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 Post subject: Sub Modular Host
PostPosted: Sat May 27, 2006 1:01 pm 
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Joined: Thu Jul 24, 2003 12:00 am
Posts: 720
Location: Milano
This device is intended to create modular patches without the need of doing it "all in one" modular shell, the advantage is that we can save several submodhost templates and simply add it in the modular as a module.

The use is very simple,
open the modules inside the submodhost and connect the output you need to the patchbay corrispective numbers.

The red connectors are ok for audio, freq, gates and so on.

24Dec 2006
device deleted (an explanation will come shortly)

The gold connectors are for esync.

The yellow connectors are for midi.

The submodhost is saved together with the modular patch, but if we need to create templates, it's not possible from the modular shell and to do it follow this procedure:

First of all, make copies of the "sub modular host.dev" and rename it.

open the submodhost from the scope environment, you'll notice that the device is not visible from the routing window, so, open it by clicking on the device icon in the live bar.
Make your patch and when you've finished, open the preset list by clicking on the button inside the submodhost and click on the "device" button located in the preset list window.
Now you have saved the template and when you'll open it from the modular shell, it will be ready to be connected.

There is sometime a small bug when overlapping modules inside the submodhost shell, i'm working on it and in the meantime, it's safe to avoid placing modules too near.

I'm making a short documentation and some video example, but the device is very simple to use.

Thanks

Micron
Image

updated,
now the position of connection pads is static, so, the problem about hidden pads should be fixed.

update #2

fixed the bug when overlapping modules vertically.

update #3

fixed the issue related to cables position refresh.

many users are having problems making templates due to lost surface connectors after saving the patch, so, who need to save some template, let me know about the modular patch and i'll save the submod host template :smile:




<font size=-1>[ This Message was edited by: djmicron on 2006-06-14 15:55 ]</font><BR><BR><a name="planetz-fileimage"></a><IMG SRC="http://www.djmicron.org/submod.jpg" BORDER="0">


Last edited by djmicron on Sun Dec 24, 2006 7:19 pm, edited 2 times in total.

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 Post subject:
PostPosted: Sat May 27, 2006 4:15 pm 
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Joined: Tue Dec 30, 2003 12:00 am
Posts: 917
Location: Italy
Micron I LOVE YOU!!! :grin:
I can't wait to test it, but I have to wait until tomorrow...
That seems to be exacly what i was searching when I worte this post:
http://www.planetz.com/forums/viewtopic ... forum=30&3

Thank you!


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 Post subject:
PostPosted: Sun May 28, 2006 8:59 am 
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Joined: Wed Jan 01, 2003 12:00 am
Posts: 637
Location: Czech
Great idea but not working correctly

When make patch and save it and load to mod shell - not visible cable color pad ( only grey color and not working it )

Please fix this great module

Very thanks


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 Post subject:
PostPosted: Sun May 28, 2006 2:44 pm 
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Joined: Mon Jul 09, 2001 12:00 am
Posts: 3609
Location: BPM 60 to somewhere around 150
this is very clever! Object Orientated Modular Patching = OOMP. okay, can someone come up with an "H" so we can call it OOMPH?

<font size=-1>[ This Message was edited by: kensuguro on 2006-05-28 07:45 ]</font>


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 Post subject:
PostPosted: Sun May 28, 2006 3:20 pm 
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Posts: 1979
Location: Bergen, Norway
maybe a bit obvious Ken, but what about "Host" :wink:


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 Post subject:
PostPosted: Sun May 28, 2006 3:41 pm 
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Joined: Thu Feb 24, 2005 12:00 am
Posts: 5593
Location: The Blue Shadows
Sorry mate, but it seems to be crashing quite a lot on SFP 4.5 (or 4, whatever 4.5 is)

Hey, is this re-skinable?

This is a great idea micron. Someone's getting very clever with their SDK :smile:


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 Post subject:
PostPosted: Sun May 28, 2006 3:55 pm 
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Joined: Thu Jul 24, 2003 12:00 am
Posts: 720
Location: Milano
Quote:
On 2006-05-28 01:59, megerov wrote:
Great idea but not working correctly

When make patch and save it and load to mod shell - not visible cable color pad ( only grey color and not working it )

Please fix this great module

Very thanks

hi megerov,
could you explain a bit more what you mean?
do you mean the hide/show color tools?

Thanks


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 Post subject:
PostPosted: Sun May 28, 2006 3:59 pm 
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Joined: Thu Jul 24, 2003 12:00 am
Posts: 720
Location: Milano
Quote:
On 2006-05-28 08:41, Shroomz wrote:
Sorry mate, but it seems to be crashing quite a lot on SFP 4.5 (or 4, whatever 4.5 is)

Hey, is this re-skinable?

This is a great idea micron. Someone's getting very clever with their SDK :smile:




hi shrooms,
i've tested the device under 3.1 to 4.5 without crashes.
Which modular shell have you used to test it ?

About the skin, yes it's possible to change it, but just the module not the host.

Thanks


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 Post subject:
PostPosted: Sun May 28, 2006 4:07 pm 
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Location: The Blue Shadows
I'll do some more testing. I experienced crashes of SFP when making connections that I shouldn't have. Instead of just getting a popup error about the connection attempt, I got that, then an SFP crash. I'll try again later.

<font size=-1>[ This Message was edited by: Shroomz on 2006-05-29 05:15 ]</font>


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 Post subject:
PostPosted: Mon May 29, 2006 7:20 am 
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Joined: Mon Mar 26, 2001 12:00 am
Posts: 1213
Location: Italy
it's a great idea!
the only suggestion, if it's possible, is that i would add a text board for writing comments and/or connections instructions...

_________________
Listen to my music and my new album at
http://www.alchemystudio.it


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 Post subject:
PostPosted: Mon May 29, 2006 9:27 am 
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Posts: 720
Location: Milano
yes bosone,
this will be implemented in the nex update.
thanks


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 Post subject:
PostPosted: Mon May 29, 2006 12:09 pm 
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Location: The Blue Shadows
Hi Djmicron,
after some more tests it seems that we have the same problem as megerov whereby the connection sockets don't appear or function as they should in the ModII shell. There's also some bugs in the patch lead graphics in the sub host. When you move modules which have I/O connections made, the patch leads stay where they were instead of moving to the new location. Giving the moved module another nudge seems to fix this & they jump to the new location. The other strange gfx bug we noticed was having an osc freq connected to I/O 13, then when moving the esync/midi I/O module the connection graphic detaches from it's osc freq connection & moves away with the esync/midi module which it's not connected to. I'll send you screenshots of these bugs.


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 Post subject:
PostPosted: Mon May 29, 2006 6:23 pm 
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Joined: Mon Mar 26, 2001 12:00 am
Posts: 1058
Location: Germany
Thanks, I will try it soon! Wow, after so many years scope is hotter than ever before!


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 Post subject:
PostPosted: Tue May 30, 2006 8:22 am 
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Joined: Thu Jul 24, 2003 12:00 am
Posts: 720
Location: Milano
thanks for bug reportings,
i'm working on it to fix it asap :smile:


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 Post subject:
PostPosted: Tue May 30, 2006 9:07 pm 
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Location: Milano
check the new file,
this should fix the hidden pads problem.
Let me know....

Thanks


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 Post subject:
PostPosted: Tue May 30, 2006 11:31 pm 
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Joined: Thu Jul 24, 2003 12:00 am
Posts: 720
Location: Milano
new update,
i've fixed the bug when overlapping modules vertically.

now it remains a minor graphical bug, when moving the 24 i/o module with red pads, the cables does not follow the position of the module and if it happens, just close the surface and reopen it.


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 Post subject:
PostPosted: Wed May 31, 2006 6:51 am 
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Posts: 1058
Location: Germany
Is it possible to make it able to load effects without insert effect and to load synths? This would be hughe for saving complex blocks of cabeling and loading it in another project...

Martin


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 Post subject:
PostPosted: Wed May 31, 2006 10:31 am 
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I must be doing something wrong, as I'm still getting a graphic bug in the module inside the ModII shell after saving a device from the host.

I've made 3 copies named SMH_1,2 & 3 & after saving a patch/device from the host (SMH_1) when I then drag SMH_1 into the ModII shell, there's no patch sockets on the module, just the skin. I then tried dragging SMH_2 (which hasn't been saved over) into the ModII shell & the module appears as it should do. But SMH_2 doesn't have the saved patch/template.

Tell me where I'm going wrong micron. It's probably just me doing something stupid :roll:


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 Post subject:
PostPosted: Wed May 31, 2006 12:36 pm 
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Joined: Thu Jul 24, 2003 12:00 am
Posts: 720
Location: Milano
Quote:
On 2006-05-31 03:31, Shroomz wrote:
I must be doing something wrong, as I'm still getting a graphic bug in the module inside the ModII shell after saving a device from the host.

I've made 3 copies named SMH_1,2 & 3 & after saving a patch/device from the host (SMH_1) when I then drag SMH_1 into the ModII shell, there's no patch sockets on the module, just the skin. I then tried dragging SMH_2 (which hasn't been saved over) into the ModII shell & the module appears as it should do. But SMH_2 doesn't have the saved patch/template.

Tell me where I'm going wrong micron. It's probably just me doing something stupid :roll:

it is not easy to me, because i've done several tests with more than one computer and all sfp versions from 3.1 to 4.5.
For sure, the hidden pads problem, is related to saving the device from the project window of scope.
To make you understand, try to open a modular module inside the scope project window, for example the pulse lfo and you'll see that the connection pads will be visible until you'll touch the pulse lfo surface..
This is why i've made the submodhost surface not visible from the scope project window.
I'm investigating to solve this issue, but to be sure, i would need to have the same problem here, but here it works :smile:
I'm testing it on win xp sp2, i don't know if this can be important...


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 Post subject:
PostPosted: Wed May 31, 2006 12:40 pm 
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Location: Milano
Quote:
On 2006-05-30 23:51, MCCYRANO wrote:
Is it possible to make it able to load effects without insert effect and to load synths? This would be hughe for saving complex blocks of cabeling and loading it in another project...

Martin


it could be possible to make modular version of standard effects and maybe the synts too, i'll try to make a module and i'll let you know...


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