Unknown Functions 'set' & 'getRange'
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@Lindon Yes, of course. Here is Sampler 1. Its in the
onLoopControl
&onXfadeControl
Functions.I have ran my projects XMLBackup through an XML Validator and it returned no issues. I have also removed all other coding/functions to see if something was interfering, but, it still didnt work. I also went back through and checked that I had the correct included scripts and that they were up to date.
It kind of seemed out of nowhere (of course it was, I wasnt expecting it).
//SAMPLER 1 const var Sampler1 = Synth.getSampler("Sampler1"); reg sound; reg totalSamples = 0; reg isCustomMap = false; //! "Page" Logic // Nothing special, it just shows / hides certain elements... const var editButtons = [Content.getComponent("EditLoop"), Content.getComponent("EditRange"), Content.getComponent("ShowDropper")]; const var EDIT_LOOP = 0; const var EDIT_RANGE = 1; const var SHOW_DROPPER = 2; const var AudioWaveform1 = Content.getComponent("AudioWaveform1"); const var SampleDropper = Content.getComponent("SampleDropper"); const var LoopPanel = Content.getComponent("LoopPanel"); const var Reverse = Content.getComponent("Reverse"); inline function setEditMode(editMode) { AudioWaveform1.set("enableRange", editMode == EDIT_RANGE); LoopPanel.set("visible", editMode == EDIT_LOOP); SampleDropper.set("visible", editMode == SHOW_DROPPER); } inline function setEditModeCallback(component, value) { if(value) setEditMode(editButtons.indexOf(component)); } for(b in editButtons) b.setControlCallback(setEditModeCallback); inline function onSampleMapLoaderControl(component, value) { if(value > 0) { local id = Sampler1.getSampleMapList()[value - 1]; Sampler1.loadSampleMap(id); } }; Content.getComponent("SampleMapLoader").setControlCallback(onSampleMapLoaderControl); const var SampleMapLoader = Content.getComponent("SampleMapLoader"); SampleMapLoader.set("items", Sampler1.getSampleMapList().join("\n")); setEditMode(EDIT_RANGE); //! Non persistent UI elements // These UI controls do not store any data, but will read / write // to the sample map directly. inline function onLoopControl(component, value) { sound.set(Sampler1.LoopEnabled, value); // Make sure the loop end is set to the sample end when you // enable the loop the first time if(sound.get(Sampler1.LoopEnd) == 0) sound.set(Sampler1.LoopEnd, sound.getRange(Sampler1.LoopEnd)[1]); // update the loop point panel LoopPointDragger.updateLoopPoints(); // write the loop points back into the base64 string SampleLoadSave.storeSampleMapData(); }; Content.getComponent("Loop").setControlCallback(onLoopControl); inline function onXFadeControl(component, value) { // the slider is 0...1 so we can use the available crossfade range length // to figure out how big of a crossfade we want local newValue = parseInt(sound.getRange(Sampler1.LoopXFade)[1] * value); sound.set(Sampler1.LoopXFade, newValue); LoopPointDragger.updateLoopPoints(); SampleLoadSave.storeSampleMapData(); }; Content.getComponent("XFade").setControlCallback(onXFadeControl);
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@trillbilly An unknown function error means the thing on the left side of the
.
does not have the function you are trying to call.This could be because you've used the wrong variable type or because it's undefined.
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@d-healey Ahhh ok. So now I need to figure out what was changed, and how, because those functions were working just hours earlier.
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@trillbilly Is it because the sample map is not loaded?
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@d-healey You're right, when I load an internal sample map, it works. But it wont work anymore with Drag-And-Drop samples.
I would rather use the sample maps from internal samples, but, you cant edit the loop range. I've made a post about it HERE.
Also, obiviously Im using custom sample import so users can use their own samples. Im confused why it doesnt recognize them as sample maps anymore?
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@d-healey Ok, scratch that. its working ONLY if there is a sample loaded. If the sampler is cleared, it throws the error.
If you save a preset without a sample/samplemap loaded, it will save but crash upon opening it again.
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@trillbilly So before you try to call a function on the
sound
object you need to check if the object is populated.if (!isDefined(sound)) return;
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@d-healey That will work better than my idea of populating an empty samplemap when a sampler is not in use. Thank you.
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@d-healey It solved the
sound.set
issue but not thesound.getRange
issue. -
@trillbilly This line?
local newValue = parseInt(sound.getRange(Sampler1.LoopXFade)[1] * value);
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@d-healey Yes, that is correct
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@trillbilly And you tried placing the check before it?
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@d-healey No, Im an idiot, I only put it in 1 callback.
Worked like a charm. Much appreciated.