ArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArrayArray BrainModular BrainModular Users Forum 2009-05-10T11:48:49+02:00 https://brainmodular.org/forums/app.php/feed/topic/1529 2009-05-10T11:48:49+02:00 2009-05-10T11:48:49+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8678#p8678 <![CDATA[how to kow modules names for usine msg?]]>
Not quite macro recording, but you can copy the text from the console window by right-clicking and choosing Copy. Makes it a bit easier and saves some typing. :)
Yep, i tested to convert some console text to usine message, but the console not always show the exact message received by Usine (ex: Create module, or Add Connection). Anyway, it's a good start.

Statistics: Posted by martignasse — 10 May 2009, 11:48


]]>
2009-05-10T10:53:52+02:00 2009-05-10T10:53:52+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8676#p8676 <![CDATA[how to kow modules names for usine msg?]]> Statistics: Posted by 23fx23 — 10 May 2009, 10:53


]]>
2009-05-10T00:31:16+02:00 2009-05-10T00:31:16+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8669#p8669 <![CDATA[how to kow modules names for usine msg?]]>

Statistics: Posted by bsork — 10 May 2009, 00:31


]]>
2009-05-08T23:20:16+02:00 2009-05-08T23:20:16+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8641#p8641 <![CDATA[how to kow modules names for usine msg?]]> , rec stop/replay then adjust, would be awesome.
already tons of thingz to test..

Statistics: Posted by 23fx23 — 08 May 2009, 23:20


]]>
2009-05-08T21:44:22+02:00 2009-05-08T21:44:22+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8640#p8640 <![CDATA[how to kow modules names for usine msg?]]>
I wonder if some sort of event recorder /player in Usine could be usefull. Then you could create a send Usine command by simply recording the action as you do it.
In fact, Usine already work like a macro player, who execute templates file on demand.

the useful tool would be to have like a macro recorder, who store all the commands sent by templates when you make some patch, and a macro player who can modify those templates and send them to Usine.

Actually, there is no way to intercept or store internal message sent to usine by the template engine :( (maybe we just need to add a callback function and a flag in the SDK :rolleyes:) the rest should be possible with the SDK.

Statistics: Posted by martignasse — 08 May 2009, 21:44


]]>
2009-05-08T20:50:35+02:00 2009-05-08T20:50:35+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8639#p8639 <![CDATA[how to kow modules names for usine msg?]]> Statistics: Posted by gurulogic — 08 May 2009, 20:50


]]>
2009-05-08T17:17:05+02:00 2009-05-08T17:17:05+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8636#p8636 <![CDATA[how to kow modules names for usine msg?]]> seems "accessible" one day if observing,trying , asking hehe, at least very powerful if scripts and usine msg share the same usine language, can't wait to test. was scotched by the create/dlete wires of ethnix . not sure/will be much longer to create modules I guess, but that's more your job now ;)
thank nay also, I think i did something wrong for the console, today it works! (i wasn't drunk?)

Statistics: Posted by 23fx23 — 08 May 2009, 17:17


]]>
2009-05-08T15:31:49+02:00 2009-05-08T15:31:49+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8634#p8634 <![CDATA[how to kow modules names for usine msg?]]>
i wanted to look at the console while paching to observe, but it closes as soon as going to pach, any way to lock it open?
Strange, if you click on the log window (top right) it make the console appear (the same as menu Windows->Show Console), after that, it should not disappear until you re-click in the log or re-choose in the menu. At least it's the behavior i have.
Locking at the console while dropping some module is magic, you see the power of the template engine at work. It's a good way to learn, for sure (and looking in the Templates folder of usine distrib is very interesting too ;))
still not completly understand what really sdk is.. catch scripts and sendusine msg concepts, but not yet sdk...
SDK (aka Software Development Kit) is to make your own module (imagine your synthesis pack with modules instead of VST) .

To compare with scripts, as script commands are interpreted on fly by Usine when executed, user modules created with the SDK are compiled to machine language at development time (like VST plugs). thus, it's really more speed to execute by Usine as it haven't to interpret nothing, just execute some machine language.

In fact, Usine modules are very similar to vst specialized to Usine functionality, the SDK is the foundation code to needed make these modules.

Statistics: Posted by martignasse — 08 May 2009, 15:31


]]>
2009-05-08T15:04:53+02:00 2009-05-08T15:04:53+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8633#p8633 <![CDATA[how to kow modules names for usine msg?]]> double click on it to open it
or
menu/window/show console

;-)

Statistics: Posted by nay-seven — 08 May 2009, 15:04


]]>
2009-05-08T14:39:56+02:00 2009-05-08T14:39:56+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8631#p8631 <![CDATA[how to kow modules names for usine msg?]]> i wanted to look at the console while paching to observe, but it closes as soon as going to pach, any way to lock it open? arf no usine on my girlfriend computer :( (mmm im gonna dl it and hide the folder hehe)
the console seems very powerful to wach, learn and try to reproduce no,? gonna print the wiki also

i definitely still have years of learning usine facets, thought i was starting to catch, this go far beyond what i imagined...
great!

still not completly understand what really sdk is.. catch scripts and sendusine msg concepts, but not yet sdk...

Statistics: Posted by 23fx23 — 08 May 2009, 14:39


]]>
2009-05-08T14:37:09+02:00 2009-05-08T14:37:09+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8630#p8630 <![CDATA[how to kow modules names for usine msg?]]> and yes , it's a powerful tool , the delete link message ( as used by ethnix ) is a really good example and i'm sure it will be used more often now ! !

Statistics: Posted by nay-seven — 08 May 2009, 14:37


]]>
2009-05-08T14:09:29+02:00 2009-05-08T14:09:29+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8629#p8629 <![CDATA[how to kow modules names for usine msg?]]>
just tested with

SET_TARGET_PATCH SENDER_PATCH
CREATE_MODULE test 222 50 200

working like a charm, x and y position are ok

seems a good first step for me before diving into scripts, since it seems to use the same language from what I understand..
It's lot more low-level and powerful than that. See it like a console command language (like in game), to communicate directly with Usine internal command system.
Each action Usine can do is in fact one of those command (in theory), Script and SDK have the ability to dynamically send request for these command thru the internal message language.

And the user interface of usine is 'just' a more comfortable way to send those request too, it's litteraly a 'Graphical interface to internal command converter'

Statistics: Posted by martignasse — 08 May 2009, 14:09


]]>
2009-05-08T13:27:29+02:00 2009-05-08T13:27:29+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8627#p8627 <![CDATA[how to kow modules names for usine msg?]]> will try and report you for xy, worked with exemples if i well remember..gonna try

Statistics: Posted by 23fx23 — 08 May 2009, 13:27


]]>
2009-05-08T09:48:45+02:00 2009-05-08T09:48:45+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8617#p8617 <![CDATA[how to kow modules names for usine msg?]]>
example :
CREATE_MODULE test 222 //

give tou a midi fader named "test"

( btw , i don't succed to choose x, y values ..? do you ..? )

http://www.sensomusic.com/wiki/doku.php ... l_messages

Statistics: Posted by nay-seven — 08 May 2009, 09:48


]]>
2009-05-08T01:13:20+02:00 2009-05-08T01:13:20+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8613#p8613 <![CDATA[how to kow modules names for usine msg?]]> tried to reproduce: CREATE_MODULE "name" 54 100 100

where can we find modules names couldn't find in the help, for example what do i must type to get a fader
(of course i tried "Fader" but get the previous created module delay from help, don't understand all, or should we request a filename in usine directory, or create templates?

any quick explain/enlightment?

seems a good first step for me before diving into scripts, since it seems to use the same language from what I understand..

Statistics: Posted by 23fx23 — 08 May 2009, 01:13


]]>
BrainModular BrainModular Users Forum 2009-05-10T11:48:49+02:00 https://brainmodular.org/forums/app.php/feed/topic/1529 2009-05-10T11:48:49+02:00 2009-05-10T11:48:49+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8678#p8678 <![CDATA[how to kow modules names for usine msg?]]>
Not quite macro recording, but you can copy the text from the console window by right-clicking and choosing Copy. Makes it a bit easier and saves some typing. :)
Yep, i tested to convert some console text to usine message, but the console not always show the exact message received by Usine (ex: Create module, or Add Connection). Anyway, it's a good start.

Statistics: Posted by martignasse — 10 May 2009, 11:48


]]>
2009-05-10T10:53:52+02:00 2009-05-10T10:53:52+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8676#p8676 <![CDATA[how to kow modules names for usine msg?]]> Statistics: Posted by 23fx23 — 10 May 2009, 10:53


]]>
2009-05-10T00:31:16+02:00 2009-05-10T00:31:16+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8669#p8669 <![CDATA[how to kow modules names for usine msg?]]>

Statistics: Posted by bsork — 10 May 2009, 00:31


]]>
2009-05-08T23:20:16+02:00 2009-05-08T23:20:16+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8641#p8641 <![CDATA[how to kow modules names for usine msg?]]> , rec stop/replay then adjust, would be awesome.
already tons of thingz to test..

Statistics: Posted by 23fx23 — 08 May 2009, 23:20


]]>
2009-05-08T21:44:22+02:00 2009-05-08T21:44:22+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8640#p8640 <![CDATA[how to kow modules names for usine msg?]]>
I wonder if some sort of event recorder /player in Usine could be usefull. Then you could create a send Usine command by simply recording the action as you do it.
In fact, Usine already work like a macro player, who execute templates file on demand.

the useful tool would be to have like a macro recorder, who store all the commands sent by templates when you make some patch, and a macro player who can modify those templates and send them to Usine.

Actually, there is no way to intercept or store internal message sent to usine by the template engine :( (maybe we just need to add a callback function and a flag in the SDK :rolleyes:) the rest should be possible with the SDK.

Statistics: Posted by martignasse — 08 May 2009, 21:44


]]>
2009-05-08T20:50:35+02:00 2009-05-08T20:50:35+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8639#p8639 <![CDATA[how to kow modules names for usine msg?]]> Statistics: Posted by gurulogic — 08 May 2009, 20:50


]]>
2009-05-08T17:17:05+02:00 2009-05-08T17:17:05+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8636#p8636 <![CDATA[how to kow modules names for usine msg?]]> seems "accessible" one day if observing,trying , asking hehe, at least very powerful if scripts and usine msg share the same usine language, can't wait to test. was scotched by the create/dlete wires of ethnix . not sure/will be much longer to create modules I guess, but that's more your job now ;)
thank nay also, I think i did something wrong for the console, today it works! (i wasn't drunk?)

Statistics: Posted by 23fx23 — 08 May 2009, 17:17


]]>
2009-05-08T15:31:49+02:00 2009-05-08T15:31:49+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8634#p8634 <![CDATA[how to kow modules names for usine msg?]]>
i wanted to look at the console while paching to observe, but it closes as soon as going to pach, any way to lock it open?
Strange, if you click on the log window (top right) it make the console appear (the same as menu Windows->Show Console), after that, it should not disappear until you re-click in the log or re-choose in the menu. At least it's the behavior i have.
Locking at the console while dropping some module is magic, you see the power of the template engine at work. It's a good way to learn, for sure (and looking in the Templates folder of usine distrib is very interesting too ;))
still not completly understand what really sdk is.. catch scripts and sendusine msg concepts, but not yet sdk...
SDK (aka Software Development Kit) is to make your own module (imagine your synthesis pack with modules instead of VST) .

To compare with scripts, as script commands are interpreted on fly by Usine when executed, user modules created with the SDK are compiled to machine language at development time (like VST plugs). thus, it's really more speed to execute by Usine as it haven't to interpret nothing, just execute some machine language.

In fact, Usine modules are very similar to vst specialized to Usine functionality, the SDK is the foundation code to needed make these modules.

Statistics: Posted by martignasse — 08 May 2009, 15:31


]]>
2009-05-08T15:04:53+02:00 2009-05-08T15:04:53+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8633#p8633 <![CDATA[how to kow modules names for usine msg?]]> double click on it to open it
or
menu/window/show console

;-)

Statistics: Posted by nay-seven — 08 May 2009, 15:04


]]>
2009-05-08T14:39:56+02:00 2009-05-08T14:39:56+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8631#p8631 <![CDATA[how to kow modules names for usine msg?]]> i wanted to look at the console while paching to observe, but it closes as soon as going to pach, any way to lock it open? arf no usine on my girlfriend computer :( (mmm im gonna dl it and hide the folder hehe)
the console seems very powerful to wach, learn and try to reproduce no,? gonna print the wiki also

i definitely still have years of learning usine facets, thought i was starting to catch, this go far beyond what i imagined...
great!

still not completly understand what really sdk is.. catch scripts and sendusine msg concepts, but not yet sdk...

Statistics: Posted by 23fx23 — 08 May 2009, 14:39


]]>
2009-05-08T14:37:09+02:00 2009-05-08T14:37:09+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8630#p8630 <![CDATA[how to kow modules names for usine msg?]]> and yes , it's a powerful tool , the delete link message ( as used by ethnix ) is a really good example and i'm sure it will be used more often now ! !

Statistics: Posted by nay-seven — 08 May 2009, 14:37


]]>
2009-05-08T14:09:29+02:00 2009-05-08T14:09:29+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8629#p8629 <![CDATA[how to kow modules names for usine msg?]]>
just tested with

SET_TARGET_PATCH SENDER_PATCH
CREATE_MODULE test 222 50 200

working like a charm, x and y position are ok

seems a good first step for me before diving into scripts, since it seems to use the same language from what I understand..
It's lot more low-level and powerful than that. See it like a console command language (like in game), to communicate directly with Usine internal command system.
Each action Usine can do is in fact one of those command (in theory), Script and SDK have the ability to dynamically send request for these command thru the internal message language.

And the user interface of usine is 'just' a more comfortable way to send those request too, it's litteraly a 'Graphical interface to internal command converter'

Statistics: Posted by martignasse — 08 May 2009, 14:09


]]>
2009-05-08T13:27:29+02:00 2009-05-08T13:27:29+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8627#p8627 <![CDATA[how to kow modules names for usine msg?]]> will try and report you for xy, worked with exemples if i well remember..gonna try

Statistics: Posted by 23fx23 — 08 May 2009, 13:27


]]>
2009-05-08T09:48:45+02:00 2009-05-08T09:48:45+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8617#p8617 <![CDATA[how to kow modules names for usine msg?]]>
example :
CREATE_MODULE test 222 //

give tou a midi fader named "test"

( btw , i don't succed to choose x, y values ..? do you ..? )

http://www.sensomusic.com/wiki/doku.php ... l_messages

Statistics: Posted by nay-seven — 08 May 2009, 09:48


]]>
2009-05-08T01:13:20+02:00 2009-05-08T01:13:20+02:00 https://brainmodular.org/forums/viewtopic.php?t=1529&p=8613#p8613 <![CDATA[how to kow modules names for usine msg?]]> tried to reproduce: CREATE_MODULE "name" 54 100 100

where can we find modules names couldn't find in the help, for example what do i must type to get a fader
(of course i tried "Fader" but get the previous created module delay from help, don't understand all, or should we request a filename in usine directory, or create templates?

any quick explain/enlightment?

seems a good first step for me before diving into scripts, since it seems to use the same language from what I understand..

Statistics: Posted by 23fx23 — 08 May 2009, 01:13


]]>