Mapping something (e.g. loop size/out) to jog wheel

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Answers

  • VityaT
    VityaT Member Posts: 41 Helper

    I want only LED mod, you're right

    Current working mod without inversion looks pretty good and i think inversion is not worth the time.

    At last i'm sure i can do it myself.

  • Sûlherokhh
    Sûlherokhh Member, Traktor Mapping Mod Posts: 2,834 mod
    edited August 2023

    Here is another try (without sratch mod):

    If it works, please post a video as well.

  • VityaT
    VityaT Member Posts: 41 Helper

    Sûlherokhh

    Hello!

    This mod works great! Here is video with two decks and loop demo

    To be honest i don't found difference in code in LED light up :)

    Back to my question on dependence on LED's spin speed. Now it depends on track BPM. So speed on track with 125 bpm will be different with 150 bpm for example. What about constant speed? I understand that it will be (if possible) total different code. But in that way it will be possible to make more animation. For example for track loading event. Is there such event for qml at all?

    Such a magic to be honest :)

  • Sûlherokhh
    Sûlherokhh Member, Traktor Mapping Mod Posts: 2,834 mod

    It's the same code. The code basically just counts the milliseconds and i just multiply by bpm and divide by 60000ms (for 4 beats) or by 30000ms (for 8 half-beats) to get the numbers for the LED. If i leave out the bpm, it will be a constant turn speed, varied only by deck tempo multiplier. We can make it turn just like a real record. Do you prefer 33rpm or 45rpm?

    We can also have it black when the deck is not loaded and any combination of not-animated lights when loaded but not playing.

    The only thing that would make this a seperate project of unknown size would be to have animated LED's when the track is not playing. That would need a constantly counting (and recounting) loop with 8 segments when play-state is off.

    The load signal itself could trigger this loop as a run-once timer for any animation.

    I see no trouble doing the constant speed thing. Will be done pretty quick if you tell me the preferred rpm. And tell me the preference of the number of LED lit up at the same time. The INVERTED mod has 6 LED lit up, but it can be any number between 1 and 7 (0 and 8 excluded for obvious reasons).

  • VityaT
    VityaT Member Posts: 41 Helper
    edited August 2023

    Sûlherokhh

    Because of few LEDs i can't say 33rpm or 45rpm will be better and smoother. If you leave some comments in code i'm sure i can modify the code for both cases by myself. And it will help me to understand how it works and i will be very grateful for this as i realy want to do something by myself

    For example of load animation i can show this video (from 0.23 if do not autojump) https://youtu.be/yrZPZe3wbdY?t=23

    only jog animation, not upper buttons

  • Sûlherokhh
    Sûlherokhh Member, Traktor Mapping Mod Posts: 2,834 mod

    It won't be as smooth but is possible. I'll cook something up. Also i will leave comments as well as put inan easy in-code variable you can just plug in the number you like for turn speed. I am sure it won't take long for you to figure things out on your own. It may be helpful to learn some boolean logic (True/False; 1/0). The code piece following 'enabled' is a piece of this, which is basically figuring out if the whole block in total results in 'True (1)' or 'False (0)' to enable the wire or to disable the wire.

    When it comes to fluid LED changes, faster is smoother.

  • Sûlherokhh
    Sûlherokhh Member, Traktor Mapping Mod Posts: 2,834 mod

    I plugged in the variable. In the file, the section looks like this:

     // pick the one you like or enter a custom value
     // readonly property var jogwheelTurnSpeedFactor: deckMixerBpm.value / 4 // Tempo varies with track's bpm
     // readonly property var jogwheelTurnSpeedFactor: 33 // standard record speed (rounds per minute)
     readonly property var jogwheelTurnSpeedFactor: 45 // standard single record speed (rounds per minute
    

    Traktor will only read the last line (without the comment characters ( // ) in front), above it are two different values, one for 33 rpm and one for the old bpm dependent turn speed.

    Test to see if it works. I hope i didn't introduce any syntax errors. As is, this file should make the turn speed faster.

    I'll go into more detail regarding the boolean logic in a later post when my head is less clouded. I think i just caught the flu and may need a few days to recover. When this is done i will prepare the load track animation for you.

  • VityaT
    VityaT Member Posts: 41 Helper
    edited August 2023

    Sûlherokhh

    Hello!

    First of all wish you a good health!

    45rpm is perfect!

    Here is video wit this spin speed https://drive.google.com/file/d/1uxtlwn9AkWUYbEGE-rBqTX_g3JXJAmUa/view?usp=sharing

    Deck A is a 124 bpm house track and deck B is 175 dnb track. First the sync is off and both deck LEDs spins with the same speed. Then i turned sync on with deck A as Master and deck B LEDs speed slows down. Great! Then i turned sync off and adjust pith a little to return deck B bpm to its original value and both deck LEDs spins with the same speed again

    Of course i made video with 33rpm to show you this case https://drive.google.com/file/d/172Po75NIDa-ecfV_iiD5s0zF9Dy7svZ_/view?usp=sharing

    Thank you again and get well soon!

  • Sûlherokhh
    Sûlherokhh Member, Traktor Mapping Mod Posts: 2,834 mod

    I'm on the uphill again and on the task of creating that load animation. TBC.

  • Sûlherokhh
    Sûlherokhh Member, Traktor Mapping Mod Posts: 2,834 mod

    Good news: I got the animation timer working on my S4. Once i've inserted the code into the S3 file, i'll have an upload for you to test. 😁

  • Quade
    Quade Member Posts: 248 Advisor

    NICE!!!!!

    FYI, I replaced the qml file which I zipped as a backup but it seems the config you made does not work.

    I had Gig yesterday & noticed that the S3 does not recognize the qml file.

    Will test again.

  • Sûlherokhh
    Sûlherokhh Member, Traktor Mapping Mod Posts: 2,834 mod

    Are you talking about the file i made for you or the file i made for @VityaT?


    @VityaT : Here we go. Test away.


  • VityaT
    VityaT Member Posts: 41 Helper

    @Sûlherokhh

    Thank you! Unfortunatelly i am far from my controller at the moment and can't test new code but will do it as soon as possible

  • VityaT
    VityaT Member Posts: 41 Helper
    edited September 2023

    @Sûlherokhh

    Hello!

    I've tested new version and animation is great! But there is some things i wanted to add - after animation ended LEDs doesn't lit up. And first mod with LEDs spin doesn't work with cue button pressed. Here is video

    https://drive.google.com/file/d/1TPGFqYYraY3cAAyoI7CYrCdBryl1ThKO/view?usp=sharing

    I've tried to add cue button spin and change load animation too in case LEDs after animation lit up. Looks good at first sight but there is some bugs - after traktor started LEDs are lit up. And when i press cue button sometimes while deck is playing LEDs lit up not as expected. And then they lit up one by one. Here is video

    https://drive.google.com/file/d/19L1sooFevtHmppX4cJocHynfheLGpLUy/view?usp=sharing

    And my S3Deck.qml

    I will continue my attempts to fix bugs but i will be grateful if you help me with the right direction

  • Sûlherokhh
    Sûlherokhh Member, Traktor Mapping Mod Posts: 2,834 mod

    It's clear, i'll show you later. No problem, easy to correct.

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