Welcome to %s forums

BrainModular Users Forum

Login Register

polyphony requests/questions

Tell us what you'd like Usine to do
woodslanding
Member
Posts: 1327

Unread post by woodslanding » 30 Jul 2011, 08:20

Consider them 'how do I' questions, in the event they are already implemented ;)

1. A way to remove the numbering in the titles of widgets in poly subpatches? It is a great convenience as a default behavior, but if I am dynamically renaming the slider or button myself, it is not valuable to see the numbering. I would say the same for inputs and outputs, although that is less crucial since it's not in the user gui, but only 'under the hood'..... [EDIT: found it--awesome!!]

2. It would be nice to use polyphony with repetitive gui objects like mixers. If you could specify an X or Y offset for a widget (i.e. voiceNumber * offsetInPixels) you could have them lay out automatically.

3. The longstanding complaint about certain widgets exposing their inputs and/or outputs to the parent even without a proper in/out terminal gets really annoying when you crank up polyphony--now I have 8 inputs I don't want to see instead of just one. A fairly complex gui in large polyphony can expose dozens of unnecessary connections. I would sure like to lose this confusing behaviour. I realize there is an issue with backwards compatibility--you might need to go in and create proper terminals where needed in legacy patches--but to see only the inputs and outputs that are actually needed in a subpatch would represent a huge increase in clarity from a programming perspective . It would remove SO many errors, if to correctly wire up a subpatch you could just attach ALL the cables to it. Not just all the ones that aren't irrelevant.

By way of comparison, is there a programming language out there that automatically includes all instances of certain data types in your method signatures, whether you want them there or not? Not that I've encountered.... ;)


cheers!
-e
Custom Ryzen 5900x MATX build, Win10, Fireface UFX, touchscreen
Custom 2 manual midi keyboard
Usine, Kontakt, Reaktor, Synthmaster, Byome, Arturia, Soundtoys, Unify

User avatar
nay-seven
Site Admin
Posts: 5684
Location: rennes France
Contact:

Unread post by nay-seven » 30 Jul 2011, 08:46

yep, there's a new show poly order option in the layouts window of the next version;)

woodslanding
Member
Posts: 1327

Unread post by woodslanding » 06 Aug 2011, 06:22

RE: #2 above:

I read elsewhere in these forums:

There are two iml commands u can access via script or sendmsg module:
Set_ctrl_pos and set_ctrl_size.


Thinking there might be a scripting way to lay out gui elements programmatically in a polyphonic patch? I may mess with it, although my IML understanding is really weak....
Custom Ryzen 5900x MATX build, Win10, Fireface UFX, touchscreen
Custom 2 manual midi keyboard
Usine, Kontakt, Reaktor, Synthmaster, Byome, Arturia, Soundtoys, Unify

woodslanding
Member
Posts: 1327

Unread post by woodslanding » 06 Aug 2011, 06:30

Is there a way to get a list of elements in a patch using IML? Then I could go through the list, and not have to know the names of everything in advance.

Or do I have to actually name everything first, in order to address it from IML at all?
Custom Ryzen 5900x MATX build, Win10, Fireface UFX, touchscreen
Custom 2 manual midi keyboard
Usine, Kontakt, Reaktor, Synthmaster, Byome, Arturia, Soundtoys, Unify

User avatar
senso
Site Admin
Posts: 4427
Location: France
Contact:

Unread post by senso » 06 Aug 2011, 08:17

Is there a way to get a list of elements in a patch using IML?
actually no, but we have seral ideas to improve some points of the IML

Post Reply