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Forum: General Discussion

Topic: MIDI CC channels

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I've been working with Locodog to get VDJ interface elements into unreal. I've been taught the basics of custom device definitions, and mostly undestand how to address seperate functions like rotation, crossfader, eq, and the like to seperate CC's within the same channel. A problem I'm having is that while values increase, they stay on the expected cc, but when descending, everything hops over to CC 0. I was able to correctly read values by seperating everything onto seperate channels and ignoring the CC, hence catching the real cc, as well as 0, but ideally I would be able to keep midi values on their correct CC. I'm posting a video I linked to Locodog that shows the behaviour, though maybe not as succinctly as I should have. Let me know if you all have any thoughts.
https://youtu.be/xO7GqmurWbg

Previous thread: http://www.virtualdj.com/forums/238820/General_Discussion/vdj_into_unreal_engine.html
 

geposted Mon 28 Dec 20 @ 9:39 pm
my custom definition file has things like:

<bar cc="0x02" min="0x01" max="0x31" fill="yes" name="ROTATION" deck="1" channel="0" />
<bar cc="0x03" min="0x01" max="0x31" fill="yes" name="ROTATION" deck="2" channel="0" />

the 0-48 is intentional.
 

geposted Mon 28 Dec 20 @ 9:41 pm
@PhantomDeejay heyo! Setting fill="no" seems to do the trick. Sorry its taken me so long to check this out. I'm super excited with the possibilities, but also overwhelmed with all the new work. Heh. I'll post an update soon. Been busy as I'm sure most are.
 

geposted Fri 01 Jan 21 @ 4:24 am


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