Eased parameters — the [smoothing] table
An optional top-level [smoothing] table low-passes chosen params so band- and
beat-driven motion eases instead of snapping. Each entry is a time constant in
seconds (a bare number, not an expression):
[smoothing]zoom = 0.12 # a punchy pump that still easesbg_bright = 0.3hue = 0.4 # a slow, fluid hue driftA param not listed is applied instantly; 0 also means no smoothing. The smoothing runs on real elapsed time, so it is identical at any
refresh rate, and it resets on a preset switch (a switch snaps to the new preset’s
first value). Validated non-negative and finite at load.
Snap up, glide down — the { attack, release } form
One constant slows the rise exactly as much as it slows the fall, so a longer
tau trades a jarring attack for a mushy one. An entry may instead name two
constants, and the smoother picks by direction:
[smoothing]hue = 0.4 # unchanged: symmetric, one constantburst = { attack = 0.02, release = 0.7 } # snap up in ~2 frames, glide down over ~0.7 sattack applies while the incoming value is above the held one, release
while it is at or below. Both are validated the same way, and 0 on either side
still means instant on that side — { attack = 0, release = 0.5 } is an
instant hit with a slow decay. A scalar entry is exactly
{ attack = t, release = t }, so nothing about the existing form changed.
The price: a two-constant entry is no longer a low-pass, it is a rectifier. A direction-dependent time constant does not treat a rise and a fall alike, so under sustained material the output acquires a DC offset and rides above its input’s mean. That is the envelope-follower behaviour you are asking for on a percussive accent, and a surprise on anything continuous — a fast-attack
huewill drift upward rather than tracking. Reach for the pair on things that should hit (burst,mirror_reflect,thicknesson a beat); leave continuous params symmetric.
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