try for YUY2 overlay surface before trying UYVY' checkbox
-added "stereo 3d always on" option (unchecked by default)
-added "clear screen at startup" option (checked by default)
-made soft cut timer reset on hard cuts
0.99e - 7/5/01
-added beat-driven HARD CUTS; very cool
-added a VJ mode, where you can make all the text draw in a separate
window instead of to the main graphics display; should be very
handy for concerts
-added preset rating; use + and - keys (volume control is only available
w/up,down arrows now); use F6 to show rating of current preset
-you can now use any color lenses for left/right stereo vision; just tell
it what color you've got (by speaking aloud)
-desktop mode optimization: block copy from video memory is now optional,
because on 5-10% of systems, it actually makes things slower.
-transitions between 2 presets both using video echo, but in different
orientations, are now smooth
-added 'progress' variable to per-frame and per-pixel equations; tells you
how far through the preset you are (temporally) (0..1), so you can make
gradually-shifting effects
-added mystery param to per-frame eq's (variable name is 'wave_mystery')
-settings such as showing song titles, times, fps, ratings, tooltips, etc.
are all now preserved from session to session
-when Load menu is up, added seeking by typing in first char of name
-also disabled left/right arrows when Load menu is up, so music
won't skip on you
-windowed mode now remembers the window's final size, position between sessions
-safe for 2nd monitor, too
-fixed bug with ALT-TABBING in and out of fullscreen mode
-fixed bug with vertical spacing of song title/time readout when the fancy
font size was set to anything but "normal"
-plugin listing (in Winamp prefs screen) and the window title now show the
version #
-fonts now scale with the window
-protected against trying to run MilkDrop while the config panel is still open
-fixed the 1-pixel-wide garbage that sometimes sat at the right and bottom
edges, in windowed mode
-fixed bug where after going to another app, fullscreen, while in Desktop Mode,
upon your return from fullscreen the overlay surface was lost (and just sat
there, black).
-stopped sending WM_KEYUPs to Winamp (oops; never sent WM_KEYDOWNS to begin
with anyway)
-load menu: '[..]' now reads '[..] (parent directory)'
-config panel: broke some stuff off into a 'more options' dialog
0.99d - 6/5/01
-desktop mode is officially in
-added new waveforms
-added temporal wave alignment
-added fps limiting
-added "view documentation" button to config panel
-added UP/DOWN keys for volume up/down
-improved seeking for CTRL-LEFT, CTRL_RIGHT: now seeks by breaks between groups of
alphabetic characters, instead of just looking for spaces.
-added 5 new variables (q1..q5) for passing values from the per-frame to the per-pixel
equations (user-defined variables don't carry over like permanent variables)
-added brighten (square root), darken (square), invert, and solarize filters
-tweak: made transitions slightly sharper (10% more toward a cosine curve than a
linear curve now)
-now setting D3DRENDERSTATE_SHADEMODE to D3DSHADE_GOURAUD (used to be FLAT,
and combined with per-vertex coloration, which seemed to be asking for trouble)
-added warning messagebox for if first call to SetRenderTarget fails
-fixed bugs with the values of "x" and "y" for per-pixel equations
-x: range was -1..1; should have been 0..1
-y: range was 0..2; should have been 0..1
-(all presets using x,y in their per-pixel equations had to be adjusted)
-fixed bug where if the previous preset folder disappeared, you couldn't hit 'L'
to browse to a new folder
-fixed a potential bug with dither not being a hardware capability
-fixed a bug with scroll lock (didn't reset the LED state when MilkDrop started)
-fixed a bug with loading presets with blank lines in the per-frame or per-pixel
equations
-(the blank line, and everything after it, would not be read in)
-revamped gamma loop
0.99c - 5/21/01
-added red-blue stereo; use F9 to toggle it on/off
-note: you need those cheesy glasses with the red & blue plastic
lenses for this to work!
-added a bunch of 3D presets in the \3D subdir
-added the ability to browse the directory structure
-added F8 to jump to new directory (or drive)
-changed the 'fix pink/white color saturation artifact' checkbox
into a simple brightness slider, so you have more freedom with it
-"+", "-" keys now work for the numeric keypad and regular keys.
-fixed a video memory leak for windowed mode (the manually-created backbuffer wasn't
being released; once you exited winamp, though, the memory was freed)
-fixed a bug with closing Winamp while milkdrop was running in windowed mode
-fixed a weird bug with hitting ESC from the config panel sometimes doing nothing
-fixed a weird bug where when milkdrop was launched in windowed mode,
keystrokes to winamp don't work until you moused-over the winamp window
0.99b - 5/16/01
-added windowed mode
-added +/- keys for volume control
-added SHIFT + left/right arrows to rewind/ffwd 30 seconds
-improved various error messages
-protected vs. running config panel while MilkDrop is running
-protected vs. running milkdrop without music playing
0.99 - 5/11/01
-first version
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