Old 05-18-2019, 01:34 PM   #361
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Basically the true unipolar - bipolar meaning for envelopes is that in unipolar mode the envelope amp goes from 0 to 1, while in bipolar the amp goes from 1 to -1.

What i meant in the previous post was kind of uni or bip way amp transform.Wherever i said bip, i meant when both top and low points where moving together as you showed it in your last example.So sorry if this was confusing.

In the ableton video i saw that they have two handles, one at the top and one at the bottom,so i assumed that it is possible to move the top points to the bottom from the top handle and the low points to the top from the low handle.(This could mimic the baseline parameter of AI in a way, but with more precision, if we could only move the highiest or the lowest points seperately) That's what i described as unipolar to differensiate between the two transform types,but that's not exactly what it is.

Now i don't know how this could be done exactly, but if it is possible to have the top points clipped as the max amp and the lowest points as the min, then maybe we could get the result we want? For sure this involves maths and i could try some formulas tommorow in Reaktor and see if that would actually work. I hope i didn't confuse you too much..

Here's a gif that shows the real uni-bip function for an envelope.Check how the level parameter values change when i switch between uni and bip.

https://gifyu.com/image/9VEm

Last edited by Vagelis; 05-18-2019 at 01:49 PM.
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Old 05-18-2019, 01:56 PM   #362
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Well the problem is when the points get to 0 with uni (with my voodoo math). Top modifies values above 0 and the bottom below 0, the problem starts when values GET to 0. Right now my brain has gone 404 so I cant think of anything smart. Anyway the code is finished for all the transforms so that can be added/updated/modified easily now (and even fix mine if they are bad)

here is a preview of it (finishing gui so its not there but all zones are there TOP,BOT,LET,RIGHT,TOP-L,TOP-R,BOT-L,BOT-R, CENTER)


Top, bottom is beyond broken because I'm trying to figure out the formula.

Last edited by Sexan; 05-18-2019 at 02:04 PM.
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Old 05-18-2019, 02:22 PM   #363
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Truly remarkable work!
No worries you're so close,also i think this version of ableton is still in beta, so there isn't a trial available yet to download for testing these new features, but anyway
I assume that maybe this works in a way that the max clip is at the highiest point and the min at the lowest.
So for the first, maybe all of the points below the highest point, raise till they reach the level of the highiest point and for the second all of the points above the lowest point go lower until they reach the level of the lowest point?

In result from the top handle the points at the top move till they reach the lowest one and from the bottom handle the lower points move till they reach the highest one somehow.

Last edited by Vagelis; 05-18-2019 at 02:28 PM.
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Old 05-18-2019, 02:30 PM   #364
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I bet Julian would be able to help. In case of doubt just write him a pm!
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Old 05-18-2019, 02:51 PM   #365
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Quote:
Originally Posted by _Stevie_ View Post
I bet Julian would be able to help. In case of doubt just write him a pm!
He helped me like million times already wont bother him for this. Now its just a matter of putting function for the specific zone and the magic will happen by itself. Anyone can now make something for envelopes put it in zone and it will work.

Anyway here are Hello Kitty GUI zones
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Old 05-18-2019, 04:48 PM   #366
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Amazeballs... :O
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Old 05-18-2019, 06:30 PM   #367
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Cool!!
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Old 05-18-2019, 08:59 PM   #368
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Oh YES.... pink zones... we're in the pink!
whatch out reaper... here comes Sexan 51
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Old 05-19-2019, 03:51 AM   #369
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Quote:
Originally Posted by jangoux View Post
getting this error when trying to run this script:

Area_51.lua:252: 'reaper.JS_Window_GetScrollInfo' argument 1: expected void*
same same here! OSX 10.9.5

this line is:
Code:
252: local _, scroll, _, _, _ = reaper.JS_Window_GetScrollInfo(track_window, "SB_VERT") -- GET VERTICAL SCROLL
and track_window is holding a nil value. Which come from here:
Code:
local track_window = reaper.JS_Window_Find("trackview", true) -- GET TRACK VIEW
so seems reaper.JS_Window_Find("trackview") returns a nil value : (

also in core: Area_51_Core.lua:348: attempt to call a nil value (field 'GetTrackFromPoint')
this line is:
Code:
local tr = reaper.GetTrackFromPoint(tr_x,tr_y)
in which tr_x and tr_y have integer values like 433, 223 which makes sense. So seems a problem in the reaper API function?

Last edited by deeb; 05-19-2019 at 05:06 AM.
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Old 05-19-2019, 05:08 AM   #370
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Quote:
Originally Posted by Sexan View Post
Platform?
Mac os 10.11.6
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Old 05-19-2019, 05:11 AM   #371
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Quote:
Originally Posted by deeb View Post
local tr = reaper.GetTrackFromPoint(tr_x,tr_y)
[/code]
Regarding this API you must use Latest reaper version, this API was in dev releases and its live in latest build

Other issue will be resolved
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Old 05-19-2019, 05:21 AM   #372
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ok ! thank you!
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Old 05-19-2019, 06:49 AM   #373
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Quote:
Originally Posted by Sexan View Post
My functions script does exactly this, but instead of calling ext state or reading a txt file I'm sending table directly to it
back to this : ) this is not very clear to me . can you describe what is the method?

1)Area selection core is requested/imported by a script

2) script calls get_range_info() which returns the table
then script does it's job

if so it is nice! (coff coff this would be better tho: https://forum.cockos.com/showthread.php?t=195120)

In terms of table and objects naming everything looks good too. Some few information would be good too (shortcuts): like total number of points in track and for AI and items also.

The thing i was referring in that post, just in case i was not understood is: assuming you will work in toolbar for things like showned here:




would be nice and i think possible:
1) a section would be created in the edit menu if does not exist: named area selection like here:


2) the actions read from the submenu and their names and putted so that they can be avalable in a drop down , something like this:



What do you think? if you like the idea i can spend some time to get the information from the "edit menu-> area selection" part in order for you to be free on the GUI stuff. (maybe later i will get more into GUI, since i still didn't Dig it)

Last edited by deeb; 05-19-2019 at 07:08 AM.
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Old 05-19-2019, 07:24 AM   #374
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Every single information about what is on the track is there:
1. Track
2. Number of items
3 Items
4 Envelopes
5 Envelopes name and track
6. Number of envelope points and all points info
7. AIs
8. Number of AIs
9. Number of points in AIs and all AI points info

functions script get the main info table or current active AS tbl depending whats about to happen (delete,split,envelopes/item manipulation)


Doing major code revamp. Things are more simple, more organized, and easy upgradable/modable. Added different classes so things can be easy added. So that toolbar and other stuff can be added/upgraded etc

I'm also doing preparation for communicating with other scripts:
Core script will save the INFO table in extstate "Area51/Info". Your script can easily get this info and if there is anything manipulated with it you write to extstate "Area51/Update" core script will refresh. Or your script can call get_range_info() from core script. Which would be the best ?

Last edited by Sexan; 05-19-2019 at 07:41 AM.
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Old 05-19-2019, 07:59 AM   #375
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Quote:
Originally Posted by Sexan View Post
Well the problem is when the points get to 0 with uni (with my voodoo math). Top modifies values above 0 and the bottom below 0, the problem starts when values GET to 0. Right now my brain has gone 404 so I cant think of anything smart. Anyway the code is finished for all the transforms so that can be added/updated/modified easily now (and even fix mine if they are bad)

here is a preview of it (finishing gui so its not there but all zones are there TOP,BOT,LET,RIGHT,TOP-L,TOP-R,BOT-L,BOT-R, CENTER)


Top, bottom is beyond broken because I'm trying to figure out the formula.
Sexan this is unreal, but will it be possible to retain edgepoints? As in, constrict the movement to just within the selection, not affecting the outside points? In this gif you see the stuff outside the selection is being affected.
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Old 05-19-2019, 08:06 AM   #376
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I second that.
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Old 05-19-2019, 08:36 AM   #377
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Quote:
Originally Posted by ferropop View Post
Sexan this is unreal, but will it be possible to retain edgepoints? As in, constrict the movement to just within the selection, not affecting the outside points? In this gif you see the stuff outside the selection is being affected.
Because I was too lazy to add edge points to the code . Will fix that
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Old 05-19-2019, 09:54 AM   #378
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Sexan regarding the way I think it is better for communicating with other scripts I think still requesting/importing core on the script is more conventional and less work. It is fine imo.

Last edited by deeb; 05-19-2019 at 10:01 AM.
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Old 05-19-2019, 12:45 PM   #379
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But then you will need to setup path, require etc... with ext state you just have 1 line

Code:
Area = reaper.GetExtState( "Area51", "info" )
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Old 05-19-2019, 06:35 PM   #380
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Yes but then unless there is a really handy parser on lua to parse the array from exstate which I am not aware, a parsing function must be done or requested in each script. No?
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Old 05-19-2019, 10:56 PM   #381
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Yeah you are right, forgot about that...
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Old 05-20-2019, 01:44 AM   #382
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Hi,
I get this error message when I´m trying to open the script:


Area_51.lua:215: attempt to index a nil value (local 'state')


Can you help?
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Old 05-20-2019, 01:49 AM   #383
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Quote:
Originally Posted by Sexan View Post
I'm also doing preparation for communicating with other scripts:
Core script will save the INFO table in extstate "Area51/Info". Your script can easily get this info and if there is anything manipulated with it you write to extstate "Area51/Update" core script will refresh. Or your script can call get_range_info() from core script. Which would be the best ?
So wait, there's gonna be disk writing on every selection/mouse movement, or something similar (changing the number of tracks/items/envelopes/env points or items in the project)?

Not sure how fond SSDs will be of that.
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Old 05-20-2019, 01:51 AM   #384
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@egoplasma Download it again I've modified it

ED no it will not do that, other scripts will call function from my main script to get access to all the data (its the best). It will require to add 2-3 lines of code in other scripts.
1. Path to script
2. Require("Area51_x.lua")
3. InfoALL = AreasTB
4. CurentInfo = Active_AS
5. RefreshAreas() (If there were modifications to info)

or we can make something to access specific things like

get_envelopes()
get_items()
get_AIs()
get_tracks()
?

All info will be on GitHub when all is ready

Last edited by Sexan; 05-20-2019 at 02:03 AM.
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Old 05-20-2019, 05:08 AM   #385
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So.... who want to see some toolbars ?
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Old 05-20-2019, 05:16 AM   #386
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Quote:
Originally Posted by Sexan View Post
So.... who want to see some toolbars ?
Me me me!!
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Old 05-20-2019, 05:23 AM   #387
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Haha sorry I had to do it , been planing all morning hahaha

Behold!!!!


Its a class so it can have any number of items in it (this above is 4) ,did not have any pictures so its naked. It can contain actions,functions, whatever you feel like what item will do what

8 items

Last edited by Sexan; 05-20-2019 at 05:51 AM.
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Old 05-20-2019, 05:49 AM   #388
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Quote:
Originally Posted by Sexan View Post


Haha sorry I had to do it , been planing all morning hahaha
I was all Hmmm, thats not quite what I was expecting :/

Quote:
Originally Posted by Sexan View Post
Behold!!!!
Cooool!
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Old 05-20-2019, 05:51 AM   #389
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Nice.Just a thought,maybe it would have been better if the toolbar buttons appeared like the buttons above the media items,so that the toolbar is at the same length of the selection?

Or
1)a small arrow at the top right corner that would open a dropdown menu to select from there.

2)right click on the selection and show the buttons?

I think it would be nice to see only the selection and when we want to open a toolbar to use some of the methods above, in order to save the space for the selection.
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Old 05-20-2019, 05:54 AM   #390
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That is even simpler, less math. Since its a class it is easy modded and it can be anywhere.

Other thing I wanna do is DROP down menus

Some UI ideas neede here, where what and how? (graphics examples would be even better)

What else regarding GUI of the AS would be needed (So I can prepare other classes)?

Last edited by Sexan; 05-20-2019 at 06:05 AM.
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Old 05-20-2019, 06:03 AM   #391
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drop down menu : )

drop Down:
Code:
-About 
-Preference1
-Preference2
-Preference3
-folder 
--action
--action
--action
Folder2
--action

Last edited by deeb; 05-20-2019 at 06:12 AM.
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Old 05-20-2019, 06:09 AM   #392
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Ok now i get you, before i was speaking about the sub menus how to appear.

Right click for the sub menus to appear, or a dropdown menu when we click to the arrow.

About GUI, one of the things that i'd like a lot to have is to save and load presets from the selected envelope in one of the sub menus that could be dedicated only for this reason.

An idea maybe right click to show the envelope presets menu fast, and a dropdown menu for the other sub menus?

This envelope presets menu could look like this:
Attached Images
File Type: png Shapes.png (7.4 KB, 193 views)
File Type: png Shapes2.png (51.5 KB, 174 views)

Last edited by Vagelis; 05-20-2019 at 06:35 AM.
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Old 05-20-2019, 06:30 AM   #393
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Dude, this is amazing. Not only are you developing area selection but complete new ways of editing.
Revolution!
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Old 05-20-2019, 07:20 AM   #394
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Since the area Gui zones will appear at the corners of the selection,maybe the area to click for the dropdown menu could be somewhere here?(or from the left side)

(Personally i'm also fine by showing the submenus or dropdown menus with the right click,in order to avoid any other GUI elements on the selection.Maybe some folks have some better ideas
Attached Images
File Type: png Dropdown_1.png (18.9 KB, 212 views)
File Type: png Dropdown_2.png (15.3 KB, 196 views)
File Type: png Dropdown_3.png (15.5 KB, 188 views)
File Type: png Dropdown_4.png (15.3 KB, 207 views)

Last edited by Vagelis; 05-20-2019 at 07:47 AM.
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Old 05-20-2019, 07:48 AM   #395
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You mean, pretty much the way as Cubase and Studio One do it, right?
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Old 05-20-2019, 07:52 AM   #396
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Stevie yes similar to Cubase or Studio One.Then each button could be a different sub menu,a dropdown menu or action.

Last edited by Vagelis; 05-20-2019 at 09:43 AM.
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Old 05-20-2019, 08:04 AM   #397
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Wow, that's actually a pretty great idea.
So we have the 6 pink areas and we can configure them freely with the tools we want?

I Like that idea!

So, a right click would bring up a tool selection and left click would execute that tool?
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Old 05-20-2019, 08:19 AM   #398
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Wow this is even better! What i meant before was to open this tool selection wherever we right click on the selection, in order to have some extra menu if the envelope presets menu would be implemented.

But heyy,could be both ways. The way you mentioned right click on the zones to show the tool selection for the specific zone,and second when right click outside of the zones to show the envelope presets menu with the shapes

And yes left click execute-right click toggle(open/close) the selection menu

Last edited by Vagelis; 05-20-2019 at 08:33 AM.
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Old 05-20-2019, 08:23 AM   #399
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Both ways would definitely cover a lot of workflows!
It's hard to decide without having used the tool, yet.
So yeah, if Sexan agrees, I'd like to see both methods
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Old 05-20-2019, 08:58 AM   #400
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One last thing which i 'm aware that it wouldn't be easy at all but i'll give it a shot..
An action to open AS setup menu similar to Radial setup menu.In order to configure mouse modifiers for the envelope transform actions on each zone, select which of the tool menus to appear on the area zones seperately for items,envelopes etc.. (right click on the zone to open the tool menu and trigger the action)

Last edited by Vagelis; 05-20-2019 at 10:00 AM.
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