Drum Mapping- user defined
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@gorangrooves said in Drum Mapping- user defined:
local KickNumber = Message.getNoteNumber() + 1;
I'm currently making a video on this exact subject!
A local variable only exists between the
{}
where it's declared. It is local to the code block. So you can't access that variable anywhere else. You need to declare your script-wide variables in on init. -
@d-healey I understand. Thank you. So, I would use this in OnInit?
var KickNumber = Message.getNoteNumber() + 1;
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@gorangrooves
Message.getNoteNumber();
only works inon note on
andon note off
.You need to create a variable in on init. Something like this
reg kickNumber
You should use a reg variable because it is more efficient for variables that will be accessed in real-time callbacks such as on note.
Then inside on note you will save the note number in that variable.
function onNoteOn() { kickNumber = Message.getNoteNumber() + 1; }
This -
map.setValue(KickNumber, 36);
- won't work in on init though because kickNumber will be undefined.
So you'd probably need to set it in on note. But if you're doing that then there's probably no point in using themap
variable at all. You might as well just useMessage.setNoteNumber(36);
I would think. -
@d-healey Thank you for the explanation. I will play with and report back.
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@d-healey So, I managed to get this working, to my great surprise :) It is all thanks to you! I have another challenge to solve with this.
Here is the code I currently have:
OnInit
const var map = Engine.createMidiList(); reg KickNumber; const var KickKey = Content.getComponent("ComboBoxKickMidi"); // Declare combobox reg SnareNumber; const var SnareKey = Content.getComponent("ComboBoxSnareMidi"); // Declare combobox
OnNoteOn
function onNoteOn() { //----kick mapping---------- KickNumber = Message.getNoteNumber() + 1; if(KickNumber == KickKey.getValue()) { Message.setNoteNumber(36); } //----snare mapping---------- SnareNumber = Message.getNoteNumber() + 1; if(SnareNumber == SnareKey.getValue()) { Message.setNoteNumber(38); } }
Here is what is happening now...
By default, the Kick is C1 and snare D1. If I set the Kick to B0, the kick will sound when pressing either B0 or C1.
However, if I now set the snare to C1 (kick's default note), then all 3 notes (B0, C1, D1) will now trigger the snare!The ideal scenario would be that once a note is set for an instrument, it would only play on that set note and the default note would now be freely available for another instrument to use. In the above example, B0 should trigger kick, C1 should trigger snare and no note will sound on D1.
Is this achievable and if so, any idea of how I would go about it?
Thank you!
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@gorangrooves this is pretty simple isnt it?
on init:
reg KickLocation = 36; //where the kick actually is reg KickTrigger = 54; //the note that triggers a kick reg SnareLocation = 38; //where the snare actually is reg SnareTrigger = 56; // the note that triggers a snare
on note on:
if (Message.getNoteNumber() == KickTrigger) { Message.setNoteNumber(KickLocation); }; if (Message.getNoteNumber() == SnareTrigger) { Message.setNoteNumber(SnareLocation); };
Or did I mis-understand your requirement?
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@Lindon Thanks. I think your solution will achieve the same result that I currently have, but without the ability for a user to pick a note. What I am trying to do is use a combobox within the interface to pick a note that should trigger a particular instrument (kick, snare etc.). I got the basic function for that working.
The challenge now is to refine it to do this:
By default, the Kick is C1 and snare D1. If I set the Kick to B0, the kick will sound when pressing either B0 or C1.
However, if I now set the snare to C1 (kick's default note), then all 3 notes (B0, C1, D1) will now trigger the snare!The ideal scenario would be that once a note is set for an instrument, it would only play on that set note and the default note would now be freely available for another instrument to use. In the above example, B0 should trigger kick, C1 should trigger snare and no note will sound on D1.
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@gorangrooves then just add a call back for the combobox that sets the trigger value..
inline function onmyKickComboBoxControl(component, value) { KickTrigger = value; }; Content.getComponent("myKickComboBox").setControlCallback(onmyKickComboBoxControl);
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@Lindon Thank you!
I tried it, but unfortunately, it still produces exactly the same results. The issue still remains that a user-selected note is in addition to the default note for a particular instrument. So, if default note for kick is C1 and user select E0, now we have the kick sounding when pressing either E0 or C1. It doesn't free up the original kick default note to used by another instrument.
The issue gets more complicated when we introduce a second note. Lets say we have the snare by default at D1. If a user selects snare note now to be C1 (default note of the kick), now there is no kick sound! Snare is heard when pressing either E0, C1 or D1.
How do we go about having a user select a note for each instrument and that note being the sole note which triggers a particular instrument?
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Updated code:
On Init
Engine.createMidiList(); //kick inline function onComboBoxKickMidiControl(component, value) { reg KickTrigger = value; }; Content.getComponent("ComboBoxKickMidi").setControlCallback(onComboBoxKickMidiControl); //snare inline function onComboBoxSnareMidiControl(component, value) { reg SnareTrigger = value; }; Content.getComponent("ComboBoxSnareMidi").setControlCallback(onComboBoxSnareMidiControl);
On Note On
//----kick mapping---------- if (Message.getNoteNumber() +1 == KickTrigger) { Message.setNoteNumber(36); }; //----snare mapping---------- if (Message.getNoteNumber() +1 == SnareTrigger) { Message.setNoteNumber(38); }
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@gorangrooves why are you adding 1 to the Message.getNoteNumber()??
Actually thinking a bit about it a combo box is probably not a good way to select a midi note number, try a knob instead...
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@Lindon Adding +1 is necessary for the values to present a correct note. Without it, the resulting note is a semitone lower. C gets played as B, so with +1, it becomes C. Not sure why it is. Maybe a 0 gets counted, but it doesn't have any note...
I don't think a knob would be a better option, to be honest. How would you display 127 notes in a circle? Selection of a note is not an issue, but rather how to properly process it later.
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@Christoph-Hart Any idea of how I can get this to work properly? User-selected note to be assigned to a single instrument, freeing up the default note to be used by another user-assigned instrument.
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@gorangrooves well the reason you are having to add the 1 is that a combo box returns 1 as the first index so a combo box with this in it:
- zero
- one
- two
When you select "zero" the combo box will return a value of 1, when you select "one" the combo box will return 2 etc. etc.
So you should either map the returned values to meaningful note ranges or use a knob
If you use a comboBox I assume you dont want to map ANY note number you might want to map notes 60 -80 in that case you will need to set up your comboBox to contain the following:
60
61
62
63
64
65
66
67
68
69
etc..and in your call back say:
//kick inline function onComboBoxKickMidiControl(component, value) { reg KickTrigger = value + 59; };
So a knob returns its value : so define a knob (a slider in the UI) values 0 to 127 and set showValuePopup = "Above" and the knob will display the numbers 0 to 127 above itself whenever the user moves the knob, and will remove this pop up after a few seconds
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with luck this will give you a clue how to proceed.
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@Lindon said in Drum Mapping- user defined:
So a knob returns its value : so define a knob (a slider in the UI) values 0 to 127 and set showValuePopup = "Above" and the knob will display the numbers 0 to 127 above itself whenever the user moves the knob, and will remove this pop up after a few seconds
This is not very user-friendly, I am afraid. I am certain that 99.99% of my users will have no clue which note pertains to which midi id#, so numerical values would be of no use. My combobox displays note names (C0, C#0 etc.) which a user will know to select. They are then turned into numerical values to be used internally.
I will check the snippet you provided. Thank you!
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@gorangrooves most people use a midi learn function...
Well to be honest every time we've built a drum ROMpler we provided a mapping for all the major players:
- BFD
- SD
- iDrum
- DrumIt5
- GM
- Roland VDrum
- Yamaha DTX900
etc.
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@Lindon Your snippet works very well! I am going to tweak it now to fit my setup. With a bit of luck, I'll report back with good news :) Thank you very much!
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@gorangrooves no problem, of course it WONT really expand to deal with all your articulations - the code would become a nightmare - so you should really put all your "sources" in one array and all your "triggers" in another.
I guess its not giving too much away but heres one kit with its articulations
Addictive Drums
Kick Soft Beater 24
Kick Hard Beater 36Snare Centre 38
Snare Edge 43
Snare Rimshot 37
Snare Centre Undamped 84
Snare Edge Undamped 86
Snare Rimshot Undamped 88
Snare Sidestick 42Hat Fully Closed 49
Hat Closed 51
Hat Open Quarter 52
Hat Open Half 54
Hat Open Three Quarters 55
Hat Open 57
Hat Edge Fully Closed 50
Hat Edge Closed 53
Hat Edge Open Quarter 85
Hat Edge Open Half 87
Hat Edge Open Three Quarters 90
Hat Edge Open 92
Hat Pedal Shut 48
Hat Pedal Open 59Hi Rack Tom 69
Lo Rack Tom 67
Floor Tom 65Ride Centre 45
Ride Bell 61
Ride Edge 62Crash Centre 77
Crash Edge 46...I guess you've worked out all the articulations for all the kits you want to use. I suggest you start by working out your default mapping for those (but you may well have done that already).
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@Lindon Thank you, Lindon. I already have the mapping sorted out which follows the GM mapping for the most part. I've gone 1 step beyond the Addictive Drums. Notice all those hats (edge/ bow) taking up so many notes? I made mine by occupying only 2 notes: 1 for bow and 1 for edge. On them I have tight close, close, 25% open, 50% open, 75% open, 100% open, each having several velocity levels and 8 round robins You switch between them using a controller.
I duplicated the code to include 3 notes now and it works fine. Each note has to be setup or it won't sound, but that is fine. I didn't see the point of the reg kickTrigger = 50; parts, since those values get set by the comboboxes. I took those lines out and the results are the same :)
Off to some copy, paste, edit...