dejf_mk

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  • in reply to: LUA and string matching #3524
    dejf_mk
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      I don’t want to be impatient, but is there anyone who has any idea how to handle this in Ctrlr’s LUA? <img decoding=” title=”Smile” />

      in reply to: program manager doesn’t do anything… #3529
      dejf_mk
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        [quote:15l2t8tk]1) My multiclient midi interface (m-audio midisport uno) can’t be opened in ctrlr and ableton simultaneously when used as a vst inside ableton. So I have to use it in standalone mode if I want to play the rozzbox from ableton and edit from ctrlr at the same time. But that doesn’t really bother me too much.[/quote:15l2t8tk]
        You could use MIDI-OX to fake multi-client access on a MIDISport. I think their website explains how to do that.

        Although personally, when I use Ctrlr as a VST I have something like LoopBe1 / Hubi’s loopback etc running (IAC Driver on the Mac is the same). This is a virtual MIDI port that lets you route MIDI out from the Ctrlr VST to Ableton’s MIDI in. Then you can just set an Ableton channel to have the LoopBe1 etc as it’s MIDI in and Rozzbox or whatever on the output. You should then be able to play from the sequencer and the Ctrlr VST at the same time.

        It also lets you do nice things like record the MIDI coming out of Ctrlr into Ableton <img decoding=” title=”Smile” />

        in reply to: LUA and string matching #3523
        dejf_mk
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          Hi atom,
          Aha yes sorry I must have made a mistake, I want to use the endsWith method and match a whole substring to the modulator’s name string.

          in reply to: LUA, switches and bit flags #3517
          dejf_mk
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            OK thanks for the idea. However, I’m using the midiMessageReceived method from the monstrum wave XL panel and parsing the whole sysex dump.

            What I did come up with today for the buttons is this, thought I would post it just in case anyone else might find a use for it:

            [code:2xhnvdux]
            — Reacts to a switch being changed onscreen
            function mySwitchOP1Sustain (modulator)

            — get the bit to be modified
            bit1 = modulator:getModulatorValue()

            — get the state of the other bits to be modified
            bit2 = panel:getModulatorByName("OP1-vibrato-on"):getModulatorValue()
            bit3 = panel:getModulatorByName("OP1-tremolo-on"):getModulatorValue()

            — roll the bits together (using as rangebecause no idea how to change int to boolean)
            modToSend = CtrlrLuaBigInteger(0)
            modToSend:setBitRangeAsInt(1,1,bit1)
            modToSend:setBitRangeAsInt(2,1,bit2)
            modToSend:setBitRangeAsInt(3,1,bit3)
            modTSInt = modToSend:getBitRangeAsInt(0,4)

            console(string.format ("modToSend as value = %s, TSInt= %d, as bits = %s",modToSend:toString(10,0),modTSInt,modToSend:toString(2,4)))

            — create the SysEx message
            m = CtrlrMidiMessage({0xF0, 0, 0, 0x7e, 0x49, 0, 0x06, 0, 0, 0x10, modTSInt, 0xF7})
            panel:sendMidiMessageNow(m)
            end
            [/code:2xhnvdux]

            Note: this is currently untested, but the MIDI output looks right so far <img decoding=” title=”Smile” />

            I’m still learning LUA, so if anyone can see something that could be improved I’m open to suggestions….

            David

            in reply to: some feedback on recent builds #3519
            dejf_mk
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              "atom":161mv739 wrote:
              As for the buttons on the panel, you are saying save them globally others say save them locally i’m torn (almost like natalie imbruglia) <img decoding=” title=”Smile” />[/quote:161mv739]
              <img decoding=” title=”Smile” />
              Well I can think of another way of looking at it as well! For me, some of the toolbar buttons are related to a specific panel (e.g. in/out device, channel, get patch etc) but some of the buttons are more "global" (close, edit save etc). Maybe there could be 2 levels of toolbar? (hope that doesn’t make you even more torn, it’s just a suggestion….)

              "atom":161mv739 wrote:
              i think i deleted almost all of them cause i wanted to do some new ones with the new Ctrlr possibilites, i’ll try to cook something up today or tomorrow.[/quote:161mv739]
              Aha so that explains it <img decoding=” title=”Very Happy” /> I went through my downloads of the Linux builds and found these files – DEMO – Colours / Graphics /MIDI etc. Maybe you could just tweak these to apply to the latest version because some of the discussions here refer to them a lot?

              David

              in reply to: Some Linux feedback #2036
              dejf_mk
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                Hi atom,
                Thanks a lot for taking the time to look at the Linux build. I tested it on both of my boxes over the last few days and it seems to be working much better now, cheers!

                David

                in reply to: Some Linux feedback #2033
                dejf_mk
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                  I have been trying to get the latest ctrlr to compile on a Linux install and thought I would post my notes so far. I have a few problems so any help would be appreciated….

                  I’m on a Ubuntu 10.10 based Puredyne install. I’m following the instructions from this thread: viewtopic.php?f=6&t=500

                  I have ctrlr rev 542 checked out and the Juce from git. I made the Introjucer, opened the standalone project, adjusted my paths and saved the project, this seemed to work fine.

                  But when I ran make in the Builds/Linux directory, I got this error:
                  [code:2u05e3f7]Compiling class.cpp
                  In file included from ../../Source/Lua/luabind/src/class.cpp:29:
                  ../../Source/Lua/luabind/luabind/config.hpp:27: fatal error: boost/config.hpp:[/code:2u05e3f7]
                  I did some Googling and it seemed that maybe the boost library was necessary, so I installed libboost-all-dev from the repositories. The next time I tried make, I got this error:
                  [code:2u05e3f7]Compiling class.cpp
                  ../../Source/Lua/luabind/src/class.cpp: In member function ‘virtual void luabind::detail::class_registration::register_(lua_State*) const’:
                  ../../Source/Lua/luabind/src/class.cpp:163: error: expected primary-expression before ‘const’
                  ../../Source/Lua/luabind/src/class.cpp:163: error: ‘BOOST_FOREACH’ was not declared in this scope
                  ../../Source/Lua/luabind/src/class.cpp:164: error: expected ‘;’ before ‘{’ token
                  make: *** [build/intermediate/Debug/class_17f9c33d.o] Error 1[/code:2u05e3f7]
                  Now I’m not sure how to proceed. Does anyone have any suggestion?

                  David

                  in reply to: Alpha test program (or something like that) #2703
                  dejf_mk
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                    Hi Atom,
                    Great news there are some builds up. I will try and test Ubuntu on the latest Puredyne and a Windows XP 32 and let you know. In terms of synths, I mainly plan on creating panels for the Midibox synths – FM, SID and so on….

                    David

                    in reply to: Building EdoController on Mac #2601
                    dejf_mk
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                      "atom":33p6zjyx wrote:
                      well it looks like i missed a constructor for MidiMessageEx, but i’m sure it was there
                      try changing line 32 of MidiMessageEx from
                      [code:33p6zjyx]
                      MidiMessageEx(MemoryBlock &dataToScan);
                      [/code:33p6zjyx]
                      to
                      [code:33p6zjyx]
                      MidiMessageEx(const MemoryBlock dataToScan);
                      [/code:33p6zjyx]

                      it should take a copy of the data anyway, not reference it. i don’t know why didn’t that pop out for me.
                      [/quote:33p6zjyx]
                      Aha, ok that makes sense. Thanks.

                      "atom":33p6zjyx wrote:
                      Also i don’t recommend playing with that code anymore, i’m doing Ctrlr v5 and to do new Ctrlrs you won’t need any C++ code anymore, it’s just a recommendation since you might want to play with that code anyway just for fun.[/quote:33p6zjyx]
                      Yes I noticed this in the News area of the forum. Will we continue to use the Jucer and the Ctrlr template editor to design a GUI for a Ctrlr? If yes, then I will work on that in preparation of v5. I am not a big fan of XCode <img decoding=” title=”Smile” />

                      Is Ctrlr v5 in svn yet? I know it is early, just wondering….

                      David

                      in reply to: Building EdoController on Mac #2603
                      dejf_mk
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                        Hi Atom,
                        Thanks for the reply. Sorry in advance if this is newbie stuff, I’m new to XCode and Juce!!

                        "atom":1zg3wu7l wrote:
                        the amalgamation path is the juce main directory, look for file juce_amalgamated.h and .cpp[/quote:1zg3wu7l]

                        Sure, I can see the amalgamated path no problem, what I’m having problems with is pointing the XCode project at that directory. Should I be editing the JuceLibraryCodeX.mm files to have the correct path?

                        My most recent attempt I have actually hardcoded all of the paths that were giving me errors (I know this is not a recommended solution!). Once I did that, I get errors like:

                        [code:1zg3wu7l]
                        /Users/dejf/Documents/Programming/ctrlrv4/Stable/EdoController/Build/Mac/../../EdoModulatorManager/Lua/EdoModulatorManagerLuaWrapper.cpp:155:0 /Users/dejf/Documents/Programming/ctrlrv4/Stable/EdoController/Build/Mac/../../EdoModulatorManager/Lua/EdoModulatorManagerLuaWrapper.cpp:155: error: no matching function for call to ‘MidiMessageEx::MidiMessageEx(juce::MemoryBlock)’

                        ../../Primitives/MidiMessageEx.h:39:0 ../../Primitives/MidiMessageEx.h:39: note: candidates are: MidiMessageEx::MidiMessageEx()
                        [/code:1zg3wu7l]

                        I guess my question is how to make sure that the juce amalgamated gets pulled properly into the XCode project. For example, in the JuceLibraryCode1.mm file in the XCode project there is:
                        [quote:1zg3wu7l]
                        If you want to change the method by which Juce is linked into your app, use the
                        Jucer to change it, rather than trying to edit this file directly.
                        [/quote:1zg3wu7l]

                        Is this relevant?

                        Thanks in advance

                        David

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