8/18/2023 0 Comments Controllermate midi controller![]() Then we place this whole expression in brackets and subtract 1, ie. Now the maths is applied (restrict 0,127 to 0,1 then multiply by two and take away one) by placing the restricted value 0,1 inside brackets, which is then multiplied by 2, ie. Look up the MIDI chart for the device or better still, get the editing software for it and change them all to the cc# you choose if you so desire although you're better off sticking to defaults for now. But pure experimentation is a lottery, with slightly better odds, and a waste of time. The cc# could be 3 or 4 etc depending on the device. The function, 2 takes the midi value of cc2 between 0, 127 and divides it by 127 to give a new value between 0,1. Check the MIDI implementation chart for your MIDI device to find the control change number (cc#) for the slider you want to assign. 2 is the variable for the slider control input you want to attach to the virtual joystick output. would be further axes you could setup as outputs from GlovePIE. the x axis.Īnalog1 would be the second controllable axis, ie. later if you have more hardware.Īnalog0 is the first controllable axis on the 'stick, ie. This "device", the virtual port, is what your game or program will see when you attempt to change default control settings in your game/prog. PPJoy1.Analog0 is the variable that gets sent to the PPJoy virtual joystick port that we have running in the background (you did install it right?). Now you see how to do it mathematically, we have to make a very simple script in GlovePIE in order to link the device to the game or program.Īny other axes you make are going to look just like this so let's understand the syntax. 1 is now the absolute minimum value of the slider and +1 is now the maximum.Īll from a 0 to 127 slider! Love tech. This final output range is exactly what we're after because joystick axes output values between -1 and 1. Now we need to shift this range of values negatively by one, in other words subtract one unit from everything in the range zero to two (0,2) which gives the final range we're after. If we multiply this new value by two we now get an increased output range of values from 0,2. ![]() So, this value that we get from the MIDI controller is a value between 0,1. Now we need negative values as well if we're making an axis like on a joystick (range = -1, 0, 1) Glovepie converts the input by dividing by 127 so that 0 becomes 0 and 127 becomes 1. Input range = 0,127 Fader or slider on the MIDI deviceĭivide input value by 127. Glovepie then automatically converts a 0,127 input range to a 0,1 output range, a value between zero and one unit. So to make a value of 0, 127 into a value -1, 1 we need to set the input variable in GlovePIE to the MIDI type. This means negative values are also needed. This means only postive values up to 127, or zero, can be outputted.Īn axis however, like the joystick x or joystick y axes, sends values between -1 and 1 passing through 0. Ok this is tricky for some, I'll try and KISS it (keep it simple, stupid).Įach MIDI fader or pot sends a range of data between the values of 0 and 127 (in decimal). All you need to do is plugin you MIDI device first, then fire up GlovePIE and start a new script. GlovePIE installed using default settings. This gives you a virtual joystick port that your game or program should be able to see. This will cost you $15, though, if you roll with Mac, this is probably insignificant. In my case I had the software that came with the device, the Kontrol Editor, which lets you view and change the cc# of everything on the device.ĬontrollerMate for Mac OSX will perform the same functions as GlovePIE for PC. The device's MIDI implementation datasheet or program that can read what MIDI data each fader/button sends. PPJoy to create the virtual joystick port that the game (or other program) can then see and utilise. GlovePIE to capture the control surface movements and button presses of the device (Nano Kontrol in this case). To convert a MIDI device into a joystick/gamepad you will need two, maybe three programs. ![]() When I had the idea to use a midi device as an in-game controller I looked everywhere for the advice I needed to make the link-up without success.Ĭut a long story short here's the solution i came up with after some cogitation and moderate expleting. However, the reverse process seems to have been somewhat overlooked. There's no shortage on the web these days of scripts to convert joystick or gamepad movements/button presses into MIDI data in order to control sequencers and effects units etc. ![]() To put it simply most programs and games won't register a button press or fader/pot slide from this device without some software based jiggery-pokery. The problem is this is a MIDI device plugged into the computer via USB2 and as such produces MIDI control changes (cc#) which most programs bar audio software ignore. Use the inputs to control throttle and buttons to controll other portions. ![]()
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