Edit...fixed
geposted Thu 10 Jan 19 @ 6:10 pm
You may have already explained this, but I can't find it, so here goes
You do you do a general AND after a CONDITION (?) block
So like
(A ? B : C) & D
I relialize that you can just put D in the front
D & A ? B : C
but the D part may also hold a condition
You can also do
A ? B & D : C & D
But again D may be complex in itself
So is there a general way to handle for instance :
(A ? B : C)
&
(D ? E : F)
&
(G ? H : I)
&
(J ? K : L)
You do you do a general AND after a CONDITION (?) block
So like
(A ? B : C) & D
I relialize that you can just put D in the front
D & A ? B : C
but the D part may also hold a condition
You can also do
A ? B & D : C & D
But again D may be complex in itself
So is there a general way to handle for instance :
(A ? B : C)
&
(D ? E : F)
&
(G ? H : I)
&
(J ? K : L)
geposted Thu 24 Jan 19 @ 2:52 pm
Not with straight script, I've put in requests to execute a "second script" with some sort of symbol after the end of the false reply (something like A ? B : C * D ? E: F) but it's either low in the todo pile or it's in the not happening pile.
However, you can do what you want by another way,
Lets say you want to run all 4 queries from one button press, without making it multibranch
(avoid D query in the reply B and C, and G query in the reply E and F etc)
Use a pad page :-), simply put each single query on a single pad then your calling button performs the script
pad 1 & pad 2 & pad 3 & pad 4
To work properly there needs to be a new verb to store and call pad pages, I'll add it in wishes.
However, you can do what you want by another way,
Lets say you want to run all 4 queries from one button press, without making it multibranch
(avoid D query in the reply B and C, and G query in the reply E and F etc)
Use a pad page :-), simply put each single query on a single pad then your calling button performs the script
pad 1 & pad 2 & pad 3 & pad 4
To work properly there needs to be a new verb to store and call pad pages, I'll add it in wishes.
geposted Thu 24 Jan 19 @ 7:43 pm
locodog wrote :
Use a pad page :-), simply put each single query on a single pad then your calling button performs the script
pad 1 & pad 2 & pad 3 & pad 4
pad 1 & pad 2 & pad 3 & pad 4
Nice idea!
Let me try that :)
geposted Thu 24 Jan 19 @ 8:27 pm
Shader stuff
How do, has been awhile but this I think shader scripts need to be written down.
klausMogenson, I has a video on this subject, his focus is his workflow (shaders as audioonlyvisualisation)
How do, has been awhile but this I think shader scripts need to be written down.
klausMogenson, I has a video on this subject, his focus is his workflow (shaders as audioonlyvisualisation)
That's his workflow, below is mine (shaders on decks)
Selecting specific shaders
effect_string "shader" 1 "shaderName"
So we want to set a string on a effect
the effect we want to set the string on is the "shader" fx
the string number (some fx have several effect_stings) is number 1
the string we want to send is "shaderName"
Now "shaderName" can be either the shader's name as given by it's creator or it can be the address the shader can be found at the shadertoy site something like
"GdAFMK" (best guess is some sort of base64 filing system that means very little to us humans)
To display the current shader name (and I'll assume you want the given name because you're not a computer) use
get_effect_string "shader" 2
string 2 because while the machine is smart enough to set the shader by either given or indexed name on string 1, if you get string 1 it always returns the indexed name, (must be under the hood stuff) string 2 is the "pretty name"
Ok a specific shader at a specific time, great, what else can we do?
Well how about the next or previous (in the list) shader, do that like this..
effect_string "shader" 1 +1
effect_string "shader" 1 -1
What about shader folders, yep we got that covered, with effect_string 3
effect_string "shader" 3 "B&W"
(I have a folder called "B&W" for black & white shaders)
okey cokey, how about the buttons "auto-change" & "beatMove"
They're just fx buttons and are toggled like so
effect_button "shader" 2 (change)
effect_button "shader" 3 (move)
I've covered buttons earlier, what with fxslots, no slot, on, off , toggle so I'll avoid repeating myself.
effect_button "shader" 1 opens the shader position box if you were wondering. (well done for wondering)
Ok just a few sliders to cover
effect_slider "shader" 1
this one picks the shader, but I'm honestly not sure how useful it is (difficult to use with precision), I suppose time will tell.
I suppose it might be better if it obeyed the folder, but currently it just picks from the "all" folder.
effect_slider "shader" 2
this one does transparency.
I think that's it for shader scripts to date.
Any topics you'd like covered just ask.
I might cover the setting action next as it's one that users need quite often.
*post script*
This post lead to quite a bit of head scratching, partly my fault for focusing on my personal work flow (this instance a shader on a deck)
So some clarification
In instances of audioOnlyVisualisation or videoOverlay
* For the video source for audio tracks:
effect_string "audioonlyvisualisation" 1 +1
Since the slot is specified, you don't specify the effect as well, so it depends on shader already selected as audio only visualisation.
* For video effect overlay
deck master effect_string "video" 1 +1
If shader is selected in the video slot
or
deck master effect_string "shader" 1 +1
Independent of which slot it is currently selected in (or none at all)
geposted Wed 27 Mar 19 @ 10:36 am