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Topic: Script School - Page: 3.8

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locodogPRO InfinityModeratorMember since 2013
repeat_start
repeat_start_instant
repeat_stop

repeat_start actions are possibly the most powerful of all vdj scripts, and they're really simple to get started with.

repeat_start_instant "giveThisAName" XXms Y & YOUR ACTION
XX the fastest it can repeat is about 25ms
Y the number of times your action will be called [optional, omit if you are going to stop the repeat_action manually, or you can use 0]

example
repeat_start_instant "stupidPlayPause" 468.75ms 32 & play_pause

press the button and instantly play_pause is called, then every 467.75ms [1 beat at 128bpm, I'm honestly not sure if it considers the fraction of the ms] play_pause is called again. All together play_pause will be called 32 times [including the first call], it's job is done and it stops.

before you try that out, set up another button
repeat_stop 'stupidPlayPause'
...because the repeat_action is annoying and listening to that for 16 beats would be painful. That just bypasses the count and stops it instantly.

repeat_start "stupidPlayPause" 468.75ms 32 & play_pause

this does the same thing but will wait 468.75ms before first performing the action.
Ok I put a manually put time in, how about vdj putting a time in dynamically? Strap in.
[POST EDIT The info below is dated, still functional so I'll keep it for now (and covers some useful concepts)
Build 6404 now allows the time param to be measured in beats.
It also allows the time param and the repeat count param to be set with variables. More info here
http://www.virtualdj.com/forums/223743/General_Discussion/Script_School.html?page=14.65 ]

To get ms/beat we need to 60,000 / bpm, but vdj has no param_divide action so we need to 60,000 * (1/bpm) that we can do
param_multiply "get_bpm & param_1_x" 60000
we could save this as a variable if we want
set 'oneBeatMS' `param_multiply "get_bpm & param_1_x" 60000`

Now how to give this value to the repeat_start
set 'oneBeatMS' `param_multiply "get_bpm & param_1_x" 60000` & param_cast 'ms' & repeat_start 'stupidPlayPause' & play_pause
Notice here we haven't included a time to the repeat_start [as the time is cast to the script]
We also haven't included a count, well we can't, cast values always go on the end and for repeat_start the first parameter is time, we have to make our own counter but it's not very hard.
To make a counter just after "play_pause" we will cycle a variable [cycle; increase or decrease by 1. cycle 'varName X, X being the number it will loop back round to zero] then query the value against our desired maximum.
if true we stop the repeat_start, if false we do nothing and let it carry on.

set 'oneBeatMS' `param_multiply "get_bpm & param_1_x" 60000` & param_cast 'ms' & repeat_start 'stupidPlayPause' & play_pause & cycle 'SPP' 33 & var_equal 'SSP' 32 ? repeat_stop 'stupidPlayPause' & set 'SPP' 0 : nothing

we cycle 33 so we actually make it to 32 and when we stop the repeat_start we also reset the var [SPP] to 0, or we could do this to be a bit neater

set 'oneBeatMS' `param_multiply "get_bpm & param_1_x" 60000` & param_cast 'ms' & repeat_start 'stupidPlayPause' & play_pause & cycle 'SPP' 32 & var_equal 'SSP' 0 ? repeat_stop 'stupidPlayPause' : nothing

Isolated that works fine, for some scripts that will do, but what happens if you press this button while it is already running or call repeat_stop from another button.
The counter won't be right, let's reset the counter when we press the button.
set 'SSP' 0 & set 'oneBeatMS' `param_multiply "get_bpm & param_1_x" 60000` & param_cast 'ms' & repeat_start 'stupidPlayPause' & play_pause & cycle 'SPP' 32 & var_equal 'SSP' 0 ? repeat_stop 'stupidPlayPause' : nothing

That's about it, other than other beat lengths, say you want 1/2 beat, well
param_multiply "get_var 'oneBeatMS'" 0.5

set 'oneBeatMS' `param_multiply "get_bpm & param_1_x" 60000` & param_multiply "get_var 'oneBeatMS'" 0.5 & param_cast 'ms' & repeat_start 'stupidPlayPause' & play_pause & cycle 'SPP' 32 & var_equal 'SSP' 0 ? repeat_stop 'stupidPlayPause' : nothing

Anywho that's it for now, next time WILL be changing settings via script.
 

Posted Wed 29 May 19 @ 8:17 pm
NicotuxHome userMember since 2014
set 'oneBeatMS' `param_multiply "get_bpm & param_1_x" 60000` & param_cast 'ms' & repeat_start 'stupidPlayPause' & play_pause & cycle 'SPP' 33 & var_equal 'SSP' 32 ? repeat_stop 'stupidPlayPause' & set 'SPP' 0 : nothing
we cycle 33 so we actually make it to 32 and when we stop the repeat_start we also reset the var [SPP] to 0, or we could do this to be a bit neater
is this not a simple cycle 32 or is there any difference ?
set 'oneBeatMS' `param_multiply "get_bpm & param_1_x" 60000` & param_cast 'ms' & repeat_start 'stupidPlayPause' & play_pause & cycle 'SPP' 32 & var_equal 'SSP' 0 ? repeat_stop 'stupidPlayPause' : nothing

Anywho that's it for now, next time WILL be changing settings via script.
hope you'll specify the list of settings allowed to be read/written because somme seems to be restricted i.e. "effects"
 

Posted Thu 30 May 19 @ 6:18 pm
locodogPRO InfinityModeratorMember since 2013
No difference, [except neater] In the very next script after that one I did cycle 32 (and said it was neater) but I had just introduced the "cycle" action, and it was just to it break it into easily understood steps [first explain how we think, then highlight the small difference of how the program works]

Yeah Settings honestly I don't know the full list of ones allowed to be scripted to, I'd love to be able to do setting "browserColumns" it's a right pain when I've had guests on my rig..
I think I'm just going to give examples of the more common ones and leave users to try stuff
 

Posted Thu 30 May 19 @ 6:40 pm
NicotuxHome userMember since 2014
yes, some as "browserColumns" may finally be understood, have to find the list of possible parameters but some other as "browserSort" badly wont be scriptable for everybody as its parameters are translated depending on the active language.xml :/
 

Posted Thu 30 May 19 @ 6:53 pm
locodogPRO InfinityModeratorMember since 2013
A small unsexy addition that came with v8.4 [2020] that actual could be a big thing
variables can now hold strings

Set [capture] like this
set 'test1' `get_text 'hello'`
set 'test2' `get_browsed_song "artist"`

And you can compare just like any other variable

prove it with custom_button led logic
param_equal `get_var test1` 'hello' ? on : off

check what the var actually is with this as a custom_button name
`get_var test1`

or inspect with the var list viewer
var_list
I'll post more as I figure any nuances
 

Posted Tue 24 Sep 19 @ 10:37 am
Hi, a quick, question -
I want to be able to turn on a specific shader (eg: "geometry") and then control transparency in the poi editor.
I tried effect_string "shader" 1 "geometry" & effect_slider "shader" 1 +0% but they do not work for me.
can anyone advise?

Tks
 

Posted Wed 30 Oct 19 @ 4:11 am
NicotuxHome userMember since 2014
As locodog said previous page:

Button 1 : show position & size selection tool
Button 2 : AutoChange
Button 3 : BeatMove

Slider 1 : Shader selection
Slider 2 : Transparency

String 1 : Indexed name ... the one on Shadertoy
String 2 : Prety name ... the one we understand

Only shader selection (slider 1) reflect in the GUI, all other actions are not reported
however transparency, BeatMove and AutoChange are effective even not updated in the gui

NOT working anymore ?
When a shader or folder is specified by any of its name , the string is affected, querying them gives the changed value, but nothing apply
maybe some extra action is needed or syntax change ?

for transparency use :
deck master effect_slider 'shader' 2 50%

for a shader...
deck master effect_slider 'shader' 1 12%
it is working but have to know the relative position in the list "All"


Don't play too much with it actually.. it crashed some of my PC just using it ... VDJ still up but WindowManager totally broken.. and another one got BSOD
was working fine before last summer
 

Posted Wed 30 Oct 19 @ 8:25 am
locodogPRO InfinityModeratorMember since 2013


I've reported effect string not working but the "nudge" of slider 1 [shader select]workaround works here
 

Posted Wed 30 Oct 19 @ 9:50 am
locodogPRO InfinityModeratorMember since 2013
Just a little thing I've been playing with for NYE, for your 1 hour/ 30minutes /10 minutes etc to go, you'll have something planned yourself
but just as general countdown for your video out you could do this

firstly set some variables, say you start showing your countdown at 9:30pm, 2 & a half hours to go, also turn text fx on

set 'hour' 2 & set 'min' 30 & set 'sec' 0 & effect_active 'text' 1

Second start these variables counting down [really you could do script 1 & 2 together]
repeat_start 'tCounter' 1000ms & cycle 'sec' -60 & var 'sec' 59 ? cycle 'min' -60 & var 'min' 59 ? cycle 'hour' -24 : : :

Third put these variables into a text string & send it to the text fx
repeat_start 'clock2text' 1000ms & get_text "`get_var 'hour' & param_cast '00'`:`get_var 'min' & param_cast '00'`:`get_var 'sec' & param_cast '00'`" & param_cast 'text' & effect_string 'text' 2

realistically you'd ditch this at 1 minute to go and you could kill it via event schedule at 23:58:59 with something like this

repeat_stop 'tcounter' & repeat_stop 'clock2text' & effect_active 'text' 0

And honestly you could put the countdown together with 1 script [I broke it up to make it easier to understand]

set 'hour' 2 & set 'min' 30 & set 'sec' 00 & effect_active 'text' 1 & repeat_start 'clock2text' 1000ms & get_text "`get_var 'hour' & param_cast '00'`:`get_var 'min' & param_cast '00'`:`get_var 'sec' & param_cast '00'`" & param_cast 'text' & effect_string 'text' 2 & cycle 'sec' -60 & var 'sec' 59 ? cycle 'min' -60 & var 'min' 59 ? cycle 'hour' -24 : : :

 

Posted Sat 23 Nov 19 @ 7:54 pm
locodogPRO InfinityModeratorMember since 2013
A couple of things added as of BUILD 5451 (2019-11-24)

goto "loopsize+" and goto "loopsize-" to jump in steps based on default loop size
goto "loopsize" works on endless rotary knobs

simple enough, goto action will treat the "loopsize+" or "loopsize-" as a number.


effect_bank_save "BANKNAME"
effect_bank_load "BANKNAME"
effect_bank_load "BANKNAME" "multi"

Your fx banks are saved in settings.xml
effect_bank_load "BANKNAME" stops previous effect unless "multi" is added as second parameter
 

Posted Wed 27 Nov 19 @ 1:31 pm
RanikiPRO InfinityMember since 2018
Is it just me or has the drop down explanatory text that used to appear in the Controller Settings Scripting window in 2018, which explained which conditions were active at any point in the script when you pointed to it with the mouse.... disappeared in 2020 (and been replaced by some sort of colour coding)?

If so, is there any way to turn it back on?
 

Posted Fri 20 Dec 19 @ 1:26 pm
locodogPRO InfinityModeratorMember since 2013
Not just you, I think it vanished during the time they were sorting some text spacing bugs of the editor before 8.4 release.
It was a handy pointer for shorter scripts but anything longer than the textbox size you couldn't scroll down to see the conditioning.

For longer stuff I write in a text editor in a logic tree format, with np++ you can easily change from tree layout to wall of text with shift+tab to remove indents & ctrl+j to turn several lines into one line.
 

Posted Fri 20 Dec 19 @ 1:49 pm
RanikiPRO InfinityMember since 2018
Thanks as ever - I'll check out np++. Looks like a nifty little utility.....

While I'm here I would like to ask about chaining commands in queries and using "&&" ......

According to the VDJ Script page "If && is used instead of &, to chain commands in queries, the query returns true only if both chained commands return true."

However testing out the example that you gave earlier in the Script school (and other ones I've played around with myself):
effect_active "echo" && effect_active "flanger" ? effect_active "brakeStart" : effect_active "echo" on & effect_active "flanger" on
it doesn't seem to behave at all as I would expect....

Both Effects off -----> Press 1: Turns both effects on -----> Press 2: Brakestart Activated -----> Press 3: Echo starts toggling on and off & Brakestart with it.....

So it is looking to me like it is taking the first script effect_active "echo" as a command rather than as part of a single query as to whether both echo and flanger are active.

Could you say a bit more about how chained commands are used in queries using either "&" or "&&"

Cheers
 

Posted Fri 20 Dec 19 @ 5:35 pm
locodogPRO InfinityModeratorMember since 2013
I see what you mean, strange I see && used lots in skins for conditioning also a pad with something like this
effect_active 'echo' && effect_active 'cut'

will only light up with both conditions true,

but like you said in straight script [query to a command] it's only taking the last as a query and a first as a command.
perhaps something the devs could elucidate.
 

Posted Fri 20 Dec 19 @ 6:27 pm
NicotuxHome userMember since 2014
action1 && action2 ? action3 : action 4

if action1 is false, script stops and action2 is ignored maybe because global query will fail, but the test is ignored too
action2 only execute when action1 is true, making test appearing to only apply to action2

Test:
set a pad and name it " `get_var myvar`" - without quotes, keeping the leading space
as action:
set myvar ` var var1 1 && var var2 2 ? get_constant 55 : get_constant 42`

_ var1 _ var2 _ resulting name:
__ 0 ____ 0 ____ ?
__ 0 ____ 2 ____ ?
__ 1 ____ 0 ____ 42
__ 1 ____ 2 ____ 55

 

Posted Fri 20 Dec 19 @ 11:50 pm
RanikiPRO InfinityMember since 2018
Yes this does seem strange Locodog. Especially as the official script page definitely says:

Quote :
"When chained commands are used in queries, the result depends on the state of the 1st action. E.g. play & loop will return true if the deck is playing (regardless if the deck is looped or not).
If && is used instead of &, to chain commands in queries, the query returns true only if both chained commands return true.
E.g. play && loop query will return true only if both commands return true (deck is playing and is looped) and false in all other cases.


Which doesn't seem to be what is happening in practice.
 

Posted Sat 21 Dec 19 @ 2:07 am
AdionPRO InfinityCTOMember since 2006
The difference between & and && is only when used in queries, so for LED's etc, not when the action is executed when a button is pressed for example.
In that case & and && have the same effect, namely that both are executed.
So "a & b ? c : d" and "a && b ? c : d" both mean the same thing, namely, first do "a", then do "b ? c : d"
If you need "(a && b) ? c : d" you'll have to write it as "a ? b ? c : d : d"
 

Posted Sat 21 Dec 19 @ 3:12 am
RanikiPRO InfinityMember since 2018
Thanks Adion, that clears that one up then! And I don't need to spend any more time trying to get it to work!

It might be worth editing the script page on the website to make it clear that it only applies to "queries" rather than 'scripting questions' creating "conditional branching".
 

Posted Sat 21 Dec 19 @ 9:01 am
skyzo76PRO InfinityMember since 2016
hello vdj user,
I am working on a live show. One of my deck are several loop. Each on a cue (8 hotcues) and edit it "type" "saved loop". for some reasons, i can not be "precise" for triggering at the good time an another loop, then I need to command to vdj "when the 4 bars are completed, go to "loop 1" (or two or three depending on the button i trigger). It s a bit like the smart cue, but I do not like it because it trigger at the same moment of bar and not wait for the end of bars. I don't know if I am clear, my english is bad...for some Ableton users it is like launch a scene with the quantize on 1 bar.
thanks for futur help
bye
 

Posted Thu 26 Dec 19 @ 5:06 pm
locodogPRO InfinityModeratorMember since 2013
a rsi monitoring get_beat_bar X, looking for a high value <1.0 when true call whatever and stop the rsi.
 

Posted Thu 26 Dec 19 @ 7:56 pm
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