Hi Jim, I applied all of your changes for the Mk2 accept for "wheel" stuff from the wheel_decay function... that bit was from the old RMX code I wrote and has since been corrected (decay is not necessary because the "jog" key will decay automatically for pitch adjust)... All your other stuff is in r2424.
I like that it flashes all the LEDs... I noticed it sets the CUE led when tracks are loaded (does VDJ do that, I wonder?)... nice that that midi short msg seems to get the controller to spit its control values... Could you do me a favour when you get a chance and add a table under the Mk2 which talks to the changes in the patch for 1.7 on the Wiki @ http://mixxx.org/hercules (you can look at the 2nd the table I made under the RMX for an idea of what I'm talking about). Cheers, -G __ --- == __/ t.O ==-- http://stacktrace.org/ On Tue, May 26, 2009 at 7:31 PM, James Evans <[email protected]> wrote: > Hi Garth, > > Garth Dahlstrom wrote: >> >> Hi Jim, >> >> comments inline below... >> >> On Tue, May 26, 2009 at 6:00 AM, James Evans <[email protected] >> <mailto:[email protected]>> wrote: >> >> In your RMX scripts, I can't quite see what functionality you're >> trying to achieve with HerculesRMX.cueButton & HerculesRMX.cuePlay. >> Could you let me know so I can see if it's something the Mk2 should >> be doing too. >> >> >> So, I was trying to emulate CDJ behaviour where by if you hold CUE the >> music starts to play, if you release CUE the song position returns to the >> CUE point, however if you hold CUE and then hit PLAY (CUE+PLAY) before >> releasing CUE the song goes into normal playback mode preventing the release >> of CUE from repositioning the song. > > Cool, though it looked something like that. > >> The Javascript code I wrote seems like it ends up fighting the playback >> engine in some kind of race (which is why it trys to do get position, stop, >> reposition, play really quickly)... It only works something like one 5th >> the time for me on the RMX. This was something we originally talked about >> doing inside the playback engine, but I thought it would be interesting to >> see if it was possible doing it via javascript. >> > > Yes, I tried it and got the same problem. > >> >> Headphone selection - The device has the following settings: Deck >> A/Deck B/Mix/Split. For Deck A and Deck B I can use [ChannelN] pfl >> (in the mapping xml), but I'm not sure what to use for Mix/Split as >> these modes use both channels. At present I've just used [Master] >> pfl in the xml - although there is no corresponding Mixxx control, >> this does allow at least for the relevant script function to be run >> (turning both Headphone buttons on in the Mixxx UI for Mix/Split >> modes). >> >> >> I believe the original Hercules/VDJ spec for Mix/Split is that Mix should >> be the same as your Master out, while Split should have the Master in the >> Left headphone and the last deck to be loaded in the Right (Left and Right >> might be switched, don't remember 100%). Alternatively, for Split could do >> it Deck1 in Left, Deck 2 in Right... I'm not really sure it's doable to >> manipulate the channels in the headphones like that within Mixxx, though I >> haven't spent much time on it. >> > > Yes, mix is as you describe it. Split (according to the Herc MK2 manual) is > not used in VDJ 3. Deck1 in Left, Deck 2 in Right sounds sensible to me. > I'll leave that for the time being, may have a gander at the code to see > what might be possible (with my very rusty old C++ knowledge!). > >> Loop/Cue/Fx LEDs and mode selector - Currently the Loop/Cue/Fx mode >> selector buttons play the track in reverse using >> <key>reverse</key>. I would personally find it more useful to turn >> these buttons back to (into) Loop/Cue/Fx mode selectors. This way, >> when no mode is selected (which would be default at startup), the >> 1/2/3 buttons can work as bass/mid/treble kills as they currently >> do, but then, selecting different modes for those buttons, they can >> be used for fx, cuing and looping (when it arrives in Mixxx). This >> would however mean ditching use use of the Fx/Cue/Loop LEDs as VU >> meters. I would personally forgo the VU metering for mode indicators >> (I don't find the metering particularly useful anyhow given that I >> can see it in the UI if necessary). >> >> You have any take on that? Should I just get on and do it? >> >> >> Right, so I would be in support of changing into Loop/Cue/Fx as you >> described. The mappings (see mixxx.org/hercules/ >> <http://mixxx.org/hercules/>) are defined to 1,2,3 kill hi, mid, lo, and >> mode arrow is reverse. The reason the mappings are as they currently are >> is, that until Mixxx 1.7, we had no way to dynamically remap functions via >> modes (all controllers were stateless from Mixxx's perspective) and we also >> lacked the ability to easily redefine the behaviours. >> > > Ok, cool. I'll sort that out. Already have the existing kills scripted. > >> >> The attached are a pretty good starting point (for scripting the >> Mk2) anyhow I'd say. Perhaps you could consider these for committing >> so at least the stuff so far is there for other Mk2 users to >> use/work with? >> >> >> I want to play with them on my Mk2 (have to go to work, first), then if >> they look good. In the mean time, I want to encourage other Herc Mk2 users >> on the list to grab them and offer feed back. At the moment, I think only >> yourself and Siarhei are into the Mk2 scripting, but Robin and others may >> also be interested as we should try to keep the behaviour of the Mk2 as >> consistent the the MP3 control as possible. >> > > Great, feedback gratefully received. > > Cheers, > > Jim. > >> Anyway, keep plugging at it... this is good. :D > > Cool :) > >> >> Cheers, >> >> -G >> > > ------------------------------------------------------------------------------ Register Now for Creativity and Technology (CaT), June 3rd, NYC. CaT is a gathering of tech-side developers & brand creativity professionals. 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