
DavidBanner
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Everything posted by DavidBanner
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isn't there a way you could get the 2 leg version working if you used diodes? but I agree the 3 leg led would be much easier to do
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of course, you need to write a function in C to do it... should be very easy
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encoders and buttons on the same shift register?
DavidBanner replied to DavidBanner's topic in Design Concepts
thanks for the replys.... I know about the way the encoders work, was just checking the software supported mixing and matching on the same shift register. nice one ;) -
do they even do those knobs at Albs any more? I'd like to get some too, but I just checked the site and I can't find 'em - I've just emailed them and I'll let you know the response
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depends on your cpu check the manufacturer's website they will have temps on there
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I'm just about to design some PCBs (not near the lab to test) - so I have a quick question: is it possible to have an encoder and buttons on the same shift register ? From looking at the code it seems so, but I wanted to dbl check
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oh man, sorry to hear that!! I'm having similar problems with my mouse hand - swapped to a Pen Tablet (studio) and Trackball (home) - has made a massive massive difference....
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Does anyone know where to source ALP 10k faders with a 60mm travel in the UK or Europe? they need to linear obviously
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Ableton MidiFeedback / Midi Remote Scripts
DavidBanner replied to DavidBanner's topic in MIDIbox HUIs
hi all, I'm on top of it all now - all I needed to do was to activate the midi of the object (i.e. button etc) and it starts sending the midi data. The LC script won't do - I have lots more stuff that I need to do that the LC doesn't support (have already been playing with it). yeah - I know, have mapped it b4, but didn't have ableton in front of me and wasn't sure how to activate the midinote feed back - again all sorted now. mmmm, this is worrying! I guess everything will have to be done with a script... -
Ableton MidiFeedback / Midi Remote Scripts
DavidBanner replied to DavidBanner's topic in MIDIbox HUIs
ahhh ha! I think I see the issue I was having.... Stuff like the clips, solo etc were sending midi but the Plugs weren't - I thnik I have to enable and assign their midi 1st.... excellent - thanks fellas -
Hi All, Have some questions regarding the midiFeedback in Ableton does anyone know either of the following: a) how to go about writing custom MIDI remote scripts? b) in particular how would I go about mapping the buttons (i.e. the "power button" or one of the Eq kill buttons) on a plugin (i.e. the Eq 3 plugin) to a midi event, so when you press the button using the mouse it sends a midi event?
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I'm not sure that there will be an app that does that for you already coded, but modifiying the ain64_din128_dout128_v1_3 code will be quite easy.. btw: there is a ain64_din128_dout128_v2_0 - check out the bottom of the downloads page
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lol, nah not at all..... I'm happy for the help - and as with all of these things it's confusing as hell, until you learn how to do it, and then it's easy... going through the setup now, with a bit of luck I'll be up and running soon
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Hi Michael, Thanks for all the info... Now I am really confused. I haven't got any of the ACSim files in my project directories (previously been using the Download the MIOS SDCC Skeleton Application Template)!! Yet I'm working with the ACSim console - weird.... do these files go in the root of the project or are they in a directory? and is there somewhere to download them or do I need to copy and paste from the wiki?
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update - when compling the ain64_din128_dout128_v2_0 app it's the following files that are causing errors: cmios.h debug_mios.hdebug_mios.c pic18f452.h
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I will check and report back. It's strange that adding "MIOS_DOUT_PinSET(pin,evnt2);" to a function is throwing errors....
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I'm having some issues with code::blocks. I can set up new projects, run them etc etc but I've created a new project using the skeleton provided, and dropped the code from the ain64_din128_dout128_v2_0 app in the directory. Codeblocks throws lots of errors when I try to compile. I've tried to compile using the shell-make and it works fine... also - when I'm using the skeleton and added the following line to MPROC_NotifyReceivedEvnt(): MIOS_DOUT_PinSET(pin,evnt2); I get this error: undefined reference to 'MIOS_DOUT_PinSet' any ideas what's going on?
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Nice! ;D I'll look forward to that!
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Cheers Michael, Your help is most definately appreciated! I'm blown away by how handy this app is! I would have started development of the software much sooner if I'd known about this baby - I thought I'd need my midibox finished to the point of at least 1 channel and master section. lol, there's another way? and the best thing - I get to code my midibox app while I get paid to look like I'm coding something entirely different ;), which I couldn't do if I had the midibox equivilent of frankenstein's bride attached to my laptop. I will try and lend a hand on the dev work where I can be of use... BTW: stryd really should get a massive big up for the Code::Blocks stuff he did - the WIKI article is one of the best written tech docs I've seen. Not being funny but I've seen people who've worked at companies for 5 years spend 6 hours getting a dev enviroment running - the setup was a breeze for me without ever having seen the beast before...
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yes, MIOS is the operation system (think of it like DOS or XP) and when you want to do something you load the appropriate app (like Word for instance on a PC)
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Hey Michael, As usual - got myself all lost, asked the question, poked it with a stick a bit more and then started to figure it out. I was expecting something a bit more graphical to happen in codeblocks, ala the image in the install docs, but I think I've got the hang of it now... Fantastic little app - I'm over the moon to have found it. Thanks again for the code!
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I've got codeBloack and ACSim up and running - nice one stryd and audiocommander! it's all working, and I've managed to compile and build and the console_runner is working. can someone please explain how to use ACSim to develop? I get the idea that you can set input stuff from the console_runner interface, but how can you inspect the vars etc in CodeBlocks? am I missing the GDB plugin or something?
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You don't even need the 2nd drive to do the dual boot. The 2nd drive is a good idea when u store all your songs/audio there and keep all the applications other HD. Setting up a dual boot is quite easy, whack the XP disk in, install windows again - but choose the option to do a new install, rather than repair. I've even seen ppl on the net doing a PC (i.e. not an Apple machine) that runs XP and OSX! I take it you are not in the UK? If you are I can recommend a great place to get your stuff...
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but no dual processor or 64 bit support!
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all HDD used for audio should be 7200 rpm or higher - really really don't recommend using 2nd hand ones. Every compontent has a shelf life, and given the massive impact of a dead HD and how cheap they are - buy new. but ALWAYS ALWAYS ALWAYS backup onto an external HD!! I've seen so many ppl have to learn the hard way (myself included)... but having 2 internal HDDs isn't going to solve the problems with XP and using the machine for anything other than audio. XP has a lot of stuff running that you don't need if you are just doing music. my advice - build a dual boot machine - 1 profile for audio, 1 for anything else you need also when selecting a motherboard pay particular attention to the FSB and memory speeds, these will be one of the main bottlenecks. Asus and Intel make good MBs, I don't think Nvidia make motherboards, just the GPUs for MBs. low latency ram is your friend as is a good quality PSU