Have a working 3D waterfall...
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@ -2009,12 +2009,14 @@ function mathbox_init()
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//var remap = function (v) { return Math.sqrt(.5 + .5 * v); };
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var getY = function(x,z)
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{
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var points = view.area({
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expr: function (emit, x, z, i, j, t) {
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var xIndex = Math.trunc(((x+1)/2.0)*fft_size); //x: frequency
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var zIndex = Math.trunc(z*(mathbox_data_max_depth-1)); //z: time
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var realZIndex = mathbox_get_data_line(zIndex);
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if(!mathbox_data_index_valid(zIndex)) return undefined;
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if(!mathbox_data_index_valid(zIndex)) return;
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//if(realZIndex>=(mathbox_data_max_depth-1)) console.log("realZIndexundef", realZIndex, zIndex);
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var index = Math.trunc(xIndex + realZIndex * fft_size);
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/*if(mathbox_data[index]==undefined) console.log("Undef", index, mathbox_data.length, zIndex,
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@ -2025,15 +2027,8 @@ function mathbox_init()
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if(dBValue>waterfall_max_level) y = 1;
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else if(dBValue<waterfall_min_level) y = 0;
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else y = (dBValue-waterfall_min_level)/(waterfall_max_level-waterfall_min_level);
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mathbox_dbg = { dbv: dBValue, indexval: index, mbd: mathbox_data.length, yval: y };
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if(!y) y=0;
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return y;
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}
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var points = view.area({
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expr: function (emit, x, z, i, j, t) {
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var y;
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if(!(y=getY(x,z))) return;
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mathbox_dbg = { dbv: dBValue, indexval: index, mbd: mathbox_data.length, yval: y };
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emit(x, y, z);
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},
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width: 32,
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