Old 10-11-2017, 04:09 AM   #4161
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First.. Thank you!

Hmmm.. Unique?
to me this is just enough to help while grouping them..
should i rename all one by one..to make them real unique?
(like KickMutes-01 KickMutes-02..SnareMutes-01..so on)


Up to you - but - for track controls - I guess I could add the track number ?? Would that help - as I assume they're all mutes for different tracks (not much sense otherwise!!)
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Old 10-11-2017, 04:50 AM   #4162
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Up to you - but - for track controls - I guess I could add the track number ?? Woud that help - as I assume they're all mutes for different tracks (not much sense otherwise!!)

yes they are all track mutes..
in my case
i was planning to get help (from names) while i grouping them in adv randomize..
simply i will group them according to kit pieces..
(kicks in one group, snares in second ..so on..)
and all group will open just one mute at a time.
but..
might be the good idea to make things properly
ill rename them one by one but the tea first..
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Old 10-11-2017, 04:57 AM   #4163
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yes they are all track mutes..
in my case
i was planning to get help (from names) while i grouping them in adv randomize..
simply i will group them according to kit pieces..
(kicks in one group, snares in second ..so on..)
and all group will open just one mute at a time.
but..
might be the good idea to make things properly
ill rename them one by one but the tea first..
added track numbers for track params and sends. This should help distinguish between them.
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Old 10-11-2017, 06:05 AM   #4164
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added track numbers for track params and sends. This should help distinguish between them.
will test in a second!
new found:
just loaded the Strip Set (latest big Midi & Drums setup)
hide unused tracks didn't work correctly
hides just a few tracks doesn't touch the others
no strip or controls in them..
they are Midi tracks and they have just Track Mute parameters in the "Main Strip Track"
also didn't hide the Send FX tracks..

i will open prepare project (Strip Set prepare project) to see if its same here too.
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Old 10-11-2017, 06:56 AM   #4165
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will test in a second!
new found:
just loaded the Strip Set (latest big Midi & Drums setup)
hide unused tracks didn't work correctly
hides just a few tracks doesn't touch the others
no strip or controls in them..
they are Midi tracks and they have just Track Mute parameters in the "Main Strip Track"
also didn't hide the Send FX tracks..

i will open prepare project (Strip Set prepare project) to see if its same here too.
Thanks for reporting - should be something simple. will look into.

Well - I've just tested here - it works as it should. Both Load and Merge.

Could you please send me your stripset to test please
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Old 10-11-2017, 08:30 AM   #4166
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Thanks for the Track Numbers!
yep..tried hide tracks in the prepare project also..its same.
finish the painting.. nothing urgent
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Old 10-11-2017, 08:57 AM   #4167
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Thanks for the Track Numbers!
yep..tried hide tracks in the prepare project also..its same.
finish the painting.. nothing urgent
Sounds like there was something once on the strips but now not (ie. deleted). I'll tweak the code to check control numbers on a strip rather than the existence of the tracks strip table...

Yep - think I've confirmed that this was probably causing the issue - the strip table exists but has no controls (ie. once had controls on it - since deleted).

Should be pretty simple to fix

EDIT:

Should be fixed now
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Old 10-11-2017, 10:33 AM   #4168
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Oh wow!! So cool, thank you Leon!!!!!! Going to dive in today
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Old 10-11-2017, 11:17 AM   #4169
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Oh wow!! So cool, thank you Leon!!!!!! Going to dive in today
ehamm!
you can't see my puppy eyes right now but,
may i wish for an example - simple "101" gif(s)
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Old 10-11-2017, 12:07 PM   #4170
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Sounds like there was something once on the strips but now not (ie. deleted). I'll tweak the code to check control numbers on a strip rather than the existence of the tracks strip table...

Yep - think I've confirmed that this was probably causing the issue - the strip table exists but has no controls (ie. once had controls on it - since deleted).

Should be pretty simple to fix

EDIT:

Should be fixed now
works beautiful!
154 tracks in the project one track in the browser!
Thank you!
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Old 10-11-2017, 01:29 PM   #4171
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works beautiful!
154 tracks in the project one track in the browser!
Thank you!
New update - more efficient randomize algorithm when using Randomize X / on / off link group modes.

Not sure how much difference it will make to your new big strip - but hopefully a little better.
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Old 10-11-2017, 02:33 PM   #4172
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New update - more efficient randomize algorithm when using Randomize X / on / off link group modes.

Not sure how much difference it will make to your new big strip - but hopefully a little better.
to me seems twice faster now!
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Old 10-11-2017, 02:36 PM   #4173
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to me seems twice faster now!
That's what I was hoping for. There still might be room for improvement - but not worked anything else out yet.
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Old 10-11-2017, 02:53 PM   #4174
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That's what I was hoping for. There still might be room for improvement - but not worked anything else out yet.
here it is:
https://drive.google.com/open?id=0B9...XFxXzlWdHZuMlk
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Old 10-11-2017, 03:11 PM   #4175
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Thanks - another update - should improve things a little more.

Let me know.

And another update - with bug fixes this time.
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Old 10-11-2017, 04:05 PM   #4176
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Thanks - another update - should improve things a little more.

Let me know.

And another update - with bug fixes this time.
will try the "another" in a second but its literally Rocket now!
EDIT:
and the proof
https://drive.google.com/open?id=0B9...m1tcDdMLXF6M0U

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Old 10-11-2017, 11:39 PM   #4177
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will try the "another" in a second but its literally Rocket now!
EDIT:
and the proof
https://drive.google.com/open?id=0B9...m1tcDdMLXF6M0U
Great!! I had a small hope that this would make all the difference - but wasn't so confident!! Had a dream it did!! :| Not sure I should be dreaming about randomizing parameters - but hey... !
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Old 10-11-2017, 11:49 PM   #4178
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Ok, so I'm having a grand ol' time with these new options (while, believe it or not, procrastinating from doing painting of my own) so cheers again for this Leon, this looks like it must have been a ton of coding and testing.

After a bit of playing around with it, here's some bugs and ideas:

I'm having a few issues when using parameters in link mode, after touching one control and changing its value, they go out of sync and are randomized relatively but note absolutely (I think absolute would be my preferred default, with parameters using their default values as the starting point, rather than their current value): https://imgur.com/a/kgeOC Also in this gif they seem to be returning max and min values more frequently than expected

Selecting controls in advanced randomize by clicking seems to have a bug in selection (that gets cleared by selecting the relevant param in the advanced randomize "Param" window): https://imgur.com/a/oU6Gr

I can't seem to get an expected result in inverse linked mode with min and max param values set in their CTL Options: https://imgur.com/a/1DvtC .

Some bugs adding and removing controls from subset: https://imgur.com/a/zAFnh

General suggestions:

-numerical input for all fields and higher decimal count
-randomize action triggers (then we can randomize item pitch/rate, RS5K sample, item pan, item mutes, etc)

Timbral- gifs for fun and science coming soon!
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Old 10-11-2017, 11:50 PM   #4179
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Not sure I should be dreaming about randomizing parameters - but hey... !
Haha, yeah me too. Several dreams actually. For what is life but nature randomizing?
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Old 10-12-2017, 12:41 AM   #4180
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Ok, so I'm having a grand ol' time with these new options (while, believe it or not, procrastinating from doing painting of my own) so cheers again for this Leon, this looks like it must have been a ton of coding and testing.

After a bit of playing around with it, here's some bugs and ideas:

I'm having a few issues when using parameters in link mode, after touching one control and changing its value, they go out of sync and are randomized relatively but note absolutely (I think absolute would be my preferred default, with parameters using their default values as the starting point, rather than their current value): https://imgur.com/a/kgeOC Also in this gif they seem to be returning max and min values more frequently than expected

Selecting controls in advanced randomize by clicking seems to have a bug in selection (that gets cleared by selecting the relevant param in the advanced randomize "Param" window): https://imgur.com/a/oU6Gr

I can't seem to get an expected result in inverse linked mode with min and max param values set in their CTL Options: https://imgur.com/a/1DvtC .

Some bugs adding and removing controls from subset: https://imgur.com/a/zAFnh

General suggestions:

-numerical input for all fields and higher decimal count
-randomize action triggers (then we can randomize item pitch/rate, RS5K sample, item pan, item mutes, etc)

Timbral- gifs for fun and science coming soon!
Will look into.
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Old 10-12-2017, 01:52 AM   #4181
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O
I'm having a few issues when using parameters in link mode, after touching one control and changing its value, they go out of sync and are randomized relatively but note absolutely (I think absolute would be my preferred default, with parameters using their default values as the starting point, rather than their current value): https://imgur.com/a/kgeOC Also in this gif they seem to be returning max and min values more frequently than expected
Ok - well when I was thinking about it relative mode was the only way that really made sense considering the number of variables involved.

So if I was to use absolute from a default value.

What happens in inverse linked mode when the default value is 0 or 1? (ie already at min or max)? So say default value is 0.5 - I can add say 0.2 to this to get 0.7 and the inverse would be 0.3 - this makes sense.

Now if the default value of the parameter is 0. if I add anything to the value is ok - but the inverse will always remain 0. I could wrap the value to get the inverse - so 0 default value. randomize value of 0.2 - gives matched values of 0.2 and inverse values of 0.8 (or max - 0.2).

I just need to know exactly how to deal with all situations otherwise they might not make much sense.

Can you give me a clear explanation of how you want it to work. Thanks.
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Old 10-12-2017, 02:52 AM   #4182
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I think an option for both would be nice, but if it's too big of a hassle to add it, then the control remaining at min or max values and not moving would work most of the time for me.
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Old 10-12-2017, 07:31 AM   #4183
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I'm having a few issues when using parameters in link mode, after touching one control and changing its value, they go out of sync and are randomized relatively but note absolutely (I think absolute would be my preferred default, with parameters using their default values as the starting point, rather than their current value): https://imgur.com/a/kgeOC Also in this gif they seem to be returning max and min values more frequently than expected
I've updated to work with absolute values around the default value. Only tested properly so far with middle default settings (ie. 0.5)


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Selecting controls in advanced randomize by clicking seems to have a bug in selection (that gets cleared by selecting the relevant param in the advanced randomize "Param" window): https://imgur.com/a/oU6Gr
Think this was caused by the later bug you mentioned regarding adding/removing parameters. Hopefully fixed.

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I can't seem to get an expected result in inverse linked mode with min and max param values set in their CTL Options: https://imgur.com/a/1DvtC .
Unfortunately - the Gain controls on ReaEQ are a non-linear scale - an equal inverse value just cannot be calculated without brute-forcing through every value setting from 0 to 1 until you find the correct dB value. This is out of scope for the randomize routines as would be pretty slow.

Using an EQ plugin with linear scaled Gain controls (pretty much every other EQ I own) works just fine. Even better if they have equal max boost and cut (eg -12 to +12).

Interestingly - the Freq parameter on ReaEQ does allow for linear automation settings - so you can actually get equal Hz either side of a centre frequency (although I'm not quite sure how this is particularly useful).


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Some bugs adding and removing controls from subset: https://imgur.com/a/zAFnh
Hopefully fixed.

Quote:
Originally Posted by Arthur McArthur View Post
General suggestions:

-numerical input for all fields and higher decimal count
-randomize action triggers (then we can randomize item pitch/rate, RS5K sample, item pan, item mutes, etc)
Still to look into... Could you explain a bit more your first point - higher decimal count?
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Old 10-12-2017, 11:41 AM   #4184
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Selection and control bugs seem fixed in latest build, thanks!

Still having an issue with inverse linked mode on params at default: https://imgur.com/a/9KX8o (another thought: it would be great to have a quick way to set defaults now, maybe from the right click menu on selected controls in FX menu?)

By higher decimal count I meant: ability to write in something like 1.32567435 instead of 1.324

Found another bug I think: https://imgur.com/a/Xc4zL randomize not affecting the slope controls in Subset 1 although they're selected, but are fine in Subset 2
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Old 10-12-2017, 12:44 PM   #4185
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Selection and control bugs seem fixed in latest build, thanks!

Still having an issue with inverse linked mode on params at default: https://imgur.com/a/9KX8o (another thought: it would be great to have a quick way to set defaults now, maybe from the right click menu on selected controls in FX menu?)

By higher decimal count I meant: ability to write in something like 1.32567435 instead of 1.324

Found another bug I think: https://imgur.com/a/Xc4zL randomize not affecting the slope controls in Subset 1 although they're selected, but are fine in Subset 2
Maybe I'm not understanding correctly - but just installed proQ demo and seems fine here:



I haven't adjusted the min and max in control options though - is this something you've changed.

One thing I did notice was that the default values were not set to zero properly for gain 1 - had to manually set to 0.

What are you doing differently to me?
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Old 10-12-2017, 12:55 PM   #4186
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Found another bug I think: https://imgur.com/a/Xc4zL randomize not affecting the slope controls in Subset 1 although they're selected, but are fine in Subset 2
Check the range setting for the slope values on subset 1. set rather small. Increasing should sort this.

There is a bit of a glitch in that when you switch from X to Range it defaults to a very low range - so you have to remember to increase it. This is because they are stored in the same value but X and range use different scales. I'll probably need to separate the values when they are stored - so switching from X to range or vice versa remembers the previous value from that scale.
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Old 10-12-2017, 02:47 PM   #4187
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Still seeing the issue with default min and max and range up. The only thing I can think of that I'm doing differently is that I'm linking parameters for FX on different tracks.
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Old 10-12-2017, 03:13 PM   #4188
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Still seeing the issue with default min and max and range up. The only thing I can think of that I'm doing differently is that I'm linking parameters for FX on different tracks.
the range issue is with the 'non-responsive' controls in subset 1 in your SECOND bug video.

Have just rerun my tests - moving one of the proQ instances to a new track.

Still works ok. I've even tried changing the min/max in control options - still fine. Are you sure you have them set up correctly? They must be in the same linkgrp to be linked (pretty sure you know that though).

If still no luck - perhaps send me the rpp file so I can check everything here - or create a video and slowly go through each control so I can see all their assignments in the Random Options window.
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Old 10-13-2017, 12:06 PM   #4189
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Update - a few fixes for crashes when clicking on hidden controls in Random Options.

Also - double click range and min and max items to enter exact values.

Few other minor tweaks...
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Old 10-23-2017, 07:30 AM   #4190
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i was preparing to say OK 9 days that's too much!
then saw the update!
-all good ?
-did paint & polish dry?
-is carpet arrived?
-garden ready to winter?
-need to afterwards therapy?

finally..
just updated 2 hours ago
-what's new?
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Old 10-23-2017, 08:01 AM   #4191
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i was preparing to say OK 9 days that's too much!
then saw the update!
-all good ?
-did paint & polish dry?
-is carpet arrived?
-garden ready to winter?
-need to afterwards therapy?

finally..
just updated 2 hours ago
-what's new?
haha - well most of painting is done.
Carpet comes tomorrow
Garden been avoided - weather's pretty grotty at the moment (but the toadstools are loving it).

Finally - what's new??! Nothing really yet.

I've written a little windows utility that automatically updates the script and resources/skins etc from github. I know I should be trying to get my head around reapack - but it just doesn't make enough sense to me so far - i like to keep things simple.

Anyway - on testing out my utility - I made the mistake of adding a load of code to stripper to activate it (optionally of course - as it is no good to anyone not running windows) - then tested it out. Perfect - works a treat - so much that it overwrote the Stripper file with the changes with the one in Github and I lost all the changes I'd added to Stripper to make it work!!! hah hah - proper d'Oh! moment!!!!

Anyway - having rewritten the changes - I had to save them in github - so the same fate wouldn't happen again.

I've still to test the utility on a 'clean' machine - that's not running any Lua interpreters etc - to ensure I've made it properly portable.

When this is done - I'll make it available if anyone is interested. It's simply a button in Settings (that only appears if you add the necessary Updater/ files and folder into resources). When clicked - it runs an external Lua script which downloads LBX Stripper.lua, LBXCS_resources.zip and Alt_Skins.zip. The zip files get unpacked and all should be updated to latest version...

Of course - you'd also need to be connected to the internet on your DAW machine for it to be useful.
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Old 10-23-2017, 08:55 AM   #4192
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well.. good to hear.. all of them!

i am picturing that "proper d'Oh! moment!!!!"

probably i wouldn't use auto update..
also i am happy with my handmade 234 stripper backups (so far)..
but if you need help to test it let me know.
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Old 10-23-2017, 10:21 AM   #4193
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well.. good to hear.. all of them!

i am picturing that "proper d'Oh! moment!!!!"

probably i wouldn't use auto update..
also i am happy with my handmade 234 stripper backups (so far)..
but if you need help to test it let me know.
Well - it doesn't really auto-update - just saves you the hassle of going to github and downloading anything if new skins/controls/ or whatever appear.

Activated by a button in settings (click to update).

It doesn't delete anything you've added to the resources folder, so really useful to just try out the latest version (as I was swapping between 3 machines - I wanted something quick to get new version on each machine.
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Old 10-23-2017, 11:25 AM   #4194
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Well - it doesn't really auto-update - just saves you the hassle of going to github and downloading anything if new skins/controls/ or whatever appear.

Activated by a button in settings (click to update).

It doesn't delete anything you've added to the resources folder, so really useful to just try out the latest version (as I was swapping between 3 machines - I wanted something quick to get new version on each machine.
ah!
i was trying to point out .. making backup first! is essential for me ..
its save the day a few times but anyway i understand now.
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Old 10-24-2017, 02:26 AM   #4195
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Just a quick notification of a fix for the MIDI/OSC controls where initially if you created one it wouldn't work properly until you closed and reopened the script. Hopefully now they should work properly without having to reload the script
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Old 10-29-2017, 09:10 AM   #4196
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is this is discussed already:
Clone to subset (with Adv Randomize) ?
wouldn't be great?
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Old 10-29-2017, 09:23 AM   #4197
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is this is discussed already:
Clone to subset (with Adv Randomize) ?
wouldn't be great?
How'd you mean? Certainly cloning snapshots to a subset should be ok (you mean to keep data?) but you also want to keep the adv randomize settings? These are tied to a snapshot control - but no reason why it couldn't be an option of the control (like duplicate snapshot control).
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Old 10-29-2017, 10:21 AM   #4198
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in my case:
i created a midi matrix in Synthmaker to have automatable channel matrix
( x86... but so far works good anyway )
and i set adv Randomize settings to activate two channels at once for every row
(row: input midi channel so it will send two different midi channels at once)
in this scenario if i want to create X:3 (or 4) version,
would time saver if we can clone subset with adv Randomize settings..just change the X values wolaa





EDIT:
if there is no possible scenarios to use this for saving time .. you can just ignore!
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Old 10-29-2017, 11:18 AM   #4199
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I've written a little windows utility that automatically updates the script and resources/skins etc from github.

It's simply a button in Settings (that only appears if you add the necessary Updater/ files and folder into resources). When clicked - it runs an external Lua script which downloads LBX Stripper.lua, LBXCS_resources.zip and Alt_Skins.zip. The zip files get unpacked and all should be updated to latest version...
I really like this feature but I cant get it to work. I created a "WinUpdater" folder inside the "LBXCS_resources" folder. I placed the "Update lbx_dldata.txt" file inside the "WinUpdater" folder. There isnt a button in "Settings". Im running Win 10/64bit
Have I done everything right? OR, am I missing something?
Thanks
Ron L
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Old 10-29-2017, 01:28 PM   #4200
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I really like this feature but I cant get it to work. I created a "WinUpdater" folder inside the "LBXCS_resources" folder. I placed the "Update lbx_dldata.txt" file inside the "WinUpdater" folder. There isnt a button in "Settings". Im running Win 10/64bit
Have I done everything right? OR, am I missing something?
Thanks
Ron L
Ah - hang on - I've not released the utility to do this yet...

I was kind of sitting on it as hadn't had too much (any ) interest so far!! (Timbral mentioned he could test it).

The file that you find in github is purely a data file which my utility will download each time you want stripper to update. What is in that data file is the download addresses of what needs to be got from github. This way - if I add new stuff (resources etc) to stripper that may not be in the main zip files - I can add them into this file which will always reside online.

Will release in the next day or so then - but in beta - ie. hopefully it works for everyone on windows (only tested on win 10 64bit) but needs testing on other systems (which I can't do).

EDIT: still want to add a rollback option for when I mess something up in a release!
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