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Old 09-30-2018, 10:10 AM   #2001
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Originally Posted by poetnprophet View Post
I think that's the Universal?
It was on my list before I got the ProX
How is it? Have you tried the MCU files in csi?
Haven't got it yet! Just waiting to see how viable it is from other users reports!;-)
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Old 10-01-2018, 10:30 AM   #2002
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New build is up: https://stash.reaper.fm/v/33037/CSI%20pre%20alpha.zip

Added support for MasterTrack.

Syntax for .rst:

MasterChannel
MasterFader Fader14BitFB -60.0 12.0 e8 7f 7f e8 00 00
MasterChannelEnd

Syntax for .axt:

MasterFader MasterTrackVolume

Don't forget to reduce number of tracks to 8 for the MCU.
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Old 10-01-2018, 01:10 PM   #2003
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Hi Geoff, thanks for the new build. No master meter still.

But, the master track is pinned now....sort of. When Reaper starts, the master fader pops into position and can control the master track without having to pin separately. But, there's also still the regular master setup on a channel. So, there are 2 master faders, haha. I'm sure you knew that would happen, though. And if I open a project where I had pinned the master track, it still shows in the channel strips if I bank over. Also, touch doesn't select on the master fader anymore, but does on the channel.

Also, when I bank over to see the master track, it banks 2...both ways from the left. Meaning, my first track is a submaster, so when I bank 1 to the left it will show (left to right) a blank track, the master, submaster, etc...Before it banked 2 to the left, but then 1 to the right so it would take 2 right presses to get back to the submaster on the left.
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Old 10-02-2018, 02:20 AM   #2004
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Originally Posted by poetnprophet View Post
Hi Geoff, thanks for the new build. No master meter still.

But, the master track is pinned now....sort of. When Reaper starts, the master fader pops into position and can control the master track without having to pin separately. But, there's also still the regular master setup on a channel. So, there are 2 master faders, haha. I'm sure you knew that would happen, though. And if I open a project where I had pinned the master track, it still shows in the channel strips if I bank over. Also, touch doesn't select on the master fader anymore, but does on the channel.
Cool, yes you should Unpin the Master if you had it previously Pinned

As far as touch and everything not working, take a look at the MasterChannel section of the .rst file.

See how only MasterFader is defined:

MasterChannel
MasterFader Fader14BitFB -60.0 12.0 e8 7f 7f e8 00 00
MasterChannelEnd

Now look at the Channel section, see what's defined:

Channel
VUMeter MCUVUMeter
Fader Fader14BitFB -60.0 12.0 e0 7f 7f e0 00 00
DisplayUpper MCUDisplayUpper
DisplayLower MCUDisplayLower
FaderTouch PressRelease 90 68 7f 90 68 00
RotaryPush Press 90 20 7f
Rotary EncoderFB b0 10 7f b0 10 00
RecordArm PressFB 90 00 7f 90 00 00
Solo PressFB 90 08 7f 90 08 00
Mute PressFB 90 10 7f 90 10 00
Select PressFB 90 18 7f 90 18 00
ChannelEnd

You need to define Widgets (controls -- buttons, displays, etc.) for each Real Surface control you want active and operational.

Now let's look at the .axt, see the pattern:

MasterFader MasterTrackVolume

VUMeter TrackOutputMeter 0
VUMeter TrackOutputMeter 1
DisplayUpper TrackNameDisplay
DisplayLower TrackTouchControlled TrackPanDisplay TrackVolumeDisplay
Fader TrackVolume
FaderTouch TrackTouch
Rotary TrackCycle RotaryPush "TrackPan 0" "TrackPanWidth 1"
Select TrackUniqueSelect
Shift+Select TrackRangeSelect
Control+Select TrackSelect
RecordArm TrackRecordArm
Mute TrackMute
Solo TrackSolo


So far I have only implemented the MasterTrackVolume action, let me know what else you need.


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Originally Posted by poetnprophet View Post
Also, when I bank over to see the master track, it banks 2...both ways from the left. Meaning, my first track is a submaster, so when I bank 1 to the left it will show (left to right) a blank track, the master, submaster, etc...Before it banked 2 to the left, but then 1 to the right so it would take 2 right presses to get back to the submaster on the left.
Yeah, that bugs's been around for a while, I should really have a look at it...
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Old 10-02-2018, 09:55 AM   #2005
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Got it! I will add the code for fader touch/select. There's no other buttons or displays for the master (besides the meters) so that should be it.
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Old 10-02-2018, 07:17 PM   #2006
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I hope i don't speak too soon here, but I'm not seeing any ghost meters right now, with the new build and unpinning the master.

I did add the touch code but maybe I don't have it right.

axt:
MasterFader MasterTrackVolume
MasterFaderTouch TrackTouch
MasterFaderTouch TrackUniqueSelect

rst:
MasterChannel
MasterFader Fader14BitFB -60.0 12.0 e8 7f 7f e8 00 00
MasterFaderTouch PressRelease 90 70 7f 90 70 00
MasterChannelEnd

As for other master functions, just the meters. Do I add that as well?
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Old 10-02-2018, 07:50 PM   #2007
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Random question from a casual onlooker: Is there a Wiki somewhere that might indicate the current status of this project? I have lots of questions atm, but it might be stuff that's well covered already.

But I will ask this; is it possible to use my Softube Console 1 to control things other than Softube/UAD plugs using CSI? And if so, to what degree?
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Old 10-02-2018, 11:52 PM   #2008
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Hello Mr Green, I don't want to speak out of place here but I want to say yes you can control nearly anything with anything with CSI. For the console 1, I believe there are profiles already created to get one started and included in the downloads.

The degree of control you get will depend on how well you can grasp how it all works together and how much time you can devote to the tediously tremendous task of mapping individual things to other individual things. Plus, Geoff is still working on all this so it's not 100% yet. But, it's all very worth it.

I'm using a C4 with 2-3 plugs per track mapped and it has been really great, I wish I had the time to plan and map more stuff, but I've got a setup I'm really comfortable with right now. And, I feel like I'm just scratching the surface of what CSI can do...pun intended!
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Old 10-03-2018, 03:08 AM   #2009
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Quote:
Originally Posted by Mr. Green View Post
Random question from a casual onlooker: Is there a Wiki somewhere that might indicate the current status of this project? I have lots of questions atm, but it might be stuff that's well covered already.

But I will ask this; is it possible to use my Softube Console 1 to control things other than Softube/UAD plugs using CSI? And if so, to what degree?
Yes, I actually have a Console 1 here, so it already works fairly well.

You can make custom maps for plugins.
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Old 10-03-2018, 03:33 AM   #2010
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Quote:
Originally Posted by poetnprophet View Post
I hope i don't speak too soon here, but I'm not seeing any ghost meters right now, with the new build and unpinning the master.

I did add the touch code but maybe I don't have it right.

axt:
MasterFader MasterTrackVolume
MasterFaderTouch TrackTouch
MasterFaderTouch TrackUniqueSelect

rst:
MasterChannel
MasterFader Fader14BitFB -60.0 12.0 e8 7f 7f e8 00 00
MasterFaderTouch PressRelease 90 70 7f 90 70 00
MasterChannelEnd

As for other master functions, just the meters. Do I add that as well?
Yes, add the meters to the Master Channel.

I'll have to implement MasterTrackTouch and MasterTrackUniqueSelect.
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Old 10-03-2018, 09:09 AM   #2011
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hi Geoff, here is my code, no master meter yet but no biggie, let me know if anything is wrong?

rst:
MasterChannel
MasterFader Fader14BitFB -60.0 12.0 e8 7f 7f e8 00 00
MasterChannelMeterLeft QConProXMasterVUMeter
MasterChannelMeterRight QConProXMasterVUMeter
/MasterFaderTouch PressRelease 90 70 7f 90 70 00
MasterChannelEnd

axt:
MasterFader MasterTrackVolume
MasterChannelMeterLeft MasterTrackOutputMeter 0
MasterChannelMeterRight MasterTrackOutputMeter 1
/MasterFaderTouch TrackTouch
/MasterFaderTouch TrackUniqueSelect
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Old 10-03-2018, 12:50 PM   #2012
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New build is up : https://stash.reaper.fm/v/33037/CSI%20pre%20alpha.zip

Added MasterTrackTouch and MasterTrackUniqueSelect.

Cleaned up banking a bit, maybe still buggy, please report anything.
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Old 10-03-2018, 12:52 PM   #2013
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Originally Posted by poetnprophet View Post
hi Geoff, here is my code, no master meter yet but no biggie, let me know if anything is wrong?

rst:
MasterChannel
MasterFader Fader14BitFB -60.0 12.0 e8 7f 7f e8 00 00
MasterChannelMeterLeft QConProXMasterVUMeter
MasterChannelMeterRight QConProXMasterVUMeter
/MasterFaderTouch PressRelease 90 70 7f 90 70 00
MasterChannelEnd

axt:
MasterFader MasterTrackVolume
MasterChannelMeterLeft MasterTrackOutputMeter 0
MasterChannelMeterRight MasterTrackOutputMeter 1
/MasterFaderTouch TrackTouch
/MasterFaderTouch TrackUniqueSelect
Looks good, except now replace TrackTouch and TrackUniqueSelect as per previous post, still trying to think of why meters aren't working...
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Old 10-03-2018, 09:37 PM   #2014
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Originally Posted by Geoff Waddington View Post
Looks good, except now replace TrackTouch and TrackUniqueSelect as per previous post, still trying to think of why meters aren't working...
Nice, touch is working on the master now. Also I noticed that there is no master on the channel strips, just on the main master fader. That is perfect for this type of surface.

Haven't noticed any other behavior so far.

Very cool Geoff!
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Old 10-04-2018, 02:09 AM   #2015
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Tell me, please. How do I set up "CSI" for "Avid Artist Mix" so that I can work with it in REAPER with full functionality, including working through the console with plugins, opening and closing the Mixer panel, etc.?
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Old 10-04-2018, 02:56 AM   #2016
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Tell me, please. How do I set up "CSI" for "Avid Artist Mix" so that I can work with it in REAPER with full functionality, including working through the console with plugins, opening and closing the Mixer panel, etc.?
Short answer, you can't

CSI currently supports only MIDI.

When the Artist Mix is set to Mackie Control protocol, it is mapped much like an MCU extender, the buttons on the left -- Flip/Input/Dyn etc. are non functional, they don't generate MIDI messages, unless someone has a secret decoder ring to set these up, let me know if you find one

I use an Artist Control and 2 Mixes here, so the Mixes integrate well, but a Mix on it's own basically gets only:
Display (1 only, MCU has 2)
Rotary
RotaryPush
RecArm
Mute
Solo
Select
Fader
FaderTouch
plus the Transport keys


I would say for just a Mix alone the EuCon software in the stash is the better option.
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Old 10-04-2018, 05:36 AM   #2017
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Originally Posted by Geoff Waddington View Post
CSI currently supports only MIDI.
... while "Avid Artist Mix" only has Ethernet, hence no 5-Pin Midi nor Midi via USB.

Maybe one of the supported Protocols (Eucon, HUI und Mackie Control) is based on OSC.

If the device uses OSC, maybe an OSC to Midi converter can be done by means of OSCIIBot.

-Michael

Last edited by mschnell; 10-04-2018 at 05:48 AM.
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Old 10-04-2018, 06:54 AM   #2018
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Originally Posted by mschnell View Post
... while "Avid Artist Mix" only has Ethernet, hence no 5-Pin Midi nor Midi via USB.

Maybe one of the supported Protocols (Eucon, HUI und Mackie Control) is based on OSC.

If the device uses OSC, maybe an OSC to Midi converter can be done by means of OSCIIBot.

-Michael
The EuCon software provides an emulation of Mackie Control protocol, that’s what I use for the Avid Artist series with CSI.

Basically it’s like Midi via USB.
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Old 10-04-2018, 09:32 AM   #2019
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Do you suggest that this software connects to the device via Ethernet and provides a Windows/Mac Midi port Reaper can connect to so that CSI can use that as a bidirectional Midi stream ?

(OK doing some program that tunnels Midi via Telnet is not hard, should be available somewhere... )

-Michael
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Old 10-04-2018, 10:05 AM   #2020
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Quote:
Originally Posted by poetnprophet View Post
Hello Mr Green, I don't want to speak out of place here but I want to say yes you can control nearly anything with anything with CSI. For the console 1, I believe there are profiles already created to get one started and included in the downloads.

The degree of control you get will depend on how well you can grasp how it all works together and how much time you can devote to the tediously tremendous task of mapping individual things to other individual things. Plus, Geoff is still working on all this so it's not 100% yet. But, it's all very worth it.

I'm using a C4 with 2-3 plugs per track mapped and it has been really great, I wish I had the time to plan and map more stuff, but I've got a setup I'm really comfortable with right now. And, I feel like I'm just scratching the surface of what CSI can do...pun intended!
Wow! This is remarkable news to me! :-)
I was eyeing one of those C4's recently.

Quote:
Originally Posted by Geoff Waddington View Post
Yes, I actually have a Console 1 here, so it already works fairly well.

You can make custom maps for plugins.
Very cool!
Now some questions:

-Can I use the custom mapping with 3rd party plugins in combination with the Softube C1 display software and C1 plugins interchangeably? (if so how would that work?)
-Would I be able to add commands to the C1 that don't already exist? (like adding a shift modifier with EQ to adjust something)
-Am I able to permanently map specific plugins to a specific controller, so that when a plugin is called up onscreen, the controller is ready to interact?
-Geoff - I think I saw a Youtube video of you clicking on tracks in a session and having sets of plugin windows automatically open with each track selection. What is that and how does that work? (is there a tutorial somewhere or description of whatever is going on there that I can reference?)
-I have a Console 1, Faderport 8, Faderport 1(original), and an X-Touch Mini. Would I be able to use all or a combination of those to control specific things on a single track? (one for fader/pan/automation, one for send levels, one for plugins etc)

I know it's a lot to go over, which is why I was hoping for a Wiki. lol :-)
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Old 10-04-2018, 11:06 AM   #2021
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Quote:
Originally Posted by Mr. Green View Post
Wow! This is remarkable news to me! :-)
I was eyeing one of those C4's recently.



Very cool!
Now some questions:

-Can I use the custom mapping with 3rd party plugins in combination with the Softube C1 display software and C1 plugins interchangeably? (if so how would that work?)
-Would I be able to add commands to the C1 that don't already exist? (like adding a shift modifier with EQ to adjust something)
-Am I able to permanently map specific plugins to a specific controller, so that when a plugin is called up onscreen, the controller is ready to interact?
-Geoff - I think I saw a Youtube video of you clicking on tracks in a session and having sets of plugin windows automatically open with each track selection. What is that and how does that work? (is there a tutorial somewhere or description of whatever is going on there that I can reference?)
-I have a Console 1, Faderport 8, Faderport 1(original), and an X-Touch Mini. Would I be able to use all or a combination of those to control specific things on a single track? (one for fader/pan/automation, one for send levels, one for plugins etc)

I know it's a lot to go over, which is why I was hoping for a Wiki. lol :-)
This project is not complete yet, so some of what you are asking maybe functional later, but as of now here's what you can do. I have somewhat similar setup (Icon ProX, C4, Xtouch Mini) and am speaking relative to that.

- permanently map plugin parameters and/or any Reaper actions to any surface button/fader/rotary. while it doesn't yet work for selected plugins specifically, I believe that functionality is coming. Currently when you select a track, any plugins on that track you have mapped will map to corresponding controls when the track is selected. And if your surface has displays, those can (maybe?) be taken advantage of as well to display useful information.
- use any or all of those controllers you have together or separately to control plugins or actions. Even actions that are not for that controller. You want the play button on your xTouch mini to bring up the fx chain? Done!
- setup multiple "pages" which are like profiles for different control setups. So, you can have 1 page that you map to plugins in which the surfaces reflect that layout. You can easily switch pages by assigning a button to that function to switch pages. A good example of this is a Sends page (basic layout already included as MCUsend), which can make the surface faders control the sends for that track.
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Old 10-04-2018, 06:03 PM   #2022
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Quote:
Originally Posted by mschnell View Post
Do you suggest that this software connects to the device via Ethernet and provides a Windows/Mac Midi port Reaper can connect to so that CSI can use that as a bidirectional Midi stream ?

(OK doing some program that tunnels Midi via Telnet is not hard, should be available somewhere... )

-Michael
Yes, that's basically how the emulation layer works.
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Old 10-04-2018, 06:11 PM   #2023
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Quote:
Originally Posted by Mr. Green View Post
Wow! This is remarkable news to me! :-)
I was eyeing one of those C4's recently.



Very cool!
Now some questions:

-Can I use the custom mapping with 3rd party plugins in combination with the Softube C1 display software and C1 plugins interchangeably? (if so how would that work?)
-Would I be able to add commands to the C1 that don't already exist? (like adding a shift modifier with EQ to adjust something)
-Am I able to permanently map specific plugins to a specific controller, so that when a plugin is called up onscreen, the controller is ready to interact?
-Geoff - I think I saw a Youtube video of you clicking on tracks in a session and having sets of plugin windows automatically open with each track selection. What is that and how does that work? (is there a tutorial somewhere or description of whatever is going on there that I can reference?)
-I have a Console 1, Faderport 8, Faderport 1(original), and an X-Touch Mini. Would I be able to use all or a combination of those to control specific things on a single track? (one for fader/pan/automation, one for send levels, one for plugins etc)

I know it's a lot to go over, which is why I was hoping for a Wiki. lol :-)
Yeah, a Wiki will be nice when we decide what we're going to build

The software is still pre alpha

In answer to your questions, basically yes to all, except you can't yet run the C1 software and CSI concurrently, looking for a way...

The demo (now ancient) is CSI in action with 1420 tracks, in order to highlight performance with really large projects.

Glad to have you join the conversation !
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Old 10-04-2018, 09:34 PM   #2024
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Quote:
Originally Posted by Geoff Waddington View Post
Yes, that's basically how the emulation layer works.
Hence "the short answer is yes" ??? !!! .
-Mihahle
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Old 10-05-2018, 02:50 AM   #2025
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Hence "the short answer is yes" ??? !!! .
-Mihahle
The OP asked a very specific question about support for plugins, opening mixer panel, etc.

So while it is technically possible to use an Artist Mix standalone, it's not very effective using just 1 Mix.

I suggested he's better off using the EuCon extension, which I also wrote, and thus have fairly in-depth knowledge of both
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Old 10-08-2018, 03:05 PM   #2026
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Quote:
Originally Posted by Geoff Waddington View Post
Yeah, a Wiki will be nice when we decide what we're going to build

The software is still pre alpha

In answer to your questions, basically yes to all, except you can't yet run the C1 software and CSI concurrently, looking for a way...

The demo (now ancient) is CSI in action with 1420 tracks, in order to highlight performance with really large projects.

Glad to have you join the conversation !
Very cool!
You know - I wouldn't worry too much about that CSI software as the unit works just fine without it (maybe even better, acording to my mix results - lol).

So I just recently found an app (called "AOT Reaper" - short for Always-On-Top) written by a capable Reaper user named Edgemeal that runs in the background and keeps all open windows (particularaly FX plugin windows) on top of the Mixer or anything else. That was a significant problem for me, and with that solved, I would ask this; will it be possible (eventually) to click on any given plugin window (to command focus) and have that plugin immediately tie in (via MCU I presume) to my controller (Faderport 8 or maybe C1) for controlling the plugin with a customized layout?

Lotsa parentheses there. lol

Right now from what I'm gathering, it seems to be tied into whichever track is selected. So I guess what I'm wondering about specifically is if we will be able to tie into individual focused windows instead. That's pretty much the setup I have now in S1 and it's a fantastic way to work. Hoping that can happen here!

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Old 10-09-2018, 04:06 AM   #2027
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Very cool!
You know - I wouldn't worry too much about that CSI software as the unit works just fine without it (maybe even better, acording to my mix results - lol).

So I just recently found an app (called "AOT Reaper" - short for Always-On-Top) written by a capable Reaper user named Edgemeal that runs in the background and keeps all open windows (particularaly FX plugin windows) on top of the Mixer or anything else. That was a significant problem for me, and with that solved, I would ask this; will it be possible (eventually) to click on any given plugin window (to command focus) and have that plugin immediately tie in (via MCU I presume) to my controller (Faderport 8 or maybe C1) for controlling the plugin with a customized layout?

Lotsa parentheses there. lol

Right now from what I'm gathering, it seems to be tied into whichever track is selected. So I guess what I'm wondering about specifically is if we will be able to tie into individual focused windows instead. That's pretty much the setup I have now in S1 and it's a fantastic way to work. Hoping that can happen here!
The only reason it is tied to the selected track is that's how it's mapped currently.

What you're suggesting is actually a request for a new Action (map focused FX) -- noted, excellent idea -- will probably add this at some point.
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Old 10-11-2018, 05:59 AM   #2028
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The only reason it is tied to the selected track is that's how it's mapped currently.

What you're suggesting is actually a request for a new Action (map focused FX) -- noted, excellent idea -- will probably add this at some point.
I know we've discussed the issue of FX mapping at some length previously (matrices, drill down etc), but if you were to implement MapFocusedFX you could pretty much answer most peoples expectations regarding the issue and have done with it

As far as I can see, people are just looking for CSI to present the currently active (selected/focussed) FX slot controls on the surface. Actions already exist to select/step through the slots on a selected channel and the current .fxt file format is fine. Let's forget about multiple FX control layers initially and restrict it to the contents of the .fxt as is.

What do you think?
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Old 10-11-2018, 06:06 AM   #2029
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As far as I can see, people are just looking for CSI to present the currently active (selected/focussed) FX slot controls on the surface.
That seems like extremely silly.

IMHO it makes much sense to be able to see and control (some often used) parameters of (some often used) plugins on the surface while on the screen with the mouse hopping through seldom used plugins and apply sophisticated tweaks as appropriate, and on the same time via the surface be able to blindly do standard optimizations.

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Old 10-11-2018, 06:26 AM   #2030
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I know we've discussed the issue of FX mapping at some length previously (matrices, drill down etc), but if you were to implement MapFocusedFX you could pretty much answer most peoples expectations regarding the issue and have done with it

As far as I can see, people are just looking for CSI to present the currently active (selected/focussed) FX slot controls on the surface. Actions already exist to select/step through the slots on a selected channel and the current .fxt file format is fine. Let's forget about multiple FX control layers initially and restrict it to the contents of the .fxt as is.

What do you think?
Yes, I think the 2 approaches, map the currently selected channel -- useful for C4/Console1, etc., and map the currently focused FX -- useful for MCU rotaries etc., probably cover something well north of 90% of the use cases, great thought !!

I'm really reluctant to just implement navigations and drill-downs without really thinking it through, because it's a slippery slope -- it's really easy to get something too complex to use intuitively.

Ok, spot on, let's do those two for now, and let folks advocate for something more complex where warranted
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Old 10-11-2018, 06:28 AM   #2031
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IMHO it makes much sense to be able to see and control (some often used) parameters of (some often used) plugins on the surface while on the screen with the mouse hopping through seldom used plugins and apply sophisticated tweaks as appropriate, and on the same time via the surface be able to blindly do standard optimizations.

-Michael
You can already do that, just map only the often used parameters to the surface.
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Old 10-11-2018, 09:54 AM   #2032
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Default BCR MCU Mode - First run

Hi and thanks so much for this awesome effort!

I am attempting to use the BCR2000 (klinke MCU 0.96) with some success

A few possible bugs:

1. Any change in "Control Surface Settings" loses handshake with BCR and have to restart Reaper

2. When using track coloring: Colors remain after saving and re-opening Reaper (e.g. if last bank was 17-24 then those tracks remain colored when re-opening project but also tracks 1-8 open colored and remain colored even after banking )

A Couple of questions:

1. Has anyone had success with BCR in MCU mode? If so is it possible to share .sysex file for BCR?

2. Is there a way for BCR to emulate Mackie C4? This would be ideal

Thanks again!!
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Old 10-11-2018, 10:44 AM   #2033
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I know we've discussed the issue of FX mapping at some length previously (matrices, drill down etc), but if you were to implement MapFocusedFX you could pretty much answer most peoples expectations regarding the issue and have done with it

As far as I can see, people are just looking for CSI to present the currently active (selected/focussed) FX slot controls on the surface. Actions already exist to select/step through the slots on a selected channel and the current .fxt file format is fine. Let's forget about multiple FX control layers initially and restrict it to the contents of the .fxt as is.

What do you think?
Been thinking a bit further on this...

For the MCU rotaries style FX mapping, 8 is a pretty limiting number.

I'd be willing to propose the following:

Top press can be used either as a button connected to an action, or as a drill-down.

Drill-down limited to one level, you must assign one Top Press (e.g. Channel 1) as "BackToTopLevel" button.

That leaves 7 free per drill-down page.

7 x 8 = 56 + 8 (Top Level) = 64 rotaries + a bunch of Top Presses.

What do you think, seems like it's in the sweet spot, a lot more functionality without too much more complexity
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Old 10-11-2018, 10:53 AM   #2034
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Been thinking a bit further on this...

For the MCU rotaries style FX mapping, 8 is a pretty limiting number.

I'd be willing to propose the following:
Top press can be used either as a button connected to an action, or as a drill-down.
Drill-down limited to one level, leftmost Top Press (Channel 1) is ALWAYS "Back To Top Level" button.
That leaves 7 free per drill-down page
7 x 8 = 56 + 8 (Top Level) = 64 rotaries + a bunch of Top Presses

What do you think, seems like it's in the sweet spot, a lot more functionality without too much more complexity
Hi Geoff, what do you mean by "drill down", can you give a quick example?

I am also torn between the two other methods. Currently having all mapped plugs by selected track can give you lots of options when using the C4...but can be limited depending on how many plugs on a select track. I like this now because it ultimately gives me more control quicker...except when I have too many plugs to use.

Having focusedFX mapped is also great, that's how i had setup previously using ReaLearn and it is intuitive (other than not having displays/feedback), and doesn't have the plugin count limitation.

So, curious about this new possibility.

Also, while you're "in there" do you think you can look at the issue when selecting a track that has open FX windows, the fx window disappears? No biggie if not
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Old 10-11-2018, 12:29 PM   #2035
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Been thinking a bit further on this...

For the MCU rotaries style FX mapping, 8 is a pretty limiting number.

I'd be willing to propose the following:

Top press can be used either as a button connected to an action, or as a drill-down.

Drill-down limited to one level, you must assign one Top Press (e.g. Channel 1) as "BackToTopLevel" button.

That leaves 7 free per drill-down page.

7 x 8 = 56 + 8 (Top Level) = 64 rotaries + a bunch of Top Presses.

What do you think, seems like it's in the sweet spot, a lot more functionality without too much more complexity
This sounds fine to me Hopefully it isn't too much work. It would add masses more functionality. Even just adding MapFocusedFX is a big step forward because it would devote the whole of the surface to a single plugin.

With only one plugin in play, the parameters for one slot can occupy the same controls as those for another slot. With MapFXToWidgets they can't, they have to 'avoid' one another, making it difficult to combine plugins.

Also, this is how people conceptualise the plugin layout- they think in terms of slots, rather than in terms of a channel strip. I agree with poetnprophet that it's good having a lot of controls to hand from different plugins, so TrackOnSelection MapFXToWidgets is by no means redundant, but it does require thought to be given to how different plugins will interact with each other on the surface. With MapFocusedFX, you can just wing it in terms of the control layout, although for things like eq and compression you'll probably end up putting the parameters in the same place on the surface
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Old 10-11-2018, 01:18 PM   #2036
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You can already do that, just map only the often used parameters to the surface.
Obviously. I had the impression MixMonkey intended to depreciate this.

-Michael
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Old 10-11-2018, 01:57 PM   #2037
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Also, this is how people conceptualise the plugin layout- they think in terms of slots, rather than in terms of a channel strip. I agree with poetnprophet that it's good having a lot of controls to hand from different plugins, so TrackOnSelection MapFXToWidgets is by no means redundant, but it does require thought to be given to how different plugins will interact with each other on the surface. With MapFocusedFX, you can just wing it in terms of the control layout, although for things like eq and compression you'll probably end up putting the parameters in the same place on the surface
Yes, this is why I'm torn between the two. I like having eq and comp together on the C4, or reverb and EQ...feels like a channel strip. In a way it is easier, but how would I go from the comp/eQ to say the deEsser that's on the same track? Is there a way to have best of both worlds? Maybe that's the idea of the "drill down"?

Maybe I need another C4? haha. Anyway, just thinking out loud.
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Old 10-11-2018, 04:38 PM   #2038
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Yes, this is why I'm torn between the two. I like having eq and comp together on the C4, or reverb and EQ...feels like a channel strip. In a way it is easier, but how would I go from the comp/eQ to say the deEsser that's on the same track? Is there a way to have best of both worlds? Maybe that's the idea of the "drill down?
In this case, drill-down is used to provide access to additional FX parameters, that would otherwise not fit on the surface.

In Geoff's MCU example, he's suggesting using the rotary pushes to access further 'levels' (aka drill-down)- essentially allowing the same set of controls to be assigned to more FX parameters. Obviously, you also have to provide a way to return to the 'top' level- so one push on each level is assigned to this.

I think, at least initially, it's going to be one or the other. Which you choose depends on the surface and your working methods. If you tried to use both, I'm pretty sure that MapFXToWidgets would try to map all the FX parameters on all the slots on the track to the surface, leading to conflicts.

One possibility would be to create a new Page and have the C4 defined differently there. Maybe.

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Maybe I need another C4? haha.
Joking aside, this is a way to get the best of both worlds Use one surface for your channel strip and another for everything else. The .fxt files would be in different folders for different surfaces, so no conflicts. You could quite easily use something like a Console One or a BCR2000 for the channel strip (no display necessary- the controls are always in the same place) and a C4 for all the other (more complicated) stuff- where you have the displays to guide you.

Alternatively (and this is where i'm at right now) you use half the C4 for the channel strip and the other half for everything else. Works, but far from ideal.
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Old 10-11-2018, 05:11 PM   #2039
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I'm seeing lots of interesting and unique approaches being presented here, though I think I might be hoping for something on a much simpler scale.

So I just put up a quick video of how my small setup currently works to maybe give you guys some ideas...

https://www.youtube.com/watch?v=orzbx75sFv4

Basically, the buttons on the remote are some of my most commonly used plugins, each with a macro that loads the plugin onto a selected track and opens it's window. Parameters in each individual plugin can be easily custom mapped to any of the eight faders or buttons (no layering unfortunately). Going back and forth between FX windows for adjustment is very simple and straightforward.

Hope this is helpful.
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Old 10-11-2018, 10:17 PM   #2040
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Looks like a great way to set this up .
Thanks for showing us !
-Michael
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