Sign In:     


Forum: General Discussion

Topic: Script School - Page: 50.75
Thanks for the set_deck method. It works.

set '%Dst' 1 &
set_deck `get_var %Dst` & loaded ? play

It appears the crossfader doesn't like parameters either.
I don't find an equivalent for crossfader such as "set_crossfader" which does not exit.

These all fail:
crossfader %Fader
crossfader '%Fader'
crossfader `get_var %Fader`
crossfader `get_var '%Fader'`

 

It's not a language wide thing.
verbs are function calls, there is no translation layer.
some verbs have default params, some verbs have overloads, some of those overloads allow script actions as a param, but many don't.
If script action as a param isn't mentioned in the verb description it probably doesn't accept one. Those cases you call prior and then cast, then call the verb and the cast sticks the value on the end of the param_list.
 

crossfader accepts a parameter as text, decimal or percentage.
Where I am stuck is converting a variable using get_var to something that crossfader understands.

Q: is there a document I can reference for these verbs ?

The VERBS pdf is nice for a text description, but isn't a language definition for overloads, etc.

BTW, thank you so much for offering your expertise here.
I can't find this expertise anywhere out on the internet like it is presented here.
 

Beer donations are accepted :)
The documentation
https://www.virtualdj.com/wiki/VDJscript.html
that's it, some verbs are under documented like get_date which I covered in an earlier topic, or how get_time can get cue or loopIn/Out times [obscure use, mostly superseded, the description in app is already long enough]
But really all the info is there just super concise.

See examples of param_cast
set a 2 & get_var a & param_cast & set b & var_list
 

I am trying to combine the cue loop , loop roll and play sync options such that if i push and hold a cue point,it will play from the cue point but loop roll or stutter according to selected loop parameters and then will play_sync with the master deck when released. So it will behave like how the pad_scratch buttons behave when pressed. I will also like to think of this as a pad_roll ,similar to what the roll effect does except that this starts a track, "rolls" or loops it, then play_sync to master deck. How do i go about this please. I have tried several combinations and nothing seems to be working.
 

down ? hot_cue 2 & get_loop & param_cast & loop_roll : effect_active 'loop roll' off & sync


something along the lines of this.
 

Any luck in finding out how to do this:

Set '%Fader' 0.0
crossfader %Fader
 

I have a working kludge:

set '%Dst' 1 &
set '%Fader' 0.0 &

(var_smaller "%Fader" 0.6 ?
crossfader 0.0 &
:
crossfader 1.0) &

set_deck `get_var %Dst` &
select &
stop & stop &
play

 

bgavin wrote :
Any luck in finding out how to do this:

I told you
locoDog wrote :
See examples of param_cast


 

Q: How does one code the end of an If-Then-Else block?

pseudo code:
if '$sngFader' = 0.500 Then
deck 1 select
else
deck 2 select
end if


VDJ script:
var_equal '$sngFader' 0.500 ? deck 1 select : deck 3 select

& var_list

var_list only executes in the ELSE block of the structure.

Brackets () don't work here.
I can't figure out how to end the conditional statement and continue on.

 

read my post on brackets in script, you'll find a link in the OP index.
 

That is what I was searching for.

Your post notes that Build 6920 and later incorporates the brackets syntax.
Brackets were working fine on my 2025 desktop version, but failing on my 6747 build on my Win 8.1 laptop.
 

I've not quite figured out a workaround for the forward procession of time... yet
Prior to 6920 brackets in script weren't a thing, so they don't work in earlier builds.

I have ways to "function out" queries [that are far backwards compatible, make a separate branch/thread to encapsulate] but you're asking for a technician's solution, it's part of the language but it's a different dialect, so things work different.
I do technicianing solutions but only over PM [licence holders] and expect beer tokens.
 

Just curious: what is the last x64 build that supports DirectX 11?

I've searched the change log and all over Google land, and came up dry.