Where are controller-specific color scripts kept? #1174
Replies: 4 comments 8 replies
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Midi Fighter Twister controller preset (virtual control scheme "grid"): https://github.com/helgoboss/helgobox/blob/master/resources/controller-presets/factory/djtechtools/midi-fighter-twister-grid.preset.luau It uses a feature called "Compartment Lua" that allows you to put Lua code into the compartment that you can then reuse among all mappings in the MIDI scripts: https://github.com/helgoboss/helgobox/blob/master/resources/controller-presets/factory/djtechtools/midi-fighter-twister-lib/compartment-common.luau All this is not easy to understand right now because there's no docs yet. |
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Where are these files stored locally? Is it actually possible to replicate this, or is everything in "factory" integrated differently? I've rewritten the following for the MIDI Fighter 3D: local color_palette: { midi_script.RgbColor } = {
{ r = 255, g = 0, b = 0 }, -- Bright Red (Velocity 13-18)
{ r = 127, g = 0, b = 0 }, -- Dim Red (Velocity 19-24)
{ r = 255, g = 165, b = 0 }, -- Bright Orange (Velocity 25-30)
{ r = 127, g = 82, b = 0 }, -- Dim Orange (Velocity 31-36)
{ r = 255, g = 255, b = 0 }, -- Bright Yellow (Velocity 37-42)
{ r = 127, g = 127, b = 0 }, -- Dim Yellow (Velocity 43-48)
{ r = 191, g = 255, b = 0 }, -- Bright Lime Green (Velocity 49-54)
{ r = 95, g = 127, b = 0 }, -- Dim Lime Green (Velocity 55-60)
{ r = 0, g = 255, b = 0 }, -- Bright Forest Green (Velocity 61-66)
{ r = 0, g = 127, b = 0 }, -- Dim Forest Green (Velocity 67-72)
{ r = 0, g = 255, b = 255 }, -- Bright Cyan (Velocity 73-78)
{ r = 0, g = 127, b = 127 }, -- Dim Cyan (Velocity 79-84)
{ r = 0, g = 0, b = 255 }, -- Bright Blue (Velocity 85-90)
{ r = 0, g = 0, b = 127 }, -- Dim Blue (Velocity 91-96)
{ r = 127, g = 0, b = 255 }, -- Bright Purple (Velocity 97-102)
{ r = 63, g = 0, b = 127 }, -- Dim Purple (Velocity 103-108)
{ r = 255, g = 0, b = 127 }, -- Bright Magenta (Velocity 109-114)
{ r = 127, g = 0, b = 63 }, -- Dim Magenta (Velocity 115-120)
{ r = 255, g = 255, b = 255 },-- Bright White (Velocity 121-127)
}
-- Feedback behaviors for the Midi Fighter 3D
type FeedbackEntry = {
behavior: number,
color: number?,
}
local bright = 33 -- Solid light
local pulsing = 45 -- Pulse animation
local blinking = 41 -- Blink animation
local default_color = 0 -- Default color, which can be adapted
local feedback_table: { [string]: FeedbackEntry? } = {
["playtime.slot_state.empty"] = {
behavior = bright,
color = 19, -- Bright White (Velocity 121-127)
},
["playtime.slot_state.armed"] = {
behavior = bright,
color = 0, -- Bright Red (Velocity 13-18)
},
["playtime.slot_state.stopped"] = {
behavior = bright,
color = 6, -- Bright Yellow (Velocity 37-42)
},
["playtime.slot_state.playing"] = {
behavior = pulsing,
color = 10, -- Bright Cyan (Velocity 73-78)
},
["playtime.slot_state.paused"] = {
behavior = bright,
color = 14, -- Bright Purple (Velocity 97-102)
},
["playtime.slot_state.recording"] = {
behavior = pulsing,
color = 0, -- Bright Red (Velocity 13-18)
},
} |
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This seems to only create the presets, when I believe I actually need the controller mappings. Am I missing something? |
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Im not clear on the structure of those two things as it relates to this. The midi fighter twister doesn't appear to have a main compartment factory mapping as far as I'm aware. It has controller mappings. |
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I've got a midifighter twister and a midi fighter 3D
I'm trying to build a controller preset for a midi fighter 3D to work like the twister. The inputs all work fine with the generic grid mapping ofcourse, but I cannot for the life of me find where to write the MIDI scripts to get effects like color or flashing the LEDs, like the twister grid-> generic playtime grid combo does right out the box.
Also wondering how you've gotten it to show information such as the record arm, as that's not a part of the "Playtime: Slot Transport Action" system at all.
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