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wiimote in hollyclock

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monsieurtom
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Unread post by monsieurtom » 02 Sep 2013, 20:50

Hey,
I use a wiimote in my live perfomance setup so I´m still stuck with usine 5 on stage.
Any hint on when the wiimote will be implemented in hollyclock?
thanks, TOM
laptop clevo PB50 (I7-9750H, GTX 1660ti , W10) Fireface UCX, touch osc...
https://soundcloud.com/monsieurtom

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senso
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Unread post by senso » 02 Sep 2013, 20:57

it's on road.
Will be implemented in the 1.02.012

monsieurtom
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Location: reykjavik
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Unread post by monsieurtom » 09 Sep 2013, 14:43

Great, thanks!
laptop clevo PB50 (I7-9750H, GTX 1660ti , W10) Fireface UCX, touch osc...
https://soundcloud.com/monsieurtom

monsieurtom
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Posts: 11
Location: reykjavik
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Unread post by monsieurtom » 02 Dec 2013, 18:28

Hi,
So I updated my wimote patches for usine hollyhock. One of them uses the wii´s pitch output to control... the pitch of a sample. I use it as a theremin like instrument. There´s a glitch in the pitch output of the wii object in hollyhock, a small jump between values around the horizontal position, or when the values passes 0. Using the wii poss Y instead solves the problem but that reduces the range off movement to 180 degrees instead of 360 using the pitch output...
But Hollyhock rocks!
thanks, Tom
laptop clevo PB50 (I7-9750H, GTX 1660ti , W10) Fireface UCX, touch osc...
https://soundcloud.com/monsieurtom

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