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Topic: Mapping trouble due to vague effect description pages

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Hey there,

I'm working on the simple and lovable mixtrack pro, but it leaves a few things to be desired so I'm currently designing a custom mapping to that will run off of a novation launchpad. It is still in the planning stages for the most part but I've planned out and am 99% certain I can complete the most important (to me anyway) parts of the project. I have however run into a couple of issues.


Many effect descriptions talk about a number of different buttons and sliders and that's where the issues start. The mixtrack offers two knobs that act as sliders 1 and 2 and so I have an idea as to how i could map a set of buttons to act as a controller for slider 3 since I have the names and actions of the other two to work from.
Example: http://www.virtualdj.com/addons/12303/FlanJet.html
this one has even more sliders than i could program but its a good example of having multiple to have to incorporate


The "buttons" that effects describe though, I have ZERO idea how I would map them. My hope is that they have a generic name so that if I map these buttons they will work uniformly as I load up different effects that have features and/or options controlled by buttons. If that's not the case I'm not entirely positive how I will progress from there. lol
Example1: http://www.virtualdj.com/addons/14804/Black___White_Noise.html
Example2: http://www.virtualdj.com/addons/13750/ROLL.html
these both have a set of buttons that i would hope work uniformly between them, but still i have no idea how to map these alleged "buttons."


Then there's a good number of one's like these that don't give any hint at all how their parameters are controlled. I would assume they're going to automatically be connected to my two given effect knobs but they're still rather unsettling.
http://www.virtualdj.com/addons/2182/Forward_Reverse.html


So does anyone have some suggestions on how to tackle these? I have quite a few mapable buttons at my disposal but really don't know what kind of coding i would have to use to tackle adding in the ability to utilize these effects universally.
 

Posted Sat 18 Aug 12 @ 1:33 am
Hope you dont get in trouble for DOUBLE POSTING.
Here is the best I can do...
I dont know the technical side of mapping(yet lol). But since I havnt seen the professionals on the forums lately I would suggest you google search-synthet1c mappings etc...he is the GOD of mapping scripts. Hopefully you can gather ideas for when someone chimes in to help.
Good Luck
 

Posted Sat 18 Aug 12 @ 1:50 am
yeah that was my bad. I had posted it under software originally but I remembered that once upon a time i was told hardware was the correct place for mapping.

and thanks a ton for the tip!
 

Posted Sat 18 Aug 12 @ 2:48 am
Hey Ginge,

to map effects you can use

effect active
effect slider #
effect button #

or you can focus the mapping on a specific effect by naming it in your mapping.

effect "flanjet" active
effect "white noise" slider #
effect "forward reverse" button #

If you want to map buttons to control a slider you just need to add a modifier to the slider verb eg.

this moves the slider in a relative way
effect slider 3 +10%
effect slider 3 -10%

this mnoves the slider to an absolute position
effect slider 3 0%
effect slider 3 100%
etc...

The last bit you asked for is the change the behaviour dependant on the effect that is currently selected in your main effect slot, that is possible aswell, you just need to include a variable in your mapping for each effect you wish to map eg

effect "effect_name" select ? action if true : action if false

you can use as many effects as you like
effect "effect_name_1" select ? action if true : effect "effect_name_2" select ? action if true : effect "effect_name_3" select ? action if true : etc.... : action if false

final example of it at work
effect "flanjet" select ? effect slider 1 : effect "crusher" select ? effect slider 3 : effect "ramp_delay" select ? effect slider 2 : effect slider 1

so if you used the above example in english, if you have flanjet selected the knob would control slider 1, or if you had crusher selected it would control slider 3, or if you had ramp delay selected it would control slider 2. If none of those effects are selected it just controls slider 1

There is heaps more you can do but that is enough to wrap your head around for now ;-)

Thanks Daniel, you have a permanent place in my good books LOL
 

Posted Sun 19 Aug 12 @ 7:36 am
Alright!! It's awesome to wake up and see a second mind has posted help, haha.

Believe it or not I actually took Daniels advice. Looking at a lot of your posts, more effect details, vdj script resources and a hint of trial and error I've actually mapped out the majority of my launchpad with just the commands I was looking for. You really are the king of this! ^__^

I had not yet learned about the multiple variations syntax though so I'm extremely grateful for that insight. The specific example you gave does however raise a question in my brain. In a situation like mine where I have permanent effect slider 1 and effect slider 2 for each deck on my controller and now what has been mapped to effectively be a permanent slider 3 (one for either deck), why is it necessary to distinguish which slider I want to load up? I mean I figure I don't many scenarios where I would need to, but I'm curious as to what such a scenario would be.

For the effect buttons I simply have 8 buttons mapped as effect button # with two more buttons mapped to switch the deck selection so that they work universally for any effect on either deck. Is there a more efficient or just "better" way to approach this usage? Even if the mapping code is nastier I'm always open to ideas.

So I only have the three bottom rows that are without mappings, and I'm rather certain they'll be filled with basic effect or sample loadups.

I do have a few questions left though that I haven't been able to crack on my own yet.

HOW IN HELL DO I TACKLE THESE LEDS MAN?!?! hahaha, I've got the launchpad doing what I want but until it lights up it really not "done" and using it in the dark is less than convenient.

aaaaaand say I wanted to change the launchpad over to another function, like a 64 button sampler (looool), could I program a button to redefine all of the mappings and another button to switch them back? I'm sure the mapping would be a bit of a mess if it were possible but idk if it is at all for the moment.
 

Posted Sun 19 Aug 12 @ 2:17 pm
starting to get the LED's. Slow process but it's a start. ^__^
 

Posted Mon 20 Aug 12 @ 12:31 pm
because the launchpad has something like 6 different led states you would need to create a definition file with the states you want to use, then map them to the functions you want with

query ? action if true : action if false

you can use the following verbs to control the leds
-on
-off
-blink (this defaults at 500ms)
-blink 1000ms (you can specify any time you like in milliseconds)

eg. of play

play ? on : blink 400ms

eg. for hot cues

hot_cue 1 ? on : off

**if you are only wanting simple on:off for things like hot cues you can simply put in the verb "hot_cue #" as all verbs default to on:off when used for a LED, I just do it the long way as I usually stick other stuff in there, like make it blink when shift is held to delete it**

hot_cue 1 ? var 'shift' ? blink 400ms : on : off

You are probably best to use Superaceman's definition file as your basis.
 

Posted Mon 20 Aug 12 @ 6:50 pm
LOL, this is fantastic, not only have you answered my existing questions, but some of the ideas and coding you've mentioned are the exact same that I've mapped so far.

And I did actually use that definition file, but each button only had 1 (sometimes two) LED definitions to go with it so I soooooooort of expanded it to over 800 lines of code so that every button can be any color set of 8 (high and low levels of green, red, amber, yellow (another distinct shade of the "amber")).


for the moment I'm simply making use of some of the more complex mapping you've described so far, but thinking ahead I'm VERY confident I'll have another advanced question or two. hahaha.

Thank you so much for your help and input!!!!
 

Posted Mon 20 Aug 12 @ 8:19 pm


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