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Reply To: Nov 2023 Cakes Contest // Official Topic & FAQ

If we have language like this { (30a86/15a81/0a76/-15a96/-30a6678/-20b100/0b/20b4469/30c100/15c/0c/-15c/-30c4759/-20d100/0d/20d4945/30e100/15e/0e/-15e/-30e5052/-20f100/0f/20f/CAK) } at the end of our VDL, will we be disqualified?   This is from combining things on a timeline and then using the “Combine as Cake Effect”. Just making sure so I don’t put a lot of work into making realistic sims and it all be for not.

Reply To: Finale 3D Feature Requests

Script -> Time Adjustments -> Shift Times ( Shift + Q)   Would be great if there could a option (Checkbox, include selected songs) which offers us to shift times for selected songs and script lines at once.  

Effect editor

So, I’ve been playing with the effect editor for a while now and have managed to get some effects built, tweaked things etc.  However, I’d love to find some sort of a ‘reference guide’ so I can get proficient.  I’ve seen plenty of amazing effects created but I’m having a hard time getting past the basics.  Is there something I’ve not found yet (hidden URLs?) or is there something in the works/available I’ve not found ?  If not, I’d really like to see something, even if it was a pay-to-watch tutorial series.

FSK timecode frame rates and alignment

The Pyrodigital, Pyromate, FireOne, and StarFire firing systems support, in addition to SMPTE, another form of timecode called “FSK”, which is short for the encoding scheme used by the protocol.  Unlike SMPTE, FSK protocols are generally different for every firing system.  If you have a Pyrodigital firing system, you need to use Pyrodigital FSK; if you have a FireOne firing system, you need to use FireOne FSK. Finale 3D reads and writes all the firing system FSK protocols, as shown in Table 1.   Table 1 – FSK timecode formats supported by Finale 3D Timecode format Frame rate Finale 3D writes it Finale 3D reads it Pyrodigital FSK 10 fps YES YES Pyromate FSK 10 fps YES YES FireOne FSK 1 fps YES YES StarFire FSK 4 fps YES YES   To write FSK for your firing system, simply do the command “File > Export > Export soundtrack…” and select the version of timecode you want to export in one of the channels of your soundtrack, as shown in Figure 1.  The export function combines the music and the timecode in the exported WAV file.  No manual alignment is required. Figure 1 – Choose whatever version of SMPTE or FSK timecode you want to add to the exported WAV file.   Frame rates The firing system FSK protocols encode regularly spaced data packets in the WAV file.  The data packets contain what is essentially a frame count, counting in the frame rate of the FSK protocol.  FireOne FSK, for example, has exactly one data packet per second; its data packets thus count seconds: 1s, 2s, 3s, 4s, etc.  Pyrodigital FSK has ten data packets per second, so frame 1 corresponds to 0.1s; frame 2 corresponds to 0.2s, and so on, with frame 10 corresponding to 1s. The frame rate of the FSK is unrelated to the frame rate of the firing system script.  For example, you might script a Pyrodigital show with event times expressed as 30 fps SMPTE frames, each frame representing 1/30th of a second.  If you shoot that show using Pyrodigital FSK timecode, the FSK will contain data packets at 10 fps, not 30 fps.  The FSK timecode drives an internal clock in the controller, which then processes the script events in whatever their frame rate is.   Notation Similar to SMPTE, the times represented by FSK data packets can be notated as HH:MM:SS:FF, except the frame count FF only goes from 0 to the frame rate of the FSK protocol, minus one.  In this notation, Pyrodigital and Pyromate frames go from 00 to 09; StarFire frames go from 00 to 03; FireOne frames are always 00.   Table 2 – FSK frames notation HH MM SS FF Hours 0-23 Minutes 0-59 Seconds 0-59 Frames 0-N (depends on frame rate)   Alignment of data packet in the frame FSK timecode data packets carried in a signal or stored in a WAV file are encoded as a string of audio samples representing a waveform.  The standard for SMPTE and the convention for FSK timecode is that the time represented by the data packet corresponds to the position of the last sample of the data packet in the signal or WAV file.  For example, the frame rate for StarFire FSK is 4 fps, so the first four frames represent 0.25s, 0.5s, 0.75s, and 1.0s.  According to the alignment convention, the last sample of the data packet for the first frame would be at 0.25s in the file.   Figure 2 – The end of the data packet aligns with the time represented by data packet — approximately.     If you happen to know the details of the StarFire FSK protocol and are able to discern FSK frequencies from the waveform, then you can see in Figure 2 that the last sample of the data packet for the first frame is actually at 0.2497 in the file.  Thus it doesn’t follow the alignment convention exactly.  The other firing system FSK protocols are also off by a little bit.    Each FSK protocol has a de facto convention for how the data packet is aligned in the frame that its time represents.  The conventions were established by the reference FSK files that the firing system manufacturers distributed and that fireworks display companies have used for years or decades.  Whatever the data packet alignment is in the reference FSK files, that’s the de facto convention. Finale 3D exports FSK timecode in keeping with the de facto alignment conventions of the FSK reference files.  The data packet of frame number 1 for each of the FSK protocols is shown in Table 3.  Table 3 does not contain any information that you generally need to know to use FSK, except that if you use Finale 3D‘s “File > Tools > Analyze timecode in soundtrack file” function you will see in the summary dialog and the optional log the exact data packet end times in the file, and you may wonder why they don’t seem to be exactly aligned with the represented times.   Figure 3 – The “File > Tools > Analyze timecode in soundtrack file…” shows the alignment of every FSK frame.   Figure 3 shows the timecode analysis of a Pyrodigital reference FSK file.  The first frame (00:00:04:05, representing 4.5 seconds) is frame number 45 since there are 10 frames per second in Pyrodigital FSK files and the first frame is frame #1.  In this reference file, the last sample of the frame’s data packet reads at time 4.492 seconds in the file.  By the convention that data packets end at the time they represent, this data packet is thus 4.5 seconds – 4.492 seconds = 0.008 seconds early (8 ms), which is very close to exact.  In actuality, the last sample of the data packet is at 4.4925 seconds, and the dialog is rounding down to 4.492 seconds.  The Pyrodigital earliness shown in Table 3 (8 ms) is from the FSK file exported from Finale 3D.  As you can see in this example, the alignment of Finale 3D exported soundtracks matches the reference file within a fraction of a millisecond.   Table 3 – FSK first data packet alignment Timecode format Frame rate Time represented by first frame Position of last sample of first data packet in signal or WAV file Earliness Pyrodigital FSK 10 fps 0.10 seconds 0.093 seconds 7 ms Pyromate FSK 10 fps 0.10 seconds 0.093 seconds 7 ms FireOne FSK 1 fps 1.00 seconds 0.967 seconds 33 ms StarFire FSK 4 fps 0.25 seconds 0.249 seconds 1 ms   You may be wondering why in Figure 3 the first frame of the Pyrodigital reference FSK file is at 4.5 seconds in the file, instead of at the beginning of the file, ending at 0.1 seconds.  The answer: no good reason.  The provenance of the Pyrodigital reference FSK files that have been used for decades is a mystery lost in time, and no one seems to know why there is 4.5 seconds of empty time with no data packets at the beginning of the file.  The Pyrodigital controller derives no benefit from the empty time since it cannot lock onto an empty signal, so the 4.5 seconds is just wasted.   Figure 4 – Pyrodigital FSK files exported from Finale 3D begin with frame 1 at 0.093s, not frame #45 at 4.492s.   The Pyrodigital FSK files exported from Finale 3D start right at the beginning of the file as shown in Figure 4, with the first frame ending at 0.093 seconds.  Since controllers can lock onto the data packets as quickly as they arrive, you will find that Pyrodigital controllers lock onto FSK files exported from Finale 3D about 4.5 seconds quicker than they do with reference FSK files.  

Reply To: Nov 2023 Cakes Contest // Official Topic & FAQ

Hi Curtis B, for an aerial break pattern in which the stars are ejected from one end of a tube, try the VDL term ‘Ear’.

Reply To: Nov 2023 Cakes Contest // Official Topic & FAQ

  DrewFinale wrote: Hi Curtis B, try using the VDL term ‘Ragged’ to make a break pattern less spherical. Conversely, you can use ‘Uniform’ to make a break pattern more spherical. See VDL effect adjustment terms.   Yeah, I’ve used both in the VDL but it doesn’t make the stars “spit” out of the shell vs “burst” out of the shell… its a horsetail effect BUT a VERY sloppy horsetail that I am shooting for. I may be trying to get too precise too, lol

Reply To: Nov 2023 Cakes Contest // Official Topic & FAQ

Hi Curtis B, try using the VDL term ‘Ragged’ to make a break pattern less spherical. Conversely, you can use ‘Uniform’ to make a break pattern more spherical. See VDL effect adjustment terms.

Reply To: Nov 2023 Cakes Contest // Official Topic & FAQ

Not for any cake in particular, but is there a way to notate a break being more of a “canister” versus a “ball shell” by chance? I’m looking at the spread on some of these effects and it doesn’t seem like I can really get the break to do what I want due to the VDL software to imagine things as ball shells versus canister shells? Maybe I’m missing something here though?

Reply To: Nov 2023 Cakes Contest // Official Topic & FAQ

  Neil wrote: Hey there, Phil! I think your question touches on exactly what the contest is about — 😀 to see how different people handle creating sims for the various effects using the VDL system, knowing that the effects won’t always be completely accurate, that VDL is limited, and that peoples’ knowledge and experience with the system varies wildly, to see what methods and syntax people use to create the most accurate and useful sims.   Very well said, Neil. One of the current limitations in VDL is that your can’t independently specify the durations of different parts of a transitioning effect. An example would be ‘Red To Blue Peony’. While you can specify the overall duration of the stars, you can’t specific the duration of the red phase and independently from the blue phase. Of course, this can be done in the effect editor, but that’s not allowed in this contest.   Neil’s suggestions to use VDL adjustment terms such as, ‘Long’, ‘Short’, etc. as in, ‘Long Red to Blue Peony’, or to specify the overall effect duration in seconds, as in ‘3s Red to Blue Peony’, are spot on.   One clarification about specifying durations in seconds vs. using ‘DUR’ – it’s true that ‘DUR’ needs to be used for effects within a cake. But, if you are creating effects for a cake as single shots, then using ‘Effects > Combine as cake’ to write the full cake VDL for you, then you don’t need to worry about using ‘DUR’ in your single shots. For example, a single shot with the VDL ‘3s Red To Blue Peony’ will automatically be translated to ‘3 DUR Red To Blue Peony’ when combined into a cake.

Reply To: Nov 2023 Cakes Contest // Official Topic & FAQ

Hey there, Phil! I think your question touches on exactly what the contest is about — 😀 to see how different people handle creating sims for the various effects using the VDL system, knowing that the effects won’t always be completely accurate, that VDL is limited, and that peoples’ knowledge and experience with the system varies wildly, to see what methods and syntax people use to create the most accurate and useful sims.   To get the delayed effect you’re describing, you could try experimenting with the VDL effect adjustment terms related to duration, like “long”, etc. For example, “Long Red Peony to Crackling Flowers” will delay the crackling flowers part of the effect.   For single effects, you can also specify exact duration of the stars in seconds by just adding that to the VDL description. For example, “4s Red Peony to Crackling Flowers” will give you ~4 seconds of the “Red Peony” part of the effect before transitioning to the “Crackling Flowers” part. Keep in mind that if you want to specify an exact duration like this for an effect within a cake VDL (rather than a single shot effect), you will need to include the term “DUR” to specify your duration for that effect (like “4s DUR Red Peony to Crackling Flowers”). Otherwise, if you just include “4s” alone, Finale will see that as the overall cake duration. See more about this on the VDL timing adjustment terms page.