Timer callback in multiple scripts
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Is it intentional that starting the timer in one script also starts the timer in another script?
<Processor Type="SynthChain" ID="Master Chain" Bypassed="0" Gain="1" Balance="0" VoiceLimit="128" KillFadeTime="20" IconColour="0" packageName="" views="32.rk1bzA...3CC.........HC.FIqL....5xXQ9TEXOvK" currentView="-1"> <EditorStates BodyShown="0" Visible="1" Solo="0"/> <ChildProcessors> <Processor Type="MidiProcessorChain" ID="Midi Processor" Bypassed="0"> <EditorStates BodyShown="1" Visible="1" Solo="0" Folded="0"/> <ChildProcessors> <Processor Type="ScriptProcessor" ID="Script Processor" Bypassed="0" Script="function onNoteOn() { 	Synth.startTimer(0.5); 	 	if (Message.getNoteNumber() == 60) 	{ 		Synth.stopTimer(); 	} } function onNoteOff() { 	 } function onController() { 	 } function onTimer() { 	Console.print("1"); } function onControl(number, value) { 	 } "> <EditorStates BodyShown="1" Visible="1" Solo="0" contentShown="1" onInitOpen="0" onNoteOnOpen="1" onNoteOffOpen="0" onControllerOpen="0" onTimerOpen="0" onControlOpen="0"/> <ChildProcessors/> <Content/> </Processor> <Processor Type="ScriptProcessor" ID="Script Processor2" Bypassed="0" Script="function onNoteOn() { 	 } function onNoteOff() { 	 } function onController() { 	 } function onTimer() { 	Console.print("2"); } function onControl(number, value) { 	 } "> <EditorStates BodyShown="1" Visible="1" Solo="0" contentShown="1" onInitOpen="0" onNoteOnOpen="0" onNoteOffOpen="0" onControllerOpen="0" onTimerOpen="1" onControlOpen="0"/> <ChildProcessors/> <Content/> </Processor> </ChildProcessors> </Processor> <Processor Type="ModulatorChain" ID="GainModulation" Bypassed="0" Intensity="1"> <EditorStates BodyShown="1" Visible="0" Solo="0" Folded="1"/> <ChildProcessors/> </Processor> <Processor Type="ModulatorChain" ID="PitchModulation" Bypassed="1" Intensity="0"> <EditorStates BodyShown="1" Visible="0" Solo="0" Folded="1"/> <ChildProcessors/> </Processor> <Processor Type="EffectChain" ID="FX" Bypassed="0"> <EditorStates BodyShown="1" Visible="0" Solo="0" Folded="1"/> <ChildProcessors/> </Processor> </ChildProcessors> <RoutingMatrix NumSourceChannels="2" Channel0="0" Send0="-1" Channel1="1" Send1="-1"/> <macro_controls> <macro name="Macro 1" value="0" midi_cc="-1"/> <macro name="Macro 2" value="0" midi_cc="-1"/> <macro name="Macro 3" value="0" midi_cc="-1"/> <macro name="Macro 4" value="0" midi_cc="-1"/> <macro name="Macro 5" value="0" midi_cc="-1"/> <macro name="Macro 6" value="0" midi_cc="-1"/> <macro name="Macro 7" value="0" midi_cc="-1"/> <macro name="Macro 8" value="0" midi_cc="-1"/> </macro_controls> <MidiAutomation/> </Processor>
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Yeah, there is only one timer per sound module. I decided against multiple timers because I didn't need it yet and it reduces the overhead, but I agree it violates the encapsulation principle of the module architecture.
What's the use case for this? Maybe there is a workaround (if not I could think about something with little overhead).
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I have an artificial trill script and an artificial glide script that both use it to trigger notes. I've got a work around though, the scripts have mute buttons, because only one can be active at a time, so I just check it's state in the on timer callback. What's
Engine.createTimerObject()
for? -
It creates an extra timer but it runs in the message thread, so I would use it for audio stuff, and actually since ScriptPanels also have a timer for animation it became pretty useless - I think I added it before I added timers to the Panels but left it in the code base for some weirder use cases. Somehow the API doc didn't make it in the autocomplete list, but this is the usage:
const var timer = Engine.createTimerObject(); timer.startTimer(150); // in milliseconds timer.callback = function() { Console.print("tut"); };