yea this exactly!
just had norns as an external send effect…
chopped the sample in there and added drums on top…
with link, it’s really amazing being so in sync

3 Likes

Might have been asked before, cant find it…in random mode pad’s time length is limited? Thanks!

@dan_derks do we have auto advance feature implemented? I can’t find how to do it? Many thanks

both implemented in coming update!

making good progress, just lots of small tweaky things that need addressed for the smoothest release possible. this will be the mother, though, and i’m excited to get it out right :slight_smile:

13 Likes

forgive stupidity. getting super deep into CC and loving it!
ready to let the “bruise blood out” (deep cut. hope y’all get it)
Can’t quite figure how to use “loop sync across banks” - it restarts the loop but doens’t seem to sync to any other bank. Can someone explain this feature?
many thanks fellow noise nerds! :crazy_face:
Eric

2 Likes

ayy! glad to hear you’re diggin in :slight_smile:

loop sync across banks will match the current loop points of bank to the loop points of another. which one depends on the gesture.

x x x -: sync to previous bank
- x x x: sync to next bank

let’s say you have these loop points:

a |------|------------------
b -----------|---|----------
c ---------|-----------|----

performing x x x - in bank b will sync loop b’s current points to bank a (since a is “previous” to b):

a |------|------------------
b |------|------------------
c ---------|-----------|----

performing - x x x in bank b will sync loop b’s current loop points to bank c (since c is “next” after b:

a |------|------------------
b ---------|-----------|----
c ---------|-----------|----

the prev/next logic works out as:
a: prev = c, next = b
b: prev = a, next = c
c: prev = b, next = a

hope this helps! i’m really glad you brought this up because I just successfully added variable clip length import (up to 32 seconds) and this needs looked at for the upcoming release :slight_smile:

6 Likes

perfect - got it now!
Eric

Steve Reich reference or Madvillain reference? Either way… A++

1 Like

Reich! One the first pieces I ever flipped for. Even the pigeon coos and flapping wings in that piece is still burned into my memory.

Correction: the pigeons are in “it’s gonna rain“ https://youtu.be/vugqRAX7xQE

3 Likes

For those curious:
Steve Reich’s
“Come Out”: https://youtu.be/g0WVh1D0N50

Cheat Codes in the the analog days!

1 Like

Stupid question to witch I didn’t find answer. Will the touchosc template work on android tablet?
Thanks.

yep, the touchosc template works on both ios and android :slight_smile:

if you run into any trouble, here’s some posts that might help: https://llllllll.co/search?context=topic&context_id=31655&q=android&skip_context=false. lmk if i can help with anything else!

1 Like

Thanks a lot! I reaaaaaaaallly failed to use the search :expressionless:

1 Like

Ok. I am having trouble getting any sound. OSC works, all good. But I dont get anything on the output. I loaded some basic samples ( the hainbach isolation loops :stuck_out_tongue: ) and i get nothing. I`m running the latest release 200604 but on Fates. matron and sc doesnt give any errors (just i2c hp but I am running fates) and the pset not read.

pset :: /home/we/dust/data/cheat_codes/cheat_codes-01.pset not read.
ERROR (i2c/hp) failed to write

All other scripts work input/output. Any ideas? Thanks. Sorry if I missed anything in the manual but i went thru it a couple of times.

hey hey! no worries, happy to help.

when you load a sample, cheat codes doesn’t assume you immediately want to use it. i think i’ll change that for 2.0, but for now you’ll need to reassign the pads to use the desired Clip slot – they are all set to Live by default.

for those without a grid, there is a specific process to follow, on page 21:

  • on the [loops] screen, hold K1 to access an alt menu
  • use E1 to switch to pad 16, which overwrites the values for the rest of the bank
  • use E2 to select the Clip you wish to load across all the pads
  • on this page, K3 will switch lines so you can do this with each bank

hope this helps!

1 Like

Hey. sorry for the late reply. Yes i got it working. Its perfect. i don’t know why i wanted to use it with samples and not with live sampling :))) its much more fun. Thanks for your help

1 Like

Hi all, I’m getting an error: init right out of the gate.

I’m using a norns/shield. at first I thought it was because I had the midigrid library on my norns so I erased my norns completely, loaded fresh firmware and installed cheat codes to make sure everything was factory standard.

Maiden
# script load: /home/we/dust/code/cheat_codes/cheat_codes.lua

# cleanup

# script clear

including /home/we/dust/code/cheat_codes/lib/cc_pattern_time.lua

including /home/we/dust/code/cheat_codes/lib/help_menus.lua

including /home/we/dust/code/cheat_codes/lib/main_menu.lua

including /home/we/dust/code/cheat_codes/lib/encoder_actions.lua

including /home/we/dust/code/cheat_codes/lib/arc_actions.lua

including /home/we/dust/code/cheat_codes/lib/zilchmos.lua

including /home/we/dust/code/cheat_codes/lib/start_up.lua

including /home/we/dust/code/cheat_codes/lib/grid_actions.lua

including /home/we/dust/code/cheat_codes/lib/easing.lua

pset >> write: /home/we/dust/data/system.pset

# script run

Engine.register_commands; count: 0

___ engine commands ___

___ polls ___

amp_in_l

amp_in_r

amp_out_l

amp_out_r

cpu_avg

cpu_peak

pitch_in_l

pitch_in_r

# script init

### SCRIPT ERROR: init

/home/we/dust/code/cheat_codes/cheat_codes.lua:578: attempt to call a nil value (method 'add_group')

stack traceback:

/home/we/norns/lua/core/norns.lua:126: in method 'add_group'

/home/we/dust/code/cheat_codes/cheat_codes.lua:578: in function 'init'

/home/we/norns/lua/core/script.lua:82: in function 'core/script.init'

[C]: in function 'xpcall'

/home/we/norns/lua/core/norns.lua:127: in field 'try'

/home/we/norns/lua/core/engine.lua:91: in function </home/we/norns/lua/core/engine.lua:89>

>> reading PMAP /home/we/dust/data/cheat_codes/cheat_codes.pmap

Which “fresh firmware”? What norns version are you running?

add_group was added in norns 200323

You might need to run SYSTEM>UPDATE?

EDIT: Although, probably unrelated - I get the following error after updating to the most recent norns version. This does not cause an init error, but just throws the error in maiden while launching.

# script run
>> reading PMAP /home/we/dust/data/cheat_codes/cheat_codes.pmap
m.read: /home/we/dust/data/cheat_codes/cheat_codes.pmap not read.
lua: /home/we/dust/code/cheat_codes/cheat_codes.lua:2005: attempt to index a nil value (global 'step_seq')
stack traceback:
	/home/we/dust/code/cheat_codes/cheat_codes.lua:2005: in global 'grid_redraw'
	/home/we/dust/code/cheat_codes/cheat_codes.lua:869: in field 'event'
	/home/we/norns/lua/core/metro.lua:169: in function </home/we/norns/lua/core/metro.lua:166>

But… does not error on subsequent loads. :thinking:

1 Like

Thanks, @okyeron the update did the trick for me :slight_smile:

1 Like

woop, apologies for totally losing track of this! thank you @okyeron and @Reinert_Wasserman, i’m so glad to hear it worked out! plz share your cheats!

@okyeron, that error pops up every so often and is totally innocuous, from what i can tell. i think it’s just a race condition which became a can of worms when i tried chasing it down before the refactor. i’ll take another swing at it tho! :revolving_hearts:

2 Likes