ArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArray BrainModular BrainModular Users Forum 2026-06-09T13:43:17+02:00 https://brainmodular.org/forums/app.php/feed/forum/3 2026-06-09T13:43:17+02:00 2026-06-09T13:43:17+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46319#p46319 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]>
Hi
I obviously thought about Matrix but then you can't use lfo moving style
("I'm also interested in using dynamic movement features such as LFO modulation and trajectory movement, similar to what SURR PAN SIMPLE, SURR PAN TRAJECTORY, and SMOOTH SURROUND TO PANNER offer.")

;-)
a good thing to do is doing both : the matrix fo the texture and a surround panner for precise movement, LFO and what not.

althought, with the matrix solution, you can still make presets and switch from one to another one to simulate movements.

:D

Statistics: Posted by oli_lab — 09 Jun 2026, 13:43


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2026-06-09T12:25:36+02:00 2026-06-09T12:25:36+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46318#p46318 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]> I obviously thought about Matrix but then you can't use lfo moving style
("I'm also interested in using dynamic movement features such as LFO modulation and trajectory movement, similar to what SURR PAN SIMPLE, SURR PAN TRAJECTORY, and SMOOTH SURROUND TO PANNER offer.")

;-)

Statistics: Posted by grego mondo — 09 Jun 2026, 12:25


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2026-06-09T12:11:39+02:00 2026-06-09T12:11:39+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46317#p46317 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]> Greg solution is good to try, but you can also try this solution with audio matrix.
with it you can specify how each audio signal is spread on witch output. It is very interesting if you work with acousmoium-like speaker configuration as you can send one audio signal on many different speakers.
On dome like configuration, it allow for more bluriness and subtle movements within the sound !

Statistics: Posted by oli_lab — 09 Jun 2026, 12:11


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2026-06-08T08:06:02+02:00 2026-06-08T08:06:02+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46316#p46316 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]> Statistics: Posted by NikosT — 08 Jun 2026, 08:06


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2026-06-07T17:12:53+02:00 2026-06-07T17:12:53+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46315#p46315 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]>
You can link all the parameters of the 8 panners so that : numbers of speakers / area / array speakers X and Y pos so they respond as "slaves" to a master panner (even with no sound in).

Hope it helps

Statistics: Posted by grego mondo — 07 Jun 2026, 17:12


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2026-06-07T14:27:05+02:00 2026-06-07T14:27:05+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46314#p46314 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]>
I need 8 independent inputs, each with its own panner. The idea is that each input can be routed to any of the 8 outputs independently — for example, input 1 to output 7, input 2 to output 3, and so on.

I'm also interested in using dynamic movement features such as LFO modulation and trajectory movement, similar to what SURR PAN SIMPLE, SURR PAN TRAJECTORY, and SMOOTH SURROUND TO PANNER offer.

The issue is that the existing ready-made devices only support up to 2 or 4 inputs. When I tried to adapt them to work with 8 inputs, the results were not satisfactory — the routing and panning behaviour did not scale correctly.

Statistics: Posted by NikosT — 07 Jun 2026, 14:27


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2026-06-07T14:01:50+02:00 2026-06-07T14:01:50+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46313#p46313 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]>
Is that 8 simultaneous input or 8 independent input ?
What is not satisfactory for you ?

Statistics: Posted by grego mondo — 07 Jun 2026, 14:01


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2026-06-07T12:43:50+02:00 2026-06-07T12:43:50+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46312#p46312 <![CDATA[General discussion • 8 inputs / 8 outputs surround panning project — looking for advice]]>
I'm working on a project that involves 8 audio inputs and 8 audio outputs, and I'd like to implement surround panning functionality similar to what the built-in modules SURR PAN SIMPLE, SURR PAN TRAJECTORY, and SMOOTH SURROUND TO PANNER offer.

I tried to replicate these features by copying and adapting the existing devices to work with an 8-input / 8-output surround setup, but the results were not satisfactory.

Could anyone give me some guidance or ideas on how to properly implement this kind of project in Usine? Any tips on routing, patching strategies, or custom module configurations would be greatly appreciated.

Thanks in advance!

Statistics: Posted by NikosT — 07 Jun 2026, 12:43


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2026-05-23T14:56:17+02:00 2026-05-23T14:56:17+02:00 https://brainmodular.org/forums/viewtopic.php?t=7446&p=46303#p46303 <![CDATA[General discussion • Re: Exquis on HH6]]> Statistics: Posted by rlgsbt — 23 May 2026, 14:56


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2026-05-22T21:09:41+02:00 2026-05-22T21:09:41+02:00 https://brainmodular.org/forums/viewtopic.php?t=7446&p=46302#p46302 <![CDATA[General discussion • Re: Exquis on HH6]]> with MPE, make you midi sound generator inside a subpatch and make it polyphonic (16) insure that each instance of the subpatch respond to a different midi channel by using a poly voice nb and a midi channel filter.
cheers
Olivar

Statistics: Posted by oli_lab — 22 May 2026, 21:09


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2026-05-22T15:19:02+02:00 2026-05-22T15:19:02+02:00 https://brainmodular.org/forums/viewtopic.php?t=7446&p=46300#p46300 <![CDATA[General discussion • Exquis on HH6]]> Has anyone tried the Exquis from Intuitive Instruments on HH6? I assume that in standard MIDI mode, it simply sends on/off notes and CCs, but what about MPE?
Is it easy to configure custom keys and ranges and save them to the interface’s memory without using the software?
In Usine, I prefer not to use third-party software to ensure the compatibility and long-term stability of my workspaces.

Statistics: Posted by rlgsbt — 22 May 2026, 15:19


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2026-05-03T00:56:11+02:00 2026-05-03T00:56:11+02:00 https://brainmodular.org/forums/viewtopic.php?t=7443&p=46296#p46296 <![CDATA[General discussion • Re: Usine midi no audio]]> Statistics: Posted by oli_lab — 03 May 2026, 00:56


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2026-05-02T18:56:28+02:00 2026-05-02T18:56:28+02:00 https://brainmodular.org/forums/viewtopic.php?t=7443&p=46295#p46295 <![CDATA[General discussion • Usine midi no audio]]> Thanks.

Statistics: Posted by sm_jamieson — 02 May 2026, 18:56


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2026-04-25T22:32:00+02:00 2026-04-25T22:32:00+02:00 https://brainmodular.org/forums/viewtopic.php?t=7438&p=46281#p46281 <![CDATA[General discussion • Re: Usine as control surface for Ableton]]>
https://www.youtube.com/watch?v=Hgf7nXyLGJ8

Think wasnt ever hh at the time, prob v5 and older liveosc
But can go pretty deep with osc and scripting, accessing all devices, tracks,sends ect params
Then using virtual midi ports like loopmidi could send all midi stuff

Statistics: Posted by 23fx23 — 25 Apr 2026, 22:32


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2026-04-20T16:40:32+02:00 2026-04-20T16:40:32+02:00 https://brainmodular.org/forums/viewtopic.php?t=7438&p=46275#p46275 <![CDATA[General discussion • Re: Usine as control surface for Ableton]]> Statistics: Posted by oli_lab — 20 Apr 2026, 16:40


]]>
2026-04-20T16:03:46+02:00 2026-04-20T16:03:46+02:00 https://brainmodular.org/forums/viewtopic.php?t=7438&p=46274#p46274 <![CDATA[General discussion • Re: Usine as control surface for Ableton]]> Can you create and entirely custom touchscreen UI like a Usine SDK module ?

Statistics: Posted by sm_jamieson — 20 Apr 2026, 16:03


]]>
2026-04-20T14:53:30+02:00 2026-04-20T14:53:30+02:00 https://brainmodular.org/forums/viewtopic.php?t=7438&p=46273#p46273 <![CDATA[General discussion • Re: Usine as control surface for Ableton]]> a virtual midi port should do : https://www.tobias-erichsen.de/software ... lmidi.html

or VB audio matrix router, that does Audio as well :

https://vb-audio.com/Cable/index.htm

https://vb-audio.com/Matrix/coconut.htm

cheers

Statistics: Posted by oli_lab — 20 Apr 2026, 14:53


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2026-04-20T14:19:42+02:00 2026-04-20T14:19:42+02:00 https://brainmodular.org/forums/viewtopic.php?t=7438&p=46272#p46272 <![CDATA[General discussion • Usine as control surface for Ableton]]> Resampling to another VST supported format would be a nightmare,

But I cannot manage without my Usine SDK User midi control module (sliders, knobs etc.) This mainly sends midi to Usine hosted VSTs (but also a few wires to effects).

If I was to run the VSTs in Ableton, how could I send midi (and OSC ?) messages to control
the VSTs in Ableton ? (Note I have Ableton Live standard so Max for Live is not available (and too expensive)).

Ideally 16 midi channels to each channel strip in Ableton.

Can I run Usine with No Audio (to reduce CPU hit) and still process midi ?

I've also seen this https://github.com/ideoforms/AbletonOSC but I suspect you would need Max for Live to do anything with it.

Has anyone done something like this who can offer advice / ideas ?


Thanks,
Simon.

Statistics: Posted by sm_jamieson — 20 Apr 2026, 14:19


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2026-04-10T00:02:40+02:00 2026-04-10T00:02:40+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46265#p46265 <![CDATA[General discussion • Re: Moving to HH6]]> Statistics: Posted by oli_lab — 10 Apr 2026, 00:02


]]>
2026-04-09T22:23:09+02:00 2026-04-09T22:23:09+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46264#p46264 <![CDATA[General discussion • Re: Moving to HH6]]> It would be funny if I completely missed out HH6.

Statistics: Posted by sm_jamieson — 09 Apr 2026, 22:23


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2026-04-09T14:03:15+02:00 2026-04-09T14:03:15+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46263#p46263 <![CDATA[General discussion • Re: Moving to HH6]]> Most probably your bug will be fixed in HH7, I reckon.

Statistics: Posted by oli_lab — 09 Apr 2026, 14:03


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2026-04-08T22:42:31+02:00 2026-04-08T22:42:31+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46262#p46262 <![CDATA[General discussion • Re: Moving to HH6]]> support@brainmodular.com as I did before. I'm not getting any response.
I do wonder if the support is dropping off. I would have thought it would improve with the association with Adamson.
A bit concerning.

Statistics: Posted by sm_jamieson — 08 Apr 2026, 22:42


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2026-04-06T21:39:53+02:00 2026-04-06T21:39:53+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46261#p46261 <![CDATA[General discussion • Re: Moving to HH6]]> Statistics: Posted by oli_lab — 06 Apr 2026, 21:39


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2026-04-06T12:42:09+02:00 2026-04-06T12:42:09+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46260#p46260 <![CDATA[General discussion • Re: Moving to HH6]]>
To summarise the 2 bugs I have found.

1. A mouse down event with ssTouch flag is resulting in the Pressed state being set when it should not, since ssTouch events are a complete "Click" and there will be no following Mouse up event. This does not happen on HH5 since it does not include ssTouch events.

2. Secondary touch points have mouse down and move events, but no mouse up event when the finger is lifted, so the only way to know of the end of the touchpoint is by a final move event with Pressed set to zero (this seems to be reliable but not very complete). This behaviour is the same on HH5 and HH6.

I would be happy to have a look at any relevant source code to debug this if it was made available to me.

Statistics: Posted by sm_jamieson — 06 Apr 2026, 12:42


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2026-04-06T03:38:39+02:00 2026-04-06T03:38:39+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46259#p46259 <![CDATA[General discussion • Re: Moving to HH6]]> callbacks that output trace and draw the box if Pressed has been set in the callbacks for visual feedback.
I can post the User Module tomorrow if required.
However, there is little point. I have found the bug - not sure if its in Delphi, VCL, on in HH6.

HH5 - Trace for the end of any touch:
[836] MOVE multi 0: x=0.436029, y=0.541552, pressed=1.000000, mask=91, shift=0x0
[838] MOVE multi 0: x=0.436029, y=0.541552, pressed=1.000000, mask=91, shift=0x0
[840] MOVE multi 0: x=0.436029, y=0.541552, pressed=1.000000, mask=91, shift=0x0
[842] UP multi 0: x=1.000000, y=1.000000, pressed=0.000000, mask=90, shift=0x0, button=0x0
[844] MOVE multi 0: x=0.436029, y=0.503342, pressed=0.000000, mask=90, shift=0x0

HH6 - Trace for the end of a short tap:
[20] MOVE multi 0: x=0.470149, y=0.396552, pressed=1.000000, mask=91, shift=0x0
[22] MOVE multi 0: x=0.470149, y=0.396552, pressed=1.000000, mask=91, shift=0x0
[24] MOVE multi 0: x=0.470149, y=0.396552, pressed=1.000000, mask=91, shift=0x0
[26] UP multi 0: x=1.000000, y=1.000000, pressed=0.000000, mask=90, shift=0x0, button=0x0
[28] MOVE multi 0: x=0.470149, y=0.396552, pressed=0.000000, mask=90, shift=0x80 [ssTouch]
[30] MOVE multi 0: x=0.470149, y=0.396552, pressed=0.000000, mask=90, shift=0x0

HH6 - Trace for the end of a medium length touch:
[86] MOVE multi 0: x=0.470149, y=0.405172, pressed=1.000000, mask=91, shift=0x0
[88] MOVE multi 0: x=0.470149, y=0.405172, pressed=1.000000, mask=91, shift=0x0
[90] UP multi 0: x=1.000000, y=1.000000, pressed=0.000000, mask=90, shift=0x0, button=0x0
[92] MOVE multi 0: x=0.470149, y=0.387931, pressed=0.000000, mask=90, shift=0x80 [ssTouch]
[94] DOWN multi 0: x=0.470149, y=0.387931, pressed=1.000000, mask=91, shift=0x88, button=0x0 [ssTouch + ssLeft]
[96] MOVE multi 0: x=0.470149, y=0.387931, pressed=1.000000, mask=91, shift=0x0

HH6 - Trace for the end of a long touch:
[336] MOVE multi 0: x=0.477612, y=0.413793, pressed=1.000000, mask=91, shift=0x0
[338] MOVE multi 0: x=0.477612, y=0.413793, pressed=1.000000, mask=91, shift=0x0
[340] UP multi 0: x=1.000000, y=1.000000, pressed=0.000000, mask=90, shift=0x0, button=0x0
[342] MOVE multi 0: x=0.470149, y=0.405172, pressed=0.000000, mask=90, shift=0x80 [ssTouch]
[344] DOWN multi 0: x=0.470149, y=0.405172, pressed=1.000000, mask=91, shift=0x90, button=0x1 [ssTouch + ssRight]
[346] MOVE multi 0: x=0.470149, y=0.405172, pressed=1.000000, mask=91, shift=0x0

In Delphi - must be between HH5 and HH6, new gestures are reported in the mouse multi callbacks in addition to the normal Down, Move and Up.
The list of values is as follows (HH6 SDK does not include the new ones - ssTouch onwards - I have added them)
static constexpr UINT32 ssShift = 0x1; ///< Shift keyboard state
static constexpr UINT32 ssAlt = 0x2; ///< Alt keyboard state
static constexpr UINT32 ssCtrl = 0x4; ///< Ctrl keyboard state
static constexpr UINT32 ssLeft = 0x8; ///< Left mouse button state
static constexpr UINT32 ssRight = 0x10; ///< Right mouse button state
static constexpr UINT32 ssMiddle = 0x20; ///< Middle mouse button state
static constexpr UINT32 ssDouble = 0x40; ///< Mouse Double click state
static constexpr UINT32 ssTouch = 0x80; ///< Mouse touch screen click state
static constexpr UINT32 ssPen = 0x100; ///< Mouse pen click state
static constexpr UINT32 ssCommand = 0x200; ///< Mouse Command state
static constexpr UINT32 ssHorizontal = 0x400; ///< Mouse Horizontal state

The new gestures are reported in the onMouseDownMutli callback with the Shift flags including the ssTouch flag.
This seems to me to be a bad idea since its not a "DOWN" event - but its not unusual in UI libraries to do this.

The gestures are a whole "Click" event, reported in the onMouseDownMulti callback AFTER the finger is removed.
Therefore the "Pressed" values should never be set for these - when the gesture is reported the mouse or finger is back UP.
Once the gesture has been reported with Pressed set, the Pressed value is "stuck" and all moves including moving an
actual mouse with no buttons pressed, results in Move callbacks with Pressed set.
The stuck Pressed value is only cleared by a mouse click or a short touch.

THIS IS A BUG AND MUST BE FIXED.
My recent support email replies to Senso were ignored so I'm not sure what is going on.
This is a simple bug and any competent programmer could have figured it out.
Of course the bug could be in Delphi or in VCL rather than in Usine - I don't know since I don't have the source code.

A workaround is possible, since the problem only occurs on the primary or "0" touchpoint - and the primary touchpoint
has reliable mouse DOWN and UP callbacks - so for the primary touchpoint you could rely and these and ignore the
Pressed value in the Move callback.
Secondary touchpoints do not have reliable DOWN and UP callbacks so the Move Pressed value has to be relied on.

However, the Pressed value 1 is being passed to the mouse callbacks when no finger or button is down,
which is clearly a bug,

I can post the User Module if you are interested,

Statistics: Posted by sm_jamieson — 06 Apr 2026, 03:38


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BrainModular BrainModular Users Forum 2026-06-09T13:43:17+02:00 https://brainmodular.org/forums/app.php/feed/forum/3 2026-06-09T13:43:17+02:00 2026-06-09T13:43:17+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46319#p46319 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]>
Hi
I obviously thought about Matrix but then you can't use lfo moving style
("I'm also interested in using dynamic movement features such as LFO modulation and trajectory movement, similar to what SURR PAN SIMPLE, SURR PAN TRAJECTORY, and SMOOTH SURROUND TO PANNER offer.")

;-)
a good thing to do is doing both : the matrix fo the texture and a surround panner for precise movement, LFO and what not.

althought, with the matrix solution, you can still make presets and switch from one to another one to simulate movements.

:D

Statistics: Posted by oli_lab — 09 Jun 2026, 13:43


]]>
2026-06-09T12:25:36+02:00 2026-06-09T12:25:36+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46318#p46318 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]> I obviously thought about Matrix but then you can't use lfo moving style
("I'm also interested in using dynamic movement features such as LFO modulation and trajectory movement, similar to what SURR PAN SIMPLE, SURR PAN TRAJECTORY, and SMOOTH SURROUND TO PANNER offer.")

;-)

Statistics: Posted by grego mondo — 09 Jun 2026, 12:25


]]>
2026-06-09T12:11:39+02:00 2026-06-09T12:11:39+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46317#p46317 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]> Greg solution is good to try, but you can also try this solution with audio matrix.
with it you can specify how each audio signal is spread on witch output. It is very interesting if you work with acousmoium-like speaker configuration as you can send one audio signal on many different speakers.
On dome like configuration, it allow for more bluriness and subtle movements within the sound !

Statistics: Posted by oli_lab — 09 Jun 2026, 12:11


]]>
2026-06-08T08:06:02+02:00 2026-06-08T08:06:02+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46316#p46316 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]> Statistics: Posted by NikosT — 08 Jun 2026, 08:06


]]>
2026-06-07T17:12:53+02:00 2026-06-07T17:12:53+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46315#p46315 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]>
You can link all the parameters of the 8 panners so that : numbers of speakers / area / array speakers X and Y pos so they respond as "slaves" to a master panner (even with no sound in).

Hope it helps

Statistics: Posted by grego mondo — 07 Jun 2026, 17:12


]]>
2026-06-07T14:27:05+02:00 2026-06-07T14:27:05+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46314#p46314 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]>
I need 8 independent inputs, each with its own panner. The idea is that each input can be routed to any of the 8 outputs independently — for example, input 1 to output 7, input 2 to output 3, and so on.

I'm also interested in using dynamic movement features such as LFO modulation and trajectory movement, similar to what SURR PAN SIMPLE, SURR PAN TRAJECTORY, and SMOOTH SURROUND TO PANNER offer.

The issue is that the existing ready-made devices only support up to 2 or 4 inputs. When I tried to adapt them to work with 8 inputs, the results were not satisfactory — the routing and panning behaviour did not scale correctly.

Statistics: Posted by NikosT — 07 Jun 2026, 14:27


]]>
2026-06-07T14:01:50+02:00 2026-06-07T14:01:50+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46313#p46313 <![CDATA[General discussion • Re: 8 inputs / 8 outputs surround panning project — looking for advice]]>
Is that 8 simultaneous input or 8 independent input ?
What is not satisfactory for you ?

Statistics: Posted by grego mondo — 07 Jun 2026, 14:01


]]>
2026-06-07T12:43:50+02:00 2026-06-07T12:43:50+02:00 https://brainmodular.org/forums/viewtopic.php?t=7450&p=46312#p46312 <![CDATA[General discussion • 8 inputs / 8 outputs surround panning project — looking for advice]]>
I'm working on a project that involves 8 audio inputs and 8 audio outputs, and I'd like to implement surround panning functionality similar to what the built-in modules SURR PAN SIMPLE, SURR PAN TRAJECTORY, and SMOOTH SURROUND TO PANNER offer.

I tried to replicate these features by copying and adapting the existing devices to work with an 8-input / 8-output surround setup, but the results were not satisfactory.

Could anyone give me some guidance or ideas on how to properly implement this kind of project in Usine? Any tips on routing, patching strategies, or custom module configurations would be greatly appreciated.

Thanks in advance!

Statistics: Posted by NikosT — 07 Jun 2026, 12:43


]]>
2026-05-23T14:56:17+02:00 2026-05-23T14:56:17+02:00 https://brainmodular.org/forums/viewtopic.php?t=7446&p=46303#p46303 <![CDATA[General discussion • Re: Exquis on HH6]]> Statistics: Posted by rlgsbt — 23 May 2026, 14:56


]]>
2026-05-22T21:09:41+02:00 2026-05-22T21:09:41+02:00 https://brainmodular.org/forums/viewtopic.php?t=7446&p=46302#p46302 <![CDATA[General discussion • Re: Exquis on HH6]]> with MPE, make you midi sound generator inside a subpatch and make it polyphonic (16) insure that each instance of the subpatch respond to a different midi channel by using a poly voice nb and a midi channel filter.
cheers
Olivar

Statistics: Posted by oli_lab — 22 May 2026, 21:09


]]>
2026-05-22T15:19:02+02:00 2026-05-22T15:19:02+02:00 https://brainmodular.org/forums/viewtopic.php?t=7446&p=46300#p46300 <![CDATA[General discussion • Exquis on HH6]]> Has anyone tried the Exquis from Intuitive Instruments on HH6? I assume that in standard MIDI mode, it simply sends on/off notes and CCs, but what about MPE?
Is it easy to configure custom keys and ranges and save them to the interface’s memory without using the software?
In Usine, I prefer not to use third-party software to ensure the compatibility and long-term stability of my workspaces.

Statistics: Posted by rlgsbt — 22 May 2026, 15:19


]]>
2026-05-03T00:56:11+02:00 2026-05-03T00:56:11+02:00 https://brainmodular.org/forums/viewtopic.php?t=7443&p=46296#p46296 <![CDATA[General discussion • Re: Usine midi no audio]]> Statistics: Posted by oli_lab — 03 May 2026, 00:56


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2026-05-02T18:56:28+02:00 2026-05-02T18:56:28+02:00 https://brainmodular.org/forums/viewtopic.php?t=7443&p=46295#p46295 <![CDATA[General discussion • Usine midi no audio]]> Thanks.

Statistics: Posted by sm_jamieson — 02 May 2026, 18:56


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2026-04-25T22:32:00+02:00 2026-04-25T22:32:00+02:00 https://brainmodular.org/forums/viewtopic.php?t=7438&p=46281#p46281 <![CDATA[General discussion • Re: Usine as control surface for Ableton]]>
https://www.youtube.com/watch?v=Hgf7nXyLGJ8

Think wasnt ever hh at the time, prob v5 and older liveosc
But can go pretty deep with osc and scripting, accessing all devices, tracks,sends ect params
Then using virtual midi ports like loopmidi could send all midi stuff

Statistics: Posted by 23fx23 — 25 Apr 2026, 22:32


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2026-04-20T16:40:32+02:00 2026-04-20T16:40:32+02:00 https://brainmodular.org/forums/viewtopic.php?t=7438&p=46275#p46275 <![CDATA[General discussion • Re: Usine as control surface for Ableton]]> Statistics: Posted by oli_lab — 20 Apr 2026, 16:40


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2026-04-20T16:03:46+02:00 2026-04-20T16:03:46+02:00 https://brainmodular.org/forums/viewtopic.php?t=7438&p=46274#p46274 <![CDATA[General discussion • Re: Usine as control surface for Ableton]]> Can you create and entirely custom touchscreen UI like a Usine SDK module ?

Statistics: Posted by sm_jamieson — 20 Apr 2026, 16:03


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2026-04-20T14:53:30+02:00 2026-04-20T14:53:30+02:00 https://brainmodular.org/forums/viewtopic.php?t=7438&p=46273#p46273 <![CDATA[General discussion • Re: Usine as control surface for Ableton]]> a virtual midi port should do : https://www.tobias-erichsen.de/software ... lmidi.html

or VB audio matrix router, that does Audio as well :

https://vb-audio.com/Cable/index.htm

https://vb-audio.com/Matrix/coconut.htm

cheers

Statistics: Posted by oli_lab — 20 Apr 2026, 14:53


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2026-04-20T14:19:42+02:00 2026-04-20T14:19:42+02:00 https://brainmodular.org/forums/viewtopic.php?t=7438&p=46272#p46272 <![CDATA[General discussion • Usine as control surface for Ableton]]> Resampling to another VST supported format would be a nightmare,

But I cannot manage without my Usine SDK User midi control module (sliders, knobs etc.) This mainly sends midi to Usine hosted VSTs (but also a few wires to effects).

If I was to run the VSTs in Ableton, how could I send midi (and OSC ?) messages to control
the VSTs in Ableton ? (Note I have Ableton Live standard so Max for Live is not available (and too expensive)).

Ideally 16 midi channels to each channel strip in Ableton.

Can I run Usine with No Audio (to reduce CPU hit) and still process midi ?

I've also seen this https://github.com/ideoforms/AbletonOSC but I suspect you would need Max for Live to do anything with it.

Has anyone done something like this who can offer advice / ideas ?


Thanks,
Simon.

Statistics: Posted by sm_jamieson — 20 Apr 2026, 14:19


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2026-04-10T00:02:40+02:00 2026-04-10T00:02:40+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46265#p46265 <![CDATA[General discussion • Re: Moving to HH6]]> Statistics: Posted by oli_lab — 10 Apr 2026, 00:02


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2026-04-09T22:23:09+02:00 2026-04-09T22:23:09+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46264#p46264 <![CDATA[General discussion • Re: Moving to HH6]]> It would be funny if I completely missed out HH6.

Statistics: Posted by sm_jamieson — 09 Apr 2026, 22:23


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2026-04-09T14:03:15+02:00 2026-04-09T14:03:15+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46263#p46263 <![CDATA[General discussion • Re: Moving to HH6]]> Most probably your bug will be fixed in HH7, I reckon.

Statistics: Posted by oli_lab — 09 Apr 2026, 14:03


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2026-04-08T22:42:31+02:00 2026-04-08T22:42:31+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46262#p46262 <![CDATA[General discussion • Re: Moving to HH6]]> support@brainmodular.com as I did before. I'm not getting any response.
I do wonder if the support is dropping off. I would have thought it would improve with the association with Adamson.
A bit concerning.

Statistics: Posted by sm_jamieson — 08 Apr 2026, 22:42


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2026-04-06T21:39:53+02:00 2026-04-06T21:39:53+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46261#p46261 <![CDATA[General discussion • Re: Moving to HH6]]> Statistics: Posted by oli_lab — 06 Apr 2026, 21:39


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2026-04-06T12:42:09+02:00 2026-04-06T12:42:09+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46260#p46260 <![CDATA[General discussion • Re: Moving to HH6]]>
To summarise the 2 bugs I have found.

1. A mouse down event with ssTouch flag is resulting in the Pressed state being set when it should not, since ssTouch events are a complete "Click" and there will be no following Mouse up event. This does not happen on HH5 since it does not include ssTouch events.

2. Secondary touch points have mouse down and move events, but no mouse up event when the finger is lifted, so the only way to know of the end of the touchpoint is by a final move event with Pressed set to zero (this seems to be reliable but not very complete). This behaviour is the same on HH5 and HH6.

I would be happy to have a look at any relevant source code to debug this if it was made available to me.

Statistics: Posted by sm_jamieson — 06 Apr 2026, 12:42


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2026-04-06T03:38:39+02:00 2026-04-06T03:38:39+02:00 https://brainmodular.org/forums/viewtopic.php?t=7427&p=46259#p46259 <![CDATA[General discussion • Re: Moving to HH6]]> callbacks that output trace and draw the box if Pressed has been set in the callbacks for visual feedback.
I can post the User Module tomorrow if required.
However, there is little point. I have found the bug - not sure if its in Delphi, VCL, on in HH6.

HH5 - Trace for the end of any touch:
[836] MOVE multi 0: x=0.436029, y=0.541552, pressed=1.000000, mask=91, shift=0x0
[838] MOVE multi 0: x=0.436029, y=0.541552, pressed=1.000000, mask=91, shift=0x0
[840] MOVE multi 0: x=0.436029, y=0.541552, pressed=1.000000, mask=91, shift=0x0
[842] UP multi 0: x=1.000000, y=1.000000, pressed=0.000000, mask=90, shift=0x0, button=0x0
[844] MOVE multi 0: x=0.436029, y=0.503342, pressed=0.000000, mask=90, shift=0x0

HH6 - Trace for the end of a short tap:
[20] MOVE multi 0: x=0.470149, y=0.396552, pressed=1.000000, mask=91, shift=0x0
[22] MOVE multi 0: x=0.470149, y=0.396552, pressed=1.000000, mask=91, shift=0x0
[24] MOVE multi 0: x=0.470149, y=0.396552, pressed=1.000000, mask=91, shift=0x0
[26] UP multi 0: x=1.000000, y=1.000000, pressed=0.000000, mask=90, shift=0x0, button=0x0
[28] MOVE multi 0: x=0.470149, y=0.396552, pressed=0.000000, mask=90, shift=0x80 [ssTouch]
[30] MOVE multi 0: x=0.470149, y=0.396552, pressed=0.000000, mask=90, shift=0x0

HH6 - Trace for the end of a medium length touch:
[86] MOVE multi 0: x=0.470149, y=0.405172, pressed=1.000000, mask=91, shift=0x0
[88] MOVE multi 0: x=0.470149, y=0.405172, pressed=1.000000, mask=91, shift=0x0
[90] UP multi 0: x=1.000000, y=1.000000, pressed=0.000000, mask=90, shift=0x0, button=0x0
[92] MOVE multi 0: x=0.470149, y=0.387931, pressed=0.000000, mask=90, shift=0x80 [ssTouch]
[94] DOWN multi 0: x=0.470149, y=0.387931, pressed=1.000000, mask=91, shift=0x88, button=0x0 [ssTouch + ssLeft]
[96] MOVE multi 0: x=0.470149, y=0.387931, pressed=1.000000, mask=91, shift=0x0

HH6 - Trace for the end of a long touch:
[336] MOVE multi 0: x=0.477612, y=0.413793, pressed=1.000000, mask=91, shift=0x0
[338] MOVE multi 0: x=0.477612, y=0.413793, pressed=1.000000, mask=91, shift=0x0
[340] UP multi 0: x=1.000000, y=1.000000, pressed=0.000000, mask=90, shift=0x0, button=0x0
[342] MOVE multi 0: x=0.470149, y=0.405172, pressed=0.000000, mask=90, shift=0x80 [ssTouch]
[344] DOWN multi 0: x=0.470149, y=0.405172, pressed=1.000000, mask=91, shift=0x90, button=0x1 [ssTouch + ssRight]
[346] MOVE multi 0: x=0.470149, y=0.405172, pressed=1.000000, mask=91, shift=0x0

In Delphi - must be between HH5 and HH6, new gestures are reported in the mouse multi callbacks in addition to the normal Down, Move and Up.
The list of values is as follows (HH6 SDK does not include the new ones - ssTouch onwards - I have added them)
static constexpr UINT32 ssShift = 0x1; ///< Shift keyboard state
static constexpr UINT32 ssAlt = 0x2; ///< Alt keyboard state
static constexpr UINT32 ssCtrl = 0x4; ///< Ctrl keyboard state
static constexpr UINT32 ssLeft = 0x8; ///< Left mouse button state
static constexpr UINT32 ssRight = 0x10; ///< Right mouse button state
static constexpr UINT32 ssMiddle = 0x20; ///< Middle mouse button state
static constexpr UINT32 ssDouble = 0x40; ///< Mouse Double click state
static constexpr UINT32 ssTouch = 0x80; ///< Mouse touch screen click state
static constexpr UINT32 ssPen = 0x100; ///< Mouse pen click state
static constexpr UINT32 ssCommand = 0x200; ///< Mouse Command state
static constexpr UINT32 ssHorizontal = 0x400; ///< Mouse Horizontal state

The new gestures are reported in the onMouseDownMutli callback with the Shift flags including the ssTouch flag.
This seems to me to be a bad idea since its not a "DOWN" event - but its not unusual in UI libraries to do this.

The gestures are a whole "Click" event, reported in the onMouseDownMulti callback AFTER the finger is removed.
Therefore the "Pressed" values should never be set for these - when the gesture is reported the mouse or finger is back UP.
Once the gesture has been reported with Pressed set, the Pressed value is "stuck" and all moves including moving an
actual mouse with no buttons pressed, results in Move callbacks with Pressed set.
The stuck Pressed value is only cleared by a mouse click or a short touch.

THIS IS A BUG AND MUST BE FIXED.
My recent support email replies to Senso were ignored so I'm not sure what is going on.
This is a simple bug and any competent programmer could have figured it out.
Of course the bug could be in Delphi or in VCL rather than in Usine - I don't know since I don't have the source code.

A workaround is possible, since the problem only occurs on the primary or "0" touchpoint - and the primary touchpoint
has reliable mouse DOWN and UP callbacks - so for the primary touchpoint you could rely and these and ignore the
Pressed value in the Move callback.
Secondary touchpoints do not have reliable DOWN and UP callbacks so the Move Pressed value has to be relied on.

However, the Pressed value 1 is being passed to the mouse callbacks when no finger or button is down,
which is clearly a bug,

I can post the User Module if you are interested,

Statistics: Posted by sm_jamieson — 06 Apr 2026, 03:38


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