Here you will find documentation on all the descriptions that Cinema 4D currently has. You can list them Alphabetically, by Type or Plugin . The sample Python and C++ code is automatically generated and in some cases may not be 100% correct. If something doesn't work then please refer to the official Cinema 4D SDK documentation for more information.

IDs and information for Xsound

Xsound

Attributes

  • ENGLISH NAME : X-ParticleSoundShader
  • NAME : Xsound
  • INCLUDE : Mpreview
  • INCLUDE : Xbase
  • PATH : res/description/xsound.res
  • PLUGIN : X-Particles
  • MAXON online help (may not exist): XSOUND

Elements

ID UI Name Type Parameters Cycle
XSOUND_MODE Mode LONG  
XSOUND_MODE_SINGLE Single
XSOUND_MODE_LINE Line
XSOUND_MODE_GRID Grid
XSOUND_GRID_TIME Time BASETIME  
XSOUND_LOG LogFreq BOOL HIDDEN
XSOUND_LOG_SCALE Bands LONG
MIN 4
MAX 64
HIDDEN
XSOUND_FILE Sound FILENAME ANIM
XSOUND_AUTO Auto BOOL  
XSOUND_START Start BASETIME  
XSOUND_END End BASETIME  
XSOUND_SCALE Retiming REAL  
XSOUND_LOOP Repeat BOOL  
XSOUND_COLOR_MODE ColorMode LONG  
XSOUND_COLOR_MODE_AMP Amplitude
XSOUND_COLOR_MODE_FREQ Frequency
XSOUND_FREQUENCYOUT_COLOR FreqOutColor GRADIENT
COLOR
ICC_BASEDOCUMENT
XSOUND_GRAPH Graph BITMAPBUTTON  
XSOUND_FREQUENCY_COLOR FreqGraphColor GRADIENT
COLOR
ICC_BASEDOCUMENT
XSOUND_FFT FFTResolution LONG
MIN 1
MAX 16
XSOUND_DB_RANGE dBRange REAL
MIN 0.0
MAX 100.0
XSOUND_FREQUENCY_MIN FreqMin REAL
MIN 0.0
MAX 44100.0
XSOUND_FREQUENCY_MAX FreqMax REAL
MIN 0.0
MAX 44100.0
XSOUND_FREQ_AMP Amplitude SPLINE  
XSOUND_EQ EQ SPLINE  

Example Code

The following code does not use the correct values when setting the data. You should check directly in C4D for the correct values that you should use in place of the ones that are shown. This code is just to show you how to access the values for getting and setting the parameters.

Python

import c4d
from c4d import gui
def main():
    shader = c4d.BaseShader(c4d.Xsound)
    
    #You can set parameters two different ways. 
    #First way              
    shader[c4d.XSOUND_MODE] = c4d.XSOUND_MODE_SINGLE
    shader[c4d.XSOUND_LOG] = True
    shader[c4d.XSOUND_LOG_SCALE] = 1
    shader[c4d.XSOUND_FILE] = "c:\\SomeFile.txt"
    shader[c4d.XSOUND_AUTO] = True
    shader[c4d.XSOUND_SCALE] = 0.1
    shader[c4d.XSOUND_LOOP] = True
    shader[c4d.XSOUND_COLOR_MODE] = c4d.XSOUND_COLOR_MODE_AMP
    shader[c4d.XSOUND_FFT] = 1
    shader[c4d.XSOUND_DB_RANGE] = 0.1
    shader[c4d.XSOUND_FREQUENCY_MIN] = 0.1
    shader[c4d.XSOUND_FREQUENCY_MAX] = 0.1
    
    #Second way, using the base container.
    bc = shader.GetDataInstance()
    bc.SetInt32(c4d.XSOUND_MODE,c4d.XSOUND_MODE_SINGLE)
    bc.SetBool(c4d.XSOUND_LOG,True)
    bc.SetInt32(c4d.XSOUND_LOG_SCALE,1)
    bc.SetFileName(c4d.XSOUND_FILE,"c:\\SomeFile.txt")
    bc.SetBool(c4d.XSOUND_AUTO,True)
    bc.SetFloat(c4d.XSOUND_SCALE,0.1)
    bc.SetBool(c4d.XSOUND_LOOP,True)
    bc.SetInt32(c4d.XSOUND_COLOR_MODE,c4d.XSOUND_COLOR_MODE_AMP)
    bc.SetInt32(c4d.XSOUND_FFT,1)
    bc.SetFloat(c4d.XSOUND_DB_RANGE,0.1)
    bc.SetFloat(c4d.XSOUND_FREQUENCY_MIN,0.1)
    bc.SetFloat(c4d.XSOUND_FREQUENCY_MAX,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../res/description/xsound.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseShader *pShader = BaseShader::Alloc(Xsound);  
    
    //You can set parameters two different ways. 

    //First way              
    //Some objects do not store all their data in the container. You need to use GetParameter()/SetParameter() instead. 

    DESCFLAGS_SET flags = DESCFLAGS_SET_PARAM_SET;
    pShader->SetParameter(DescID(XSOUND_MODE),GeData(XSOUND_MODE_SINGLE),flags);
    pShader->SetParameter(DescID(XSOUND_LOG),GeData(true),flags);
    pShader->SetParameter(DescID(XSOUND_LOG_SCALE),GeData(1),flags);
    pShader->SetParameter(DescID(XSOUND_FILE),GeData(Filename("c:\\SomeFile.txt"),flags);
    pShader->SetParameter(DescID(XSOUND_AUTO),GeData(true),flags);
    pShader->SetParameter(DescID(XSOUND_SCALE),GeData(0.1),flags);
    pShader->SetParameter(DescID(XSOUND_LOOP),GeData(true),flags);
    pShader->SetParameter(DescID(XSOUND_COLOR_MODE),GeData(XSOUND_COLOR_MODE_AMP),flags);
    pShader->SetParameter(DescID(XSOUND_FFT),GeData(1),flags);
    pShader->SetParameter(DescID(XSOUND_DB_RANGE),GeData(0.1),flags);
    pShader->SetParameter(DescID(XSOUND_FREQUENCY_MIN),GeData(0.1),flags);
    pShader->SetParameter(DescID(XSOUND_FREQUENCY_MAX),GeData(0.1),flags);
    pShader->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pShader->GetDataInstance();
    bc->SetInt32(XSOUND_MODE,XSOUND_MODE_SINGLE);
    bc->SetBool(XSOUND_LOG,true);
    bc->SetInt32(XSOUND_LOG_SCALE,1);
    bc->SetFileName(XSOUND_FILE,"c:\\SomeFile.txt");
    bc->SetBool(XSOUND_AUTO,true);
    bc->SetFloat(XSOUND_SCALE,0.1);
    bc->SetBool(XSOUND_LOOP,true);
    bc->SetInt32(XSOUND_COLOR_MODE,XSOUND_COLOR_MODE_AMP);
    bc->SetInt32(XSOUND_FFT,1);
    bc->SetFloat(XSOUND_DB_RANGE,0.1);
    bc->SetFloat(XSOUND_FREQUENCY_MIN,0.1);
    bc->SetFloat(XSOUND_FREQUENCY_MAX,0.1);
    pShader->Message(MSG_UPDATE);                                                      
}
             

Buttons

This node has buttons. Buttons can manually be executed by calling the following code

Python

c4d.CallButton(shader,c4d.XSOUND_GRAPH)

C++

DescriptionCommand dc;
dc.id = DescID(XSOUND_GRAPH);             
pShader->Message(MSG_DESCRIPTION_COMMAND, &dc);

Gradients

This node has gradients. Gradients can manually be edited by calling the following code

Python


C++

           
#include "customgui_gradient.h"
XSOUND_FREQUENCYOUT_COLOR
GeData data; pShader->GetParameter(DescID(XSOUND_FREQUENCYOUT_COLOR),data,DESCFLAGS_GET_PARAM_GET)); Gradient *pGradient = (Gradient*)data.GetCustomDataType(CUSTOMDATATYPE_GRADIENT); if(pGradient) { //must be set before any knot is set pGradient->SetData(GRADIENT_MODE, GeData(GRADIENTMODE_ALPHA)); GradientKnot k1, k2; k1.col = Vector(0.0, 0.0, 1.0); k1.pos = 0.0; k2.col = 1.0; k2.pos = 1.0; pGradient->InsertKnot(k1); pGradient->InsertKnot(k2); } pShader->SetParameter(DescID(XSOUND_FREQUENCYOUT_COLOR),data,DESCFLAGS_SET_PARAM_SET));
XSOUND_FREQUENCY_COLOR
pShader->GetParameter(DescID(XSOUND_FREQUENCY_COLOR),data,DESCFLAGS_GET_PARAM_GET));