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Old 05-29-2022, 05:43 PM   #17321
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Quote:
Originally Posted by MixMonkey View Post
Cool, just checking In my mind, Hold and Touch behave more like modifiers.
Yup, makes sense from the outside.
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Last edited by Geoff Waddington; 05-29-2022 at 05:48 PM.
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Old 05-29-2022, 05:47 PM   #17322
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Originally Posted by jacksoonbrowne View Post
Hi Geoff, I'm back to testing the X32 with CSI 2.0 exp.

When exp is compiled in "release" mode, CSI appears to startup OK.

However when exp is compiled in "debug" mode,
CSI fails with debug assertion "vector iterators incompatible" when executing the function "virtual void RequestUpdate()" at line 1134 in "control_surface_integrator.h" (Below in Red)

Code:
virtual void RequestUpdate()
{
    CheckFocusedFXState();
	
    vector<Widget*> usedWidgets;

    for(auto activeZones : allActiveZones_)
        for(auto zone : *activeZones)
            zone->RequestUpdate(usedWidgets);
	
    if(homeZone_ != nullptr)
        homeZone_->RequestUpdate(usedWidgets);
	
    for(auto widget : widgets_)
    {
        auto it = find(usedWidgets.begin(), usedWidgets.end(), widget);
		
        if ( it == widgets_.end() )
            widget->Clear();
    }
}
This is the same issue I found in testing v1.1
https://forum.cockos.com/showpost.ph...1&postcount=54

The fix as you suggested to that post was to change:
Code:
if ( it == widgets_.end() )
To:
Code:
if ( it == usedWidgets.end() )
Which resolved the issue.
I made the same change to exp2.0 source and now it starts up OK.

Me Thinks This fix needs to be applied to your github.

Cheers,
Roy
Whoa, what code base are you using ?

Should be : https://github.com/GeoffAWaddington/CSICode
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Old 05-29-2022, 05:48 PM   #17323
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Quote:
Originally Posted by Geoff Waddington View Post
Yup, totally agree, TimeDisplay is a really bad name, the Action should get renamed to MCUTimeDisplay.

Was waiting to see what Puck would say when he investigated the code, but now you spoiled all the fun and gave away the answer

[edit] Added TrackReceiveStereoMonoToggle to the Actions list a few posts back and also renamed TimeDisplay to MCUTimeDisplay in that same list.

Also fixed the code, will be in next build.
I did take a glance I expect now if ever I find a “bug” I’ll be checking the code first

I couldn’t seem to figure it out earlier though. Now that Funkybot mentioned it I’m recalling the conversation, pretty sure I took part in it LOL

Glancing at it again what I think happens is:

TimeDisplay (now MCUTimeDisplay) just isn’t defined in the OSC feedback processor so it goes there and dies.
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Old 05-29-2022, 05:54 PM   #17324
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Quote:
Originally Posted by Geoff Waddington View Post
Whoa, what code base are you using ?

Should be : https://github.com/GeoffAWaddington/CSICode
I may have thought I had downloaded exp 2.0 source but may have actually download 1.1

I'll grab the exp code from the link above and try it again
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Old 05-29-2022, 06:04 PM   #17325
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Quote:
Originally Posted by Puck View Post
I did take a glance I expect now if ever I find a “bug” I’ll be checking the code first

I couldn’t seem to figure it out earlier though. Now that Funkybot mentioned it I’m recalling the conversation, pretty sure I took part in it LOL

Glancing at it again what I think happens is:

TimeDisplay (now MCUTimeDisplay) just isn’t defined in the OSC feedback processor so it goes there and dies.
A bit more complex than that.

Code:
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class MCUTimeDisplay : public Action
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
{
public:
    virtual string GetName() override { return "MCUTimeDisplay"; }

    virtual void RequestUpdate(ActionContext* context) override
    {
        context->UpdateWidgetValue(0);
    }
};
It always updates the Widget to the same value -- 0.

Ok, if it always updates the time value to 0, how can it possibly work at all ?

The secret is in the Widget itself.

Look at control_surface_midi_widgets.h line 1648

Code:
virtual void SetValue(double value) override
Look closely at the method, value is completely ignored, it never gets used.

The important thing that happens is RequestUpdate gets called frequently, which calls UpdateWidgetValue, which calls SetValue with a value of 0.

In MCU_TimeDisplay_Midi_FeedbackProcessor, SetValue(0) says "Oh, you want me to update?, sure, but I'm going to ignore your silly 0, and do all the time calculations myself".

So, it's a bit of a hack really, normally the time calculation code would be in the MCUTimeDisplay and it would send the value to MCU_TimeDisplay_Midi_FeedbackProcessor, but in this case, it was just easier to use RequestUpdate to kick MCU_TimeDisplay_Midi_FeedbackProcessor with a dummy value, telling it "It's time to update, do your thing".

Not really the best way to code it, but, hey, part of what you will run into in the field are hacks like these

If you use MCUTimeDisplay with anything but MCU_TimeDisplay_Midi_FeedbackProcessor, you will just get a 0 all the time, as per the code:

Code:
context->UpdateWidgetValue(0);
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Old 05-29-2022, 06:28 PM   #17326
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Quote:
Originally Posted by jacksoonbrowne View Post
I may have thought I had downloaded exp 2.0 source but may have actually download 1.1

I'll grab the exp code from the link above and try it again
Yeah, for some reason I had accidentally downloaded 1.1 thinking I was downloading exp2.0 source.

Compiles and starts up now with no debug assertion

Thanks for the correct download link Geoff


Cheers,
Roy
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Old 05-30-2022, 02:42 AM   #17327
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Hello to all!
Is it possible to use such a syntax?
I want to make navigation as implemented in some hardware synthesizers.

Code:
Zone "Any_plug"
  SelectedTrackNavigator
ButtonUpper1 GoZone "Plug_Oscilators"
ButtonUpper2 GoZone "Plug_Mod_Page"
ButtonUpper3 GoZone "Plug_Arp_page"
ZoneEnd

Zone "Plug_Oscilators"
  SelectedTrackNavigator
SubZones
  ...
SubZonesEnd
Rotary1 FXParam
ButtonUpper1 FXParam 
ButtonLower1 FXParam
  ...  
RotaryPush8 GoZone "Any_Plug"
ZoneEnd

Zone "Plug_Mod_Page"
  SelectedTrackNavigator
SubZones
  ...
SubZonesEnd
Rotary1 FXParam
ButtonUpper1 FXParam 
ButtonLower1 FXParam
  ...  
RotaryPush8 GoZone "Any_Plug"
ZoneEnd
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Old 05-30-2022, 05:09 AM   #17328
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Originally Posted by Apokalipsis View Post
Hello to all!
Is it possible to use such a syntax?
I want to make navigation as implemented in some hardware synthesizers.
A couple of questions, are you using CSI V1.1? and do you intend to switch to V2.0 in the near future?

This is important because the way FX SubZones are handled has changed significantly between the versions.
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Old 05-30-2022, 06:20 AM   #17329
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A couple of questions, are you using CSI V1.1? and do you intend to switch to V2.0 in the near future?

This is important because the way FX SubZones are handled has changed significantly between the versions.
Hello MixMonkey, yes, I use v1.1. V2 I not will use in big next time.
I while wait full stable sintax for v2.
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Old 05-30-2022, 08:04 AM   #17330
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Originally Posted by Apokalipsis View Post
Hello MixMonkey, yes, I use v1.1. V2 I not will use in big next time.
I while wait full stable sintax for v2.
Ok The way to go about this is like this. First you have the primary/enclosing FX.zon. This carries the Navigator and SubZone definitions.

For the purposes of navigation it is treated the same as the SubZones. So GoSubZone "VSTi: Repro-1 (u-he)" will go to the primary/enclosing Zone.

In this example, SZ1 to 4 are buttons on my Mackie C4.
Code:
Zone "VSTi: Repro-1 (u-he)" "Repro1"
SelectedTrackNavigator
/
SubZones
"VSTi: Repro-1 (u-he)-2"
"VSTi: Repro-1 (u-he)-3"
"VSTi: Repro-1 (u-he)-4"
SubZonesEnd
/
SZ1 GoSubZone "VSTi: Repro-1 (u-he)"
SZ2 GoSubZone "VSTi: Repro-1 (u-he)-2"
SZ3 GoSubZone "VSTi: Repro-1 (u-he)-3"
SZ4 GoSubZone "VSTi: Repro-1 (u-he)-4"
/
DisplayUpperA1 FXParamNameDisplay 0 "Repro-1"
DisplayLowerA1 FXParamValueDisplay 0  
RotaryA1 FXParam 0 [ (0.001,0.005,0.025,0.05,0.1) ]
RotaryPushA1 NoAction 
.....
Then you have the SubZones themselves. These are all individual files, not part of the primary/enclosing Zone. They do not need a Navigator as they inherit that from the primary/enclosing Zone. They do, however, carry the same GoSubZone buttons.
Code:
Zone "VSTi: Repro-1 (u-he)-2"

SZ1 GoSubZone "VSTi: Repro-1 (u-he)"
SZ2 GoSubZone "VSTi: Repro-1 (u-he)-2"
SZ3 GoSubZone "VSTi: Repro-1 (u-he)-3"
SZ4 GoSubZone "VSTi: Repro-1 (u-he)-4"
/
DisplayUpperA1 FXParamNameDisplay 16 "MTune"
DisplayLowerA1 FXParamValueDisplay 16  
RotaryA1 FXParam 16 [ (0.001,0.005,0.025,0.05,0.1) ]
RotaryPushA1 NoAction  
.....
Notes:
1) SubZones cannot have SubZones.

2) As with all Zones in CSI, the names must be unique. So something like "Repro-1_Oscillators" is a better choice than "Oscillators", because you may need an Oscillators SubZone in another synth.

3) You can step through SubZones using the same two buttons by having different GoSubZone definitions for those buttons in each SubZone. So in the first SubZone, the "Next" Button would go to SubZone 2 and the "Prev" button would go to the last SubZone. This is an alternative to my example above, where each SubZone (and the primary) have the same four navigation buttons and you can go to any SubZone from any other SubZone.
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Old 05-30-2022, 01:28 PM   #17331
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Just a small update to get the CSI v2 Wiki's Action List up to date with the action list Geoff posted. This will be a good jumping off point for pages on the new actions.

https://github.com/GeoffAWaddington/...tion-Reference
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Old 05-30-2022, 01:56 PM   #17332
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Hi there

I got a question and I don't know if this is the correct forum or if I should switch to the Csi Help forum. Please just tell me and I make the same post in the other forum.

I saw that you guys talked about the posibility of using the color option with the X-touch. Over the last couple of months I've googled a lot about that topic. Mx Setup is a x-Touch and 2 x-tenders. As I could find out the color option is only possible when the x-Touch is in XCtrl mode or Ctrl mode but not in MCU mode. the problem is, that if the X-Touch or the X-Tender is in Ctrl Mode, the faders are only 7 Bit (not that cool). In XCtrl the Faders have 14 Bit but the X-Tenders don't have this possibility only the X-Touch. Long story short. If you want colors for your X-Tenders you have to accept that the faders are 7 Bit.

My mixing sessions have a lot of tracks, not because I record with a lot of tracks but because of Subgroups and the FX-Sends in my templates. Colors are a big help for fast orientation.

So I let myself inspire by the solution from avid. Having tablets on top of the fader-banks. I bought myself a tablet and hoped I could make channelstrips with osc but can't find anything helpful to realize my ideas. My idea looks as follow:

Having on top of the fader-banks a tablet - so 1 X-Touch and 2 X-tenders makes 3 tablets: the tablets show (like a meterbridge) the meter and are colorgraded like I colored the channels in my reaper session. Further there is the posibility to open the "send-menu" from reaper all on the tablet to create fast Fx-Sends on the tablet. Or open up the Fx-Insert Menu to insert a plug-in on the track. All again the aim is to get rid of the computer display and the mouse while mixing.

Hope I was clear enough with my explanation. Are those ideas even possible to do or not? Maybe Puck has some ideas. He seems to be the OSC-CSI crack.

Greetings
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Old 05-30-2022, 02:10 PM   #17333
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Originally Posted by Funkybot View Post
Just a small update to get the CSI v2 Wiki's Action List up to date with the action list Geoff posted. This will be a good jumping off point for pages on the new actions.

https://github.com/GeoffAWaddington/...tion-Reference
Great stuff, thanks !

We are on our way !

Looking at the bottom of that page.

Every time I see Reaper with quoted params, I think the quotes are more distracting than useful..

The numbers will never have spaces and I think the same is true of character strings.

What do you think folks ?
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Old 05-30-2022, 02:20 PM   #17334
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Quote:
Originally Posted by Geoff Waddington View Post
Great stuff, thanks !

We are on our way !

Looking at the bottom of that page.

Every time I see Reaper with quoted params, I think the quotes are more distracting than useful..

The numbers will never have spaces and I think the same is true of character strings.

What do you think folks ?
I'd be happy to get rid of the quotes personally.
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Old 05-30-2022, 03:21 PM   #17335
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I'd be happy to get rid of the quotes personally.
Cool, let's do it on any wiki pages where we notice it being used.
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Old 05-30-2022, 03:44 PM   #17336
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Originally Posted by Geoff Waddington View Post
Cool, let's do it on any wiki pages where we notice it being used.
The only place you'll need them is in the primary/enclosing FX.zon. It's the only Zone name you can't mandate having no spaces.
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Old 05-30-2022, 03:45 PM   #17337
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So I delved into EXP

It has not gone well, Started by (ok lets say restarted lol)

Went for a setup just using the MCU and trying your Xtouch file.
Just for a nosey.
Transport is working and the buttons in VPOTASSIGN (track Send etc)


no track faders, pan, trackdisplay or masterfader


Any idea what this canine has or has not done?
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Old 05-30-2022, 04:08 PM   #17338
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The only place you'll need them is in the primary/enclosing FX.zon. It's the only Zone name you can't mandate having no spaces.
Yes, was speaking strictly of the param following a Reaper Action.
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Old 05-30-2022, 04:09 PM   #17339
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Originally Posted by Freex View Post
So I delved into EXP

It has not gone well, Started by (ok lets say restarted lol)

Went for a setup just using the MCU and trying your Xtouch file.
Just for a nosey.
Transport is working and the buttons in VPOTASSIGN (track Send etc)


no track faders, pan, trackdisplay or masterfader


Any idea what this canine has or has not done?
Please post your Zone files, we'll get you going.
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Old 05-30-2022, 04:25 PM   #17340
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ok weirdly after a couple of restarts I suddenly go a popup saying the CSI.ini didnt match v2.0
Now things are starting to take shape.
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Old 05-30-2022, 04:41 PM   #17341
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Yes, was speaking strictly of the param following a Reaper Action.
Ah, got it
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Old 05-30-2022, 06:01 PM   #17342
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MixMonkey,
I know about included subzones, you used to help me make the template for RPCX Go2)))
Now I asked to find out about changes in the syntax. Geoff makes a lot of changes, and it may be possible to make nested zones and subzones.
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Old 05-30-2022, 07:02 PM   #17343
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So EXP is up and running (few weird ones at the start)but seems to be doing pretty much as it should.

What I did notice happening,

When I loaded a plugin, is auto mapped to the C4 (all good there)
But when I close the plugin window and selected another track with a different plugin on it, the FXMenu didn't splay on the C4.

When I then opened said plugin on the selected track, it didn't auto splay on C4.

Then for no reason known to me the FXMenu started to splay as expected, but if I opened a plugin window it didn't auto splay.

I'm sure there is an already known reason for it, I having started to try and work out what's causing the issue.
Maybe a rogue navigator in the FXZone, IDK.

Any help? or ideas?
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Old 05-31-2022, 03:44 AM   #17344
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Now I asked to find out about changes in the syntax. Geoff makes a lot of changes, and it may be possible to make nested zones and subzones.
Sorry, I'm afraid the changes don't include nested SubZones, but by all means experiment, you never know what you'll turn up
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Old 05-31-2022, 04:14 AM   #17345
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Hi

Long time lurker and occasional dabbler in CSI. A couple of years ago I experimented with a very basic CSI setup using a Console 1 and a borrowed X-Touch. Enough to know that the Console 1 was frustrating, and the X-Touch eventually went back to its owner.

I've now got the SCE24 - still sadly sitting there unused, as work's been too busy since it arrived to give it a go.

Question - given that I will be pretty much learning CSI from scratch again, starting with a very simple setup, what's my best option if I have some time in the next few weeks?

1) Go with CSI 1.1, using the information on the wiki to get me up and running again, but knowing I'll have to redo things when CSI 2.0 is release-ready.

or

2) Jump straight in to 2.0, but without a wiki/video to help me through it, so just relying on trying to trawl this thread/ask basic questions in the Setup thread?

Given that I've not relied on CSi for anything important up to now, I don't mind the occasional issue I'd possibly get with Exp/Beta builds, but with the lack of 2.0 documentation, is it just a dumb idea as an inexperienced user to try and go straight for the new version before it's out?
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Old 05-31-2022, 05:15 AM   #17346
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Hi

Long time lurker and occasional dabbler in CSI. A couple of years ago I experimented with a very basic CSI setup using a Console 1 and a borrowed X-Touch. Enough to know that the Console 1 was frustrating, and the X-Touch eventually went back to its owner.

I've now got the SCE24 - still sadly sitting there unused, as work's been too busy since it arrived to give it a go.

Question - given that I will be pretty much learning CSI from scratch again, starting with a very simple setup, what's my best option if I have some time in the next few weeks?

1) Go with CSI 1.1, using the information on the wiki to get me up and running again, but knowing I'll have to redo things when CSI 2.0 is release-ready.

or

2) Jump straight in to 2.0, but without a wiki/video to help me through it, so just relying on trying to trawl this thread/ask basic questions in the Setup thread?

Given that I've not relied on CSi for anything important up to now, I don't mind the occasional issue I'd possibly get with Exp/Beta builds, but with the lack of 2.0 documentation, is it just a dumb idea as an inexperienced user to try and go straight for the new version before it's out?
If you're essentially starting from scratch the V2.0 is definitely the way to go.

Also, Geoff and @funkybot are starting to focus on the SCE24 implementation All that work will end up in the Exp build initially and then V2.0.
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Old 05-31-2022, 05:49 AM   #17347
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MixMonkey, o'k, thank you sir!
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Old 05-31-2022, 06:39 AM   #17348
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If you're essentially starting from scratch the V2.0 is definitely the way to go.

Also, Geoff and @funkybot are starting to focus on the SCE24 implementation All that work will end up in the Exp build initially and then V2.0.
Thanks for the advice MM. So where's the best resourse to look at how to get things set up? Will the wiki for 1.1 give me a close enough guide to follow and then I just ask for help in the Setup thread if something doesn't work?
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Old 05-31-2022, 06:49 AM   #17349
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Thanks for the advice MM. So where's the best resourse to look at how to get things set up? Will the wiki for 1.1 give me a close enough guide to follow and then I just ask for help in the Setup thread if something doesn't work?
If you want to take a look at my SCE-24 files, they're here (including like 300 FX zones):

https://www.dropbox.com/s/hfbbz2i8xu...SI_v2.zip?dl=0
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Old 05-31-2022, 06:57 AM   #17350
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If you want to take a look at my SCE-24 files, they're here (including like 300 FX zones):

https://www.dropbox.com/s/hfbbz2i8xu...SI_v2.zip?dl=0
Thanks FB. I've got those downloaded now. I need to work out how to understand them!
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Old 05-31-2022, 07:49 AM   #17351
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Thanks FB. I've got those downloaded now. I need to work out how to understand them!
Yeah, the SCE-24 has some unique syntax. Luis has it documented in the manual, and my files make extensive use of that. These files will get you up and running in the short-term.

The CSI v2 changes are mostly around things like how a zone gets activated, elimination of navigators, and some new actions to facilitate those things. Otherwise, it's very similar to v1.1. So most of what you're seeing in those files is related to the SCE-24 itself and not really CSI v2 items.
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Old 05-31-2022, 08:38 AM   #17352
andyp24
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Yeah thanks.

I need to go right back to basics and understand what a Zone is and how/why it gets activated first :-D

A.
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Old 05-31-2022, 11:24 AM   #17353
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just checking out the new build on x-touch.

the namevalue assignment display thingy is cool.

however, "global view" seems to be broken now? it no longer returns you to track mode as it has for ages.
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Old 06-01-2022, 11:34 AM   #17354
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Originally Posted by d. gauss View Post
just checking out the new build on x-touch.

the namevalue assignment display thingy is cool.

however, "global view" seems to be broken now? it no longer returns you to track mode as it has for ages.
Yes, that is a bug, forgot to reset the Track/VCA/Folder state to Track when home is pressed, will be fixed in next build.
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Old 06-02-2022, 06:04 AM   #17355
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In 'Folder' view how do you move along to other folders(I tend to have more than 8)? or am i missing something.
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Old 06-02-2022, 06:14 AM   #17356
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Originally Posted by fr33sp1r1t View Post
In 'Folder' view how do you move along to other folders(I tend to have more than 8)? or am i missing something.
I don't think at the present time you bank folders or VCAs in CSI. Definitely needs to be added though

If you have a lot of folders, you might want to explore Reaper Actions to show/hide etc, rather than the CSI mode.
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Old 06-02-2022, 06:34 AM   #17357
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In 'Folder' view how do you move along to other folders(I tend to have more than 8)? or am i missing something.
MixMonkey is on the money, as usual.

Just started work on VCA spill and Folders, more to come.
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Old 06-02-2022, 07:28 AM   #17358
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Cool- I normaly have one overall submix track then about seven or 8 'buss' folders , drums, bass, rythm gtr, lead gtr, vocals etc) and that veiw would be super usefull when I'm balancing the overall track volumes when All the 'buss folders' are collapsed
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Old 06-02-2022, 11:12 AM   #17359
jakeman19
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Default Issue with Plug-ins on CSI EXP v2.0

I've copied over my FX .zon folders to my portable Reaper to test CSI EXP v2.0(released date version May 28th). With FX that use subzones I have only 1 out of 3 FX that work. I use the Left & Right keys to change which SubZone it moves to, once I move to new SubZone my MCU changes but display is incorrect as well as not making the changes on FX in the window that opens up. It all worked great with CSI v1.1 other than the work around having to relabel 2 buttons in the MCU.mst file to "Subzone1" & "Subzone2". The one FX that works OK is VST3: CHANNEV (AnalogObsession). The 2 that don't work are: VST3: bx_console Focusrite SC (Plugin Alliance) and VST: TDR Nova (Tokyo Dawn Labs). Not sure if it's a bug or if I've done something wrong, but if they all worked in v1.1, they in theory should work in EXP v2.0
If you need me to post my .zon files for you all to look at let me know.

Jd
MacBook Air M1 macOS Monterey
Reaper v6.58
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Old 06-02-2022, 06:08 PM   #17360
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Quote:
Originally Posted by jakeman19 View Post
I've copied over my FX .zon folders to my portable Reaper to test CSI EXP v2.0(released date version May 28th). With FX that use subzones I have only 1 out of 3 FX that work.
Here's what I used when I was testing out SubZones on the MCU for V2.0. See if this gives you any clues. If not, ZIP up the FX.zon and post them
Code:
Zone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)" "VOSEQ"

SubZones
"VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-2"
"VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-3"
"VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-4"
"VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-5"
SubZonesEnd

ChannelLeft     GoSubZone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-5"
ChannelRight    GoSubZone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-2"

DisplayUpper1   FixedTextDisplay "SubZn1"
DisplayLower1   FXParamValueDisplay 10  
Rotary1         FXParam 10 [ (0.0025,0.003,0.004,0.006,0.008,0.01,0.015,0.02,0.025,0.03,0.06,0.08,0.1,0.2,0.4,0.6) ]  
RotaryPush1     NoAction
......
Code:
Zone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-2"

ChannelLeft     LeaveSubZone
ChannelRight    LeaveSubZone
ChannelLeft     GoSubZone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)"  
ChannelRight    GoSubZone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-3"

DisplayUpper1 FixedTextDisplay "SubZn2"
DisplayLower1 FXParamValueDisplay 15  
Rotary1 FXParam 15 [ (4,4,3,2,1) 0.0 0.20 0.40 0.60 0.80 1.0 ]
RotaryPush1 FXParam 15 [ 0.0 0.20 0.40 0.60 0.80 1.0 ] 
......
Code:
Zone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-3"

ChannelLeft     LeaveSubZone
ChannelRight    LeaveSubZone
ChannelLeft     GoSubZone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-2"
ChannelRight    GoSubZone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-4"

DisplayUpper1 FixedTextDisplay "SubZn3"
DisplayLower1 NoAction
Rotary1     NoAction
RotaryPush1 NoAction
......
Code:
Zone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-4"

ChannelLeft     LeaveSubZone
ChannelRight    LeaveSubZone
ChannelLeft     GoSubZone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-3"
ChannelRight    GoSubZone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-5"

DisplayUpper1 FixedTextDisplay "SubZn4"
DisplayLower1 NoAction
Rotary1     NoAction
RotaryPush1 NoAction
......
Code:
Zone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-5"

ChannelLeft     LeaveSubZone
ChannelRight    LeaveSubZone
ChannelLeft     GoSubZone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)-4"
ChannelRight    GoSubZone "VST: TDR VOS SlickEQ (Tokyo Dawn Labs)"

DisplayUpper1   FixedTextDisplay "SubZn5"
DisplayLower1   NoAction
Rotary1         NoAction
RotaryPush1     NoAction
......
Note the "LeaveSubZone" Actions in all SubZones but not in the primary Zone.
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