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i take your point.
me, i remain, as you know(!) a novice. (an ‘enthusiast’?)
but the majority of us here, afaik, are amateur not-for-profit,
and what’s the point of a forum if we can’t discuss new tricks?
or just common practice? it’s what makes a community interesting.besides, you don’t have to reveal all of your game, and it’s how
you discuss things ultimately, and how much you choose to share.as for the ‘manual’ – it would be almost impossible to write the
whole book, wouldn’t it? we have reference resources, like other
Lua sites, and (erm…) the github pages, now gone. i posted links
to zips of their content because they’re useful for knowing what’s
at our disposal in Ctrlr.it seems a few people, such as yourself, have a comprehensive
overview, so of course we value that input.really, little demo files here and there do more than any
explicative text – i learnt synthedit by studying what
everyone had done before, parsing zips of examples, keeping
the interesting ones. and that’s a much easier platform.personally, i am not a ‘natural’ coder. i few weeks off, and
the ‘intuitive’ responses i was developing have dulled. i can’t
switch out my other life stuff at the moment, so it’s hard to
really focus. need to sort that out and pick things up again.sorry meant UIlabelEditOnSingleClick.
don’t know why i phrased it like that … ??duh…
(??! …)(and then untick uiLabelEditFocusDiscardsChanges, easier/better)
lol that’s quite a ‘terse’ panel Poss’ ;o)
it opens up with the job done, you have to delete the
label text in properties. may i suggest ticking ‘editing
begins with one click’. but yeah that works.
‘setText’ …i tried to do something with 4 radio buttons and a knob selector,
but not got it yet. this is what i tried, it crashes:changeName = function(--[[ CtrlrModulator --]] mod, --[[ number --]] value, --[[ number --]] source) local tbl_buttons={} local Tone_Name = nil for i=1,4 do local button=panel:getModulatorByName("tone"..i):getValue() table.insert(tbl_buttons,button) if tbl_buttons[ i ]~=0 then Tone_Name = i end console(String("tone="..Tone_Name)) end panel:getModulatorByName(Fav_Button_Name):getComponent():setProperty("componentVisibleName",Tone_Name,true) end
how are you defining ‘Tone_Name’?
it’s terrible how quickly you forget all this… :-/
can you get it to work with mouse click down?
i know there’s a difference with value change, just
can’t remember what it is..you might be able to go straight to the component with that.
(ie: maybe omit getModulatorByName() – but that wouldn’t change this)
i’m having a look though my methods to see what i’ve done with other
properties. the form of that looks alright. (back in a minute)- This reply was modified 5 years, 9 months ago by human fly.
tuned in, quimquim 😉
yep am onto that one.i will be confronted with an interesting situation if
i persevere with current project where sysex messages
will have to be composed on the fly – so it won’t be
able to use that box or the built-in checksum calculator.hey, i can’t code and don’t know wtf i’m doing 🙂 but it
has been interesting to try to build the RX7 panel using
one set of modulators for many parameters. which sort-of
works with some reliability now.you guys are welcome to help out with ideas if you want,
i don’t feel at all ‘proprietary’ on this, as it is
experimental. the code is.. a bit messy on first view,
but in fact it is fairly ‘rigourously'(…) ordered, and i’m
happy to give pointers on how it hangs together.um but the machine in question doesn’t need a checksum.
*however*: if it did, or if i try the same technique
to do an 8 part multitimbral module – such as the D-110 –
then it would be necessary to build the sysex message
without the onboard Ctrlr sysex box (where zY -zn?- happens)now i’m curious as to how dasfaker did his latest JV
editor…umm … where does that hex come from?
you can’t have 80h, it stops at 7F and then the MSB changes. 😉
(i remember making this mistake at some point)checksums aren’t actually that horrifying. i think the 2nd eddie lotter
method is by far the easiest. one to go for. in context of Ctrlr, yes
it’s more difficult perhaps, if you’re building the message on the fly.but essentially, if you’re making a mixer map or whatever, you just figure
out the first checksum in a series, at midi value ‘0’, and then the checksum
decrements (in hex, hence the old adage about the joys of ‘counting backwards
in hex’) as either parameter number or value increment.if you see what i mean:
-say you have a list of your parameters, all set to midi value ‘0’:
you figure out the checksum of parameter #1, and that’s the only one
you have to calculate, because you can now zoom down the list filling
in all the follwing checksums sequentially.same thing if it’s just one parameter, and you go through the value from
zero upwards.*obvious really* – and you can cheat with midiox like that too, if you’re
feeling stuck, and are getting something wrong, such as when you have to
addition addresses for a roland multitimbral unit. – the D-110, for example
is terribly opaque about its different memory areas(see manual) and at times
it’s hard to know whether to be using the 02h or 04h prefixed address (can’t
exactly remember what it was) – so i did cheat by getting the unit to send
a message, and working it out from that.little anecdotal aside: the D-110 is quite interesting in that it has (i’ve
said this before) separate memory areas for each part, for both ‘tone'(preset)
and ‘timbre'(..’performance envelope?’), and then also for the patch. meaning
that you can put edits onto all parts without saving, and all remain active.
you can even switch the unit off and back on again, and your edits will be
unchanged. it does however mean that any time you want to hard-save your
multi setup, you have to do all the saves: one for each tone edited, one for
each timbre edited, and then the patch(multi). (can this be true? i have not put it
to the test. i’m realising it might not be possible from the panel. but i’m pretty
sure it could be via software)i’m going to try out your checksummer.
warm-up session, to get started again. need to have
another look at that D-110 again…i took what you taught me a few months back with
_G[ (blabla) ]
and other stuff quite long way with
a subsequent project, where i wanted to try something
different: have a look at the most recent RX7 pAnel,
WhICh (sorry got something weird with keyboard going on)
re-uses the same modulators for many instances of the
same thing (all 99 drum voices, all 240 key assignments).
a lot of bodged ideas going on there, nearly knocked into
shape, not yet reached sending a sysex message to the unit
(which isn’t here now atm…).ha: i want to claim it’s ‘innovative’, in terms of Ctrlr use
hitherto !! (lol..) -and it does sort of work, which is the
crazy thing… next step is going to be quite tricky and
need a workaround that i haven’t thought of anything for yet.
had some life complications recently so i had to set it aside.hi dnaldoog !
i was quoting eddie lotter there 😉
will test your new method – have not been doing
much Ctrlr lately. stuck on latest projet (ran
out of ideas temporarily)ediiiiit: yes i did, in fact 😉
so here’s a zip of useful stuff for temporary reference, as pdfs.
i hope they are legible, i have not checked. just zipped up what
i had in my notes. 3.5mbhere: ctrlr github june2018.zip
https://app.box.com/s/ltosanio0zg95rmqrn6ljnvcarje0vml(you’d better let me know if this is ok; it’s the Lua stuff.
seems readable as it was. i’ll take it down if there’s a prob’,
so grab it now)- This reply was modified 5 years, 9 months ago by human fly.
s*** that’s when you wish you’d printed it off to pdf
with pdf creator… (maybe i did? … nah.)you can sell plugins made with synthedit. must be because Jeff
has had a licence – or maybe that will change now. though
SE is migrating to be fully VST3.can’t really imagine steinberg would be negative about Ctrlr,
a small community, and mainly not for profit.pretty brutal just pulling all those githubs in one go.
reckon they got a notice? must have.a lot of stuff in that repository was Lua JUCE stuff,
really useful. reckon it will probably be back up in some
form – but do they have to pay to use SDK2 ?fffffff… is this for real 🙁
so would this mean that synthedit plugins in vst2.4 would
not longer be able to be distributed?frankly, VST3 sounds … pretty much flawed. it can’t have
presets, and i forget what else from discussions.so that’s the bug you had that made you stop using
the other method? i’m using 64bit Ctrlr for programming anyway.
of course, i’d rather not have to rewrite sections of code
for 32bit and 64bit …or maybe combine the two seeders, make it even more random..
but that might just be a longer process. there are probably
many ways to generate a seed anyway. i experimented with this
in synthedit, and was producing pseudorandom patterns, was
quite interesting until i found a proper solution.quick post (having fixed the randomising) :
so this is probably quite ugly, this UI, at this stage.
i’m trying to deal with the functions (very slow process).
hope to get some opinion and suggestions 🙂
do you think i should swap the faders for rotaries?
other ideas? (maybe hate it/don’t care/etc.)colours are temporary; the idea is a sort of LCD, obviously.
the side buttons are all temporary; i’m chucking stuff there
that will stay or go, getting an idea of a layout and final size.
keyboard colours are temporary as well. and there’s a fair bit
of junk onscreen at this stage that will eventually show/hide.
still have loads of work to do on it before i get to sending
a sysex message 🙂again, the main thing about this UI is the way the modulators
are re-used for each ‘key’ (pad button + data group ID), and
updated from tables written on the fly. this will no doubt
cause problems to be dealt with further down the line, but
i think the principle is sound.- This reply was modified 5 years, 10 months ago by human fly.
oh i see: the other group IS doing the same thing, i just hadn’t
noticed: that group includes a combo dropdown list, and that is
incrementing as well. so i will have to do the same thing there.so this is my suggestion for the reason: the seeding operation
does not have time to complete before the next instruction?
what if a a delay was inserted there, either with another instruction,
anything, dunno… evidently does not need to be a timer…
well, essentially, that is what i’m doing by inserting a dummy
modulator to process, i suppose.i will have to check if it happens with the other seeder.
i am using your *10 suggestion btw, seems very adequate 🙂
and i’m able to split the randomising into more than 1 iteration
for this, with the dummy only in the 1st one, with everyone
randomising happily.so that’s a ‘fix’. job done.
okay, here’s my ugly fix – for the time being:
(and i can work onwards)i’ve added a dummy modulator on my hidden ‘utility’ tab page,
and added a[ 0 ]
key to the table of modulators being randomised,
and so now i random 0,21 instead of 1,21
and that seems to fix the issue, and the 1st parameter randoms normally.
the new ‘vdummy’ modulator is now the one that increments.i don’t need to change any other scripts relating to these modulators,
the ones that collect values to write a Voice data, so i’m hoping it
will be a tidy clean intervention.i don’t much like doing this, it’s a bit messy, but hey, it was quick,
doesn’t alter much else, and it’s easy to trace and remove if need be.it still doesn’t explain why it doesn’t happen with one of the groups?!!!
but wasn’t this one 32bit friendly? the other one doesn’t run
with 32bit?
how would one run both?good to know it’s known, anyway.
would be nice to get to the root of it !- This reply was modified 5 years, 10 months ago by human fly.
stll totally stumped by this:
two out of three of these modulators randomise in this
strange incrementing way, and the other one does what
it’s supposed to. it’s the same script essentially.
have no idea where to look for the problem.all the others randomise properly as well.
i’ve changed the modulator name, made a new, fresh modulator…
nothing seems to make any difference.????
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