locodog wrote :
repeat_start_instant "name" 33ms & get_beat & param_greater X% ? level 0% : level 100%
repeat_start_instant "name" 33ms & get_beat & param_greater X% ? level 0% : level 100%
Since I need to sync the fader cuts to the on air deck, but act on the opposite deck, can the repeat look at one side and act on the other? That was where I ran into trouble before using a similar method. So for example:
repeat_start_instant "name" 33ms & deck right get_beat & param_greater X% ? Deck left level 0% : deck left level 100%
Also it looks like this would only cut one time per beat, any way to get it to cut in when the beat value is at 1% 25% 50% and 75%, and out at 12.5% 37.5% 62.5% and 87.5% for a quarter beat transform?
Thanks for the reply loco. I have used a lot of your advice and tips to up my game.
Inviato Wed 09 Jan 19 @ 8:34 am
Sure it's possible.
You can also adress a fixed deck by using "deck 1" instead of deck left/ right. If you are using more than two decks deck left/right is the currently active deck on each side.
You can also adress a fixed deck by using "deck 1" instead of deck left/ right. If you are using more than two decks deck left/right is the currently active deck on each side.
Inviato Wed 09 Jan 19 @ 8:40 am
Thanks PachN.
Yeah just specify what deck you want it to read/act upon
deck 1 get_whatever & deck 2 do_something
You're right (one cut per beat), I kept the explanation simple, take a second to think what you want the script to do
Above this but below that ? Yes,drop volume : No, above that but below another value ? Yes, raise volume : No above the other... below a 4th value ?
So it will look something like this
repeat_start_instant "name" 33ms & deck right get_beat & param_greater 0% ? param_smaller 12.5% ? Deck left level 0% : param_smaller 25% ? deck left level 100% : param_smaller 37.5% ? deck left level 0% : etc etc
If really needs be I could make a plugin to monitor masterdeck to cut another deck but even plugins have a scan limit of ∼15ms
Yeah just specify what deck you want it to read/act upon
deck 1 get_whatever & deck 2 do_something
ZeroZuluBrav0 wrote :
Also it looks like this would only cut one time per beat, any way to get it to cut in when the beat value is at 1% 25% 50% and 75%, and out at 12.5% 37.5% 62.5% and 87.5% for a quarter beat transform?
Also it looks like this would only cut one time per beat, any way to get it to cut in when the beat value is at 1% 25% 50% and 75%, and out at 12.5% 37.5% 62.5% and 87.5% for a quarter beat transform?
You're right (one cut per beat), I kept the explanation simple, take a second to think what you want the script to do
Above this but below that ? Yes,drop volume : No, above that but below another value ? Yes, raise volume : No above the other... below a 4th value ?
So it will look something like this
repeat_start_instant "name" 33ms & deck right get_beat & param_greater 0% ? param_smaller 12.5% ? Deck left level 0% : param_smaller 25% ? deck left level 100% : param_smaller 37.5% ? deck left level 0% : etc etc
If really needs be I could make a plugin to monitor masterdeck to cut another deck but even plugins have a scan limit of ∼15ms
Inviato Wed 09 Jan 19 @ 10:25 am
Edit...fixed
Inviato Thu 10 Jan 19 @ 6:10 pm
You may have already explained this, but I can't find it, so here goes
You do you do a general AND after a CONDITION (?) block
So like
(A ? B : C) & D
I relialize that you can just put D in the front
D & A ? B : C
but the D part may also hold a condition
You can also do
A ? B & D : C & D
But again D may be complex in itself
So is there a general way to handle for instance :
(A ? B : C)
&
(D ? E : F)
&
(G ? H : I)
&
(J ? K : L)
You do you do a general AND after a CONDITION (?) block
So like
(A ? B : C) & D
I relialize that you can just put D in the front
D & A ? B : C
but the D part may also hold a condition
You can also do
A ? B & D : C & D
But again D may be complex in itself
So is there a general way to handle for instance :
(A ? B : C)
&
(D ? E : F)
&
(G ? H : I)
&
(J ? K : L)
Inviato Thu 24 Jan 19 @ 2:52 pm
Not with straight script, I've put in requests to execute a "second script" with some sort of symbol after the end of the false reply (something like A ? B : C * D ? E: F) but it's either low in the todo pile or it's in the not happening pile.
However, you can do what you want by another way,
Lets say you want to run all 4 queries from one button press, without making it multibranch
(avoid D query in the reply B and C, and G query in the reply E and F etc)
Use a pad page :-), simply put each single query on a single pad then your calling button performs the script
pad 1 & pad 2 & pad 3 & pad 4
To work properly there needs to be a new verb to store and call pad pages, I'll add it in wishes.
However, you can do what you want by another way,
Lets say you want to run all 4 queries from one button press, without making it multibranch
(avoid D query in the reply B and C, and G query in the reply E and F etc)
Use a pad page :-), simply put each single query on a single pad then your calling button performs the script
pad 1 & pad 2 & pad 3 & pad 4
To work properly there needs to be a new verb to store and call pad pages, I'll add it in wishes.
Inviato Thu 24 Jan 19 @ 7:43 pm
locodog wrote :
Use a pad page :-), simply put each single query on a single pad then your calling button performs the script
pad 1 & pad 2 & pad 3 & pad 4
pad 1 & pad 2 & pad 3 & pad 4
Nice idea!
Let me try that :)
Inviato Thu 24 Jan 19 @ 8:27 pm
Shader stuff
How do, has been awhile but this I think shader scripts need to be written down.
klausMogenson, I has a video on this subject, his focus is his workflow (shaders as audioonlyvisualisation)
How do, has been awhile but this I think shader scripts need to be written down.
klausMogenson, I has a video on this subject, his focus is his workflow (shaders as audioonlyvisualisation)
That's his workflow, below is mine (shaders on decks)
Selecting specific shaders
effect_string "shader" 1 "shaderName"
So we want to set a string on a effect
the effect we want to set the string on is the "shader" fx
the string number (some fx have several effect_stings) is number 1
the string we want to send is "shaderName"
Now "shaderName" can be either the shader's name as given by it's creator or it can be the address the shader can be found at the shadertoy site something like
"GdAFMK" (best guess is some sort of base64 filing system that means very little to us humans)
To display the current shader name (and I'll assume you want the given name because you're not a computer) use
get_effect_string "shader" 2
string 2 because while the machine is smart enough to set the shader by either given or indexed name on string 1, if you get string 1 it always returns the indexed name, (must be under the hood stuff) string 2 is the "pretty name"
Ok a specific shader at a specific time, great, what else can we do?
Well how about the next or previous (in the list) shader, do that like this..
effect_string "shader" 1 +1
effect_string "shader" 1 -1
What about shader folders, yep we got that covered, with effect_string 3
effect_string "shader" 3 "B&W"
(I have a folder called "B&W" for black & white shaders)
okey cokey, how about the buttons "auto-change" & "beatMove"
They're just fx buttons and are toggled like so
effect_button "shader" 2 (change)
effect_button "shader" 3 (move)
I've covered buttons earlier, what with fxslots, no slot, on, off , toggle so I'll avoid repeating myself.
effect_button "shader" 1 opens the shader position box if you were wondering. (well done for wondering)
Ok just a few sliders to cover
effect_slider "shader" 1
this one picks the shader, but I'm honestly not sure how useful it is (difficult to use with precision), I suppose time will tell.
I suppose it might be better if it obeyed the folder, but currently it just picks from the "all" folder.
effect_slider "shader" 2
this one does transparency.
I think that's it for shader scripts to date.
Any topics you'd like covered just ask.
I might cover the setting action next as it's one that users need quite often.
*post script*
This post lead to quite a bit of head scratching, partly my fault for focusing on my personal work flow (this instance a shader on a deck)
So some clarification
In instances of audioOnlyVisualisation or videoOverlay
* For the video source for audio tracks:
effect_string "audioonlyvisualisation" 1 +1
Since the slot is specified, you don't specify the effect as well, so it depends on shader already selected as audio only visualisation.
* For video effect overlay
deck master effect_string "video" 1 +1
If shader is selected in the video slot
or
deck master effect_string "shader" 1 +1
Independent of which slot it is currently selected in (or none at all)
Inviato Wed 27 Mar 19 @ 10:36 am