@d-healey Thanks! fixed it. Love your help everytime
Best posts made by tiesvdam
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RE: Connect Button that moves LAF to a "Script fx reverb" effect
@HISEnberg said in Connect Button that moves LAF to a "Script fx reverb" effect:
@tiesvdam I think this one:
Probably this too:
It worked!!! youre a f*cking legend
Latest posts made by tiesvdam
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RE: Audioaveform and audiowaveform
@Lindon said in Audioaveform and audiowaveform:
@tiesvdam its looping here.you have to turn it on for each wav file...
It's looping now, perfect. However, the loop points are being pushed closer to each other by the sample's start and end points but are not updating back when you move the start and endpoint!
i think that I'm not coding the part for the loopstart and end right. do you know something about that?
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Audioaveform and audiowaveform
Hi everyone,
I’m working with an audio waveform that’s linked to a sampler, but when I play the sound, it doesn’t loop. I’ve enabled the loop points in the sampler, and I do have moving start and end points, but I also want these to update and control the loop functions dynamically. Despite this, the sound still doesn’t loop. I’ve also tried to fix it with scripting, but no luck so far.
I’ve already received some help through the forum, but I still haven’t been able to solve the problem.
Could someone please help me figure out what’s going wrong?
Thanks in advance!!
(Download link minimal project file) https://we.tl/t-Or52Z3hT4J
//AudioWave LAF const var laf = Content.createLocalLookAndFeel(); const var AudioWaveform1 = Content.getComponent("AudioWaveform1"); AudioWaveform1.setLocalLookAndFeel(laf); laf.registerFunction("drawThumbnailRange", function(g, obj) { if (obj.rangeIndex > 0) return; g.fillAll(0); // Draw playhead position var x = obj.position * obj.area[2]; g.setColour(0xFFFF5400); g.drawLine(x, x, 0, obj.area[3], 10.0); g.setColour(0xFFFFFFFF); g.drawLine(x, x, 0, obj.area[3], 1.5); // Draw start point marker var startPointX = obj.area[0]; g.setColour(0xFFFF5400); g.drawLine(startPointX, startPointX, 0, obj.area[3], 10.0); g.setColour(0xFFFFFFFF); g.drawLine(startPointX, startPointX, 0, obj.area[3], 1.5); g.setFont("regular", 12); g.setColour(Colours.white); g.drawAlignedText("Start", [startPointX - 0, 5, 40, 20], "centred"); // Tekst voor startpunt // Draw end point marker var endPointX = obj.area[2]; g.setColour(0xFFFF5400); g.drawLine(endPointX, endPointX, 0, obj.area[3], 10.0); g.setColour(0xFFFFFFFF); g.drawLine(endPointX, endPointX, 0, obj.area[3], 1.5); g.setFont("regular", 12); g.setColour(Colours.white); g.drawAlignedText("End", [endPointX - 40, 5, 40, 20], "centred"); }); laf.registerFunction("drawThumbnailPath", function(g, obj) { g.fillAll(obj.bgColour); var a = obj.area; g.setGradientFill([0xFFFF5400, a[0], a[1], 0xFF8d478d, a[2], a[3]]); g.drawPath(obj.path, obj.area,1.5); g.fillPath(obj.path, obj.area); });
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RE: Problem with looppoints
@d-healey How do you address the loop points? I want that when the sample start is determined, so also adjust the loop points
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RE: Problem with looppoints
@d-healey no idea how to do this but will try my best. Thanks for the info
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RE: Problem with looppoints
@d-healey Perfect, its not glitching anymore. But the sound does not loop yet. I would like that when it is played it plays in the area you selected with the end and start point
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RE: Problem with looppoints
@d-healey Thanks i will try it out! Thank you
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RE: Problem with looppoints
@tiesvdam I deleted everything that is not required