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Tail Razer
Join Date: Jun 2005
Location: Bernyurass, AZ - USA
Posts: 4,027
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So as long as sliders are between 0-1 - AutoGUI works?
I understand that the C++ handles converting realworld numbers to DSP friendly numbers - I can live with NON-real world numbers. 'Respond to events in slider' - does this mean it wont change registers in realtime, how else would slider changes be updated and affect registers assigned in dane? |
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#32 |
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HardwareHeaven Extreme Member
Join Date: Jan 2005
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It would work exactly like it does with .da plugins. It would still update registers in realtime, etc, but it kind of defeats the purpose of using C++ to create a plugin, as being able to repond to GUI events (and creating a custom GUI) is one of the main reasons to use C++ instead of just Dane code. Again you can use a GUI, you would just have to create it yourself (I know it doesn't help you much as you haven't learned how to do this yet, but just so you know you can do it.) Also, you can still do a lot of music related things, and a lot of things in kX. i.e. Take a look at Zvukovacz's SFMan application (in the Soundfonts and Midi forum) which has the source code available for download (and there is always VST stuff, and things like Tril's AC3 Encoder).
Last edited by Russ; Dec 23, 2005 at 10:49 AM. Reason: typo |
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Tail Razer
Join Date: Jun 2005
Location: Bernyurass, AZ - USA
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So I CAN make a KX addon with VC++2003.net - as is, just include the KXAPI?
Just not plugins with a GUI using realworld number to DSP friendly number conversion.? SO theoretically - I can remove number conversions and non-sliders and such references from source code and compile a plugin also? Sorry for being so think headed on this... but its so confusing - DAMN YOU M$! And Ill look at the SFMan, I did notice this before, but cant imagine why it would be needed... edit: ok its a sound font audtioning tool... |
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Tail Razer
Join Date: Jun 2005
Location: Bernyurass, AZ - USA
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Or - are you saying I can make dane only plugins with sliders only (which anyone could make)? and no need for compiling.
Last edited by Maddogg6; Dec 23, 2005 at 11:01 AM. |
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#35 |
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HardwareHeaven Extreme Member
Join Date: Jan 2005
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Yes, you should be able to create addons, and non-gui or auto-gui plugins, as well as seperate applications that use kxapi to interact with kx. Also, check out those tutorial sites, and you will soon learn how to create your own GUI's. In this case, you would want to learn how to create a window dynamically (at runtime), and how to create control's dynamically (at runtime) within that window, etc. It is not hard but can be confusing for someone who has never used C++ or prgrammed for Windos (and you can use the MFC version you have, or any GUI libs as well, you would just have to include any necessary .dll's with your plugin).
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Tail Razer
Join Date: Jun 2005
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I guess I assumed the DTMF plugin was auto gui - cuz he did it so quickly.
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Tail Razer
Join Date: Jun 2005
Location: Bernyurass, AZ - USA
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Ok... I think im slapped into line here...
Thanks.... Ill try compiling it tomarrow.... |
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#38 | |
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HardwareHeaven Extreme Member
Join Date: Jan 2005
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Quote:
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Tail Razer
Join Date: Jun 2005
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Ahh - so tril had the C++ code update the plugins lable (to show what key was decoded) - which needed the MFC to compile - which I assume has changed somehow for 3538i.
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#40 | ||
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HardwareHeaven Extreme Member
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Quote:
Quote:
i.e. A custom slider (a slider that uses a defined range, etc), and code that reponds to slider events (i.e. updates C++ variables with the new values), etc Last edited by Russ; Dec 23, 2005 at 11:19 AM. |
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Tail Razer
Join Date: Jun 2005
Location: Bernyurass, AZ - USA
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Im guessing the C++ also decoded 'BITS' into something readable (0-9,a-d)
code looks like he did decode this... OK - Thanks for your infinite patients. Piece... (im outa here.....zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz) |
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#42 | |
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HardwareHeaven Extreme Member
Join Date: Jan 2005
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See ya l8r
![]() Maybe if I have a chance I will make a simple plugin using a non-kxgui interface in VC++ 2003, that you could play around with. Although with the holidays (and I am still working on some other things (like my addon)), I am not sure how soon I will be able to do it. Quote:
Peace... http://www.hardwareheaven.com/images/s...big%20grin.gif Last edited by Russ; Dec 23, 2005 at 11:44 AM. |
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Tail Razer
Join Date: Jun 2005
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Quote:
lol - I started doing that 'to be unique' and its kinda habit OR - As im missing part of my brain - 'Is that a piece of your brain on the wall - after it exploded?' (see Middle East reference below) And it sometimes works in other ways too... As in; stepped in 'Piece of Sh!t' - for the 'doggie forums' As in; my car is a 'Piece of Sh!t' - for the 'Vehicle forums' As in; I need me a 'Piece of @ss' - for the 'dating forums' AND last but not least - 'When our A-HOLE president says were a peaceful country' - he actually meant - piece - full - look at the middle east - theres a piece, oh and there's another - no, wait thats Africa, I know theres more around here somwhere..' well.. you get the picture... hehe eh hem... Nevermind - I'll shut up now... lol Last edited by Maddogg6; Dec 23, 2005 at 09:46 PM. |
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Tail Razer
Join Date: Jun 2005
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Ok - I have a more specific question..
What files should be assumed different/changed in the SDK - when compiling for different versions of KX.. I think kxapi.h fxlib.h and stdAfx.h which Tril included in the zip file with the source... Or are all .h files in the 'h' folder of the SDK - assumed to have changed from version to version... Also, are there other files from SDK I need to have in my prject folder for acces to while compiling - for instance in the kx/lib director -what about any KX dlls in the windows/system - or the KX install directory? I wouldnt think these files would affect compiling, but I often assume things wrongly on this stuff (as you painfully know by now..hehe) |
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#45 |
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S-3D enthusiast
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Code:
DTMF_Decoder.kxl: DTMF_Decoder.dll copy /b DTMF_Decoder.dll DTMF_Decoder.kxl fxlib.res: fxlib.rc rc -I..\h fxlib.rc DTMF_Decoder.dll: DTMF_Decoder.cpp simple.cpp debug.cpp stdafx.cpp fxlib.res cl -MDd -LDd -D"_MBCS" -D"_DEBUG" -D"_AFXDLL" -W4 /YX"stdafx.h" DTMF_Decoder.cpp simple.cpp debug.cpp StdAfx.cpp -I..\h ..\lib\kxgui.lib ..\lib\kxapi.lib fxlib.res clean: del *.obj del *.pch del *.dll del *.lib del *.kxl del *.exp del *.res If you change driver version, copy your project folder to the new SDK folder and copy the files fxlib.h, fxlib.rc,StdAfx.cpp and StdAfx.h from the demo folder of that SDK. |
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Tail Razer
Join Date: Jun 2005
Location: Bernyurass, AZ - USA
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Ok - and then from these 4 files - all the other files in the SDK are linked to... its starting to make more sense....
Ive been reading my new (second hand actually) book I got: 'C++ from the ground up' from McGraw-Hill. Things like data types, function definitions and calls and such I was already aware of/familiar with - but look a bit different from what Im used to in PHP format/structure wise.. so alot of my learning in many ways (besides the format differences) is the compiling aspects - dependancies and there are terminology that seem to be different ('M$ - vs - Open source' as it would seem) but concepts are very much the same language/structure wise. The only compilers Ive used (like SmallBasic / Freebasic) are much less involved to compile. But I'll get there eventually -(I hope.. :s) |
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#47 |
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HardwareHeaven Extreme Member
Join Date: Jan 2005
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Here is what I would do (to simplify things for you since you are not familair with all this):
Place the source files in a folder in the SDK directory as Tril stated (i.e. in a DTMF_Decoder folder or whatever. Copy demo.dsp and demo.dsw from the demo project folder to the DTMF_Decoder folder. Rename them so that instead of demo.* they are named DTMF_Decoder.* (i.e. DTMF_Decoder.dsp and DTMF_Decoder.dsw). Edit both files, and replace all references to 'demo' in both files with 'DTMF_Decoder' matching the case of the letters as they appear in the files ((I think you will find 21 in the .dsp, and 2 in the .dsw) I just use search and replace in my text editor with the preserve case option enabled). Save the files, and then you can just double click on the workspace (the .dsw file), and it will open up with all the right source files with the correct compiler options, etc. Also, with VC++, you can go into the project properties and see all the compiler options in the GUI, and thus do not necessarly need to know what '-MDd', etc means (it will be shown in the GUI as 'Debug Multithreaded DLL'). BTW: VC++ 7 will want to convert it to a solution file. Just say ok when it asks, and then use the solution file (.sln) instead of the workspace any time you want to re-open the project. Last edited by Russ; Dec 24, 2005 at 03:49 AM. |
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Tail Razer
Join Date: Jun 2005
Location: Bernyurass, AZ - USA
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Ok - I will do this ASAP and Thanks again for your patients.
This info is very much appreciated.... |
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#49 |
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Audiotecna- Representante
Join Date: Dec 2002
Location: Bogota, Colombia
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since Native Instruments Rig Kontrol 1 sends signals similar to DTMF (the switches at least), would it be possible to create a kX plugin which translates Rig Kontrol's signals to MIDI?
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Audiotecna - Innovación Musical Distribuidora oficial de Ortofon DJ, Native Instruments and Moog Music para Colombia (1)8073934 |
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