Orbiting In Time
So I just followed T-Shirt Booth's tutorial on how to make an actor orbit another actor: ![](https://img.youtube.com/vi/A0_lKpkgC4A/0.jpg)
I want to use this in a musical fashion, so say at 12 o'lock a note is played. However to do this I need to be able to set the time it takes to orbit to a time that makes musical sense. So 4 seconds for every 2 bars if it was 120 bpm.
Here is the main orbiting equation, though there needs to be too, the other one being for the Y co-ordinates.
100*cos( self.Time *200%360)+ game.Sun X
So 100 is distance from object, 200 is speed and 360 is amount of orbit.
Is 200 a completely arbitrary number? When it's 100 it doesn't feel like 100 milliseconds, maybe 100 milliseconds per quarter of orbit.
![](https://img.youtube.com/vi/A0_lKpkgC4A/0.jpg)
I want to use this in a musical fashion, so say at 12 o'lock a note is played. However to do this I need to be able to set the time it takes to orbit to a time that makes musical sense. So 4 seconds for every 2 bars if it was 120 bpm.
Here is the main orbiting equation, though there needs to be too, the other one being for the Y co-ordinates.
100*cos( self.Time *200%360)+ game.Sun X
So 100 is distance from object, 200 is speed and 360 is amount of orbit.
Is 200 a completely arbitrary number? When it's 100 it doesn't feel like 100 milliseconds, maybe 100 milliseconds per quarter of orbit.
Best Answer
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MotherHoose Posts: 2,456
think I would have written the expression: 100*cos(self.Time-200)%360+game.SunX
to have notes play at specific degrees of an orbit
simply use the rotating position of the orbitingActor
for 90° (left) Sound during clockwise rotation:
Rule: when (All)
Attribute: self.Rotation > 0
Attribute: self.Rotation < 2
--Play Sound
(the actor moves fast … so use a range for the position)
demo with very annoying sounds: http://www.mediafire.com/?edo42p9bks0a09z
@};- MH