fractal wrote:Oh, and i don't know how the interaction work between Usine and Live(you know , your track who "lighting bleep" and other visual feedback...)
If you have some help

..
yup I posted it too speed, made last minutes tweaks that made it buggy. .sometimes cells stay highlighted but I know where the pb comes from, will fix it it the week., but If you wanna try it this might help you:
basically it's an (extendable) 5x5 matrix. each track has it's own midi channel (click on a "track" subpatch and tou can set the name, color, fx list, and midi channel (that also has to be set on midi out module). each cell send 127 to the cc of the number displayed on the master scene cells when pressed and 0 when latch on that midi channel. by default they are all pre-set : track 1on midi ch 1, track 2 midi ch 2 ect... so if you scroll you have access to 115 CCs per track/midi ch.
the cells send CC, and live send CC feedback that the interface decodes to know if a clip is triggered/playing ect.
that mean that two cells can be on at the same time if you trigger a new clip, then when it's loaded only the clip playing is active.
for that feedback to work you need to enable "live mode"., and live should send and receive midi, like usine.(ie midi yoke 1 output from usine go to midi yoke 1 input of live, and midi 2 output from live goes to midi 2 input of usine). you can enable sync output from live if you plan to use global start/stop and need feedback on the interface, but disabling it make less midi infos are sent, and the interface is a bit more accurate, so just enable "telec" and "note" on midi input/output (french version)
now for the blinks:
there is a parameter on each track called "midi ch+ return", that is for the incoming notes to make the cell blinks. (that's because I experimented drop outs if using the same channel for CC and notes feedback) by default it's set to 8 (can be adjusted) so that mean notes for ch 1 should come from ch9 (8+1), 2 is 10 ect.
will try to make a liveset clear and post it in the week also, as it's pre-mapped). But if you wanna try by yourself :
if you have a midi track playing, create a new midi track and sets it's input in live to be the first one, activate monitor in and drive the output to any midi yoke port, but on ch 9, for your second track it will be ch 10ect... (and activate that midi yoke port in usine midi inputs..)
you can adjust blink force by clicking on a track, there are few lighting settingz....
the fx menu acts the same way and send to CC 116-120. if you enable toggle the momentary buttons become toggle swichs.
...and if you want to access your empty fx page, you have to press "fx" on the master scenes column, and drop your fx in the "empty fx" subpatch.
I tried to explain each part of it, I know it's a big "city" but you can have a look on texts inside the subpatch, might help understand what do each module and how the interface globally work, and how could some tweak it better maybe....
but don't hesitate if you have Q! I know it must be hard to understand as I m also sometimes lost in that city!
oops I should have worked a bit more on that shamy sound before post it, also only mapped one Fx in the demo whereas 25 can be mapped, anyway ll make a better one when quitting the "beta" mode hehe, but note you can use cells for many others apps: fx, dummyclips ect..
hope you ll like it' and post a touch' video, soooo boring with the mouse!!
amiga909 wrote:u really pushed my mental boundaries of what is possible with usine interface design, thanks.
thx, working on that I just understood usine is already able to go far beyond from that! I should learn script also...
don't know why it's less "funky" than patching to me.
cheers