gridkeys mod (now w/ q7 layout, crow & jf outs)

@coreyr well spotted, thanks.

@Klinik & @JaggedNZ yes, you’re right.
i assume it should be trivial to add a conditional import of current midigrid to the mod, right?

yessss I needed this, for I have no midi, only a 64 grid.
I’ve been able to use plonky pretty well with mx.samples, but this is what I really wanted. Curious how it fares with scripts like drum room. Excited to get into a bunch of midi scripts and sounds that I’ve been missing out on. Mods seem fun and exciting :smiley:

Edit: works well enough with drum room :heart:

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modsmodsmodsmodsmodsmodsmodsmodsmods!!!

This is amazing, thanks so much!

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Yes, a conditional import should work, midi grid loads as a singleton so multi includes of midigrid should hopefully not do any to unexpected.

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alright, I’ve just pushed a new commit that embeds midigrid.

would gladly appreciate if someone could test.

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another update which fixes detection of usage of grid by script .

basically, had to take into account some edge cases:

  • scripts that do a params:bang() when they load
  • script that register g = grid.connect(1) + set g.key before they even init().

sadly, re-enabling gridkeys after a manual stop (e.g. K1 + K3 in global menu) is now broken.
one would have to go to the params menu and disable/enable it back for it to start working again while no scripts are yet loaded.

this regression is due to how closely interleaved the start script and stop script transitions are. i’m sure there’s some clever way to handle this but can’t figure it out w/ the few remaining stamina i had for the day.

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this is awesome! i was always a little upset at the scripts that didn’t let me use the grid as a keyboard but was always too lazy to open a PR to fix it.

one kinda left field feature request: is there a world where this could send cc messages instead of note (& pitch) on/off messages? lotsa scripts respond to CC messages as well as midi note data

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ah! we were debating about this on the study group (discord) just earlier. @Clashley1’s idea was to have a bunch of quantized faders (each having 8 possible values).

i would rather focus on stealing the keyboard from gridstep first (scrolable w/ chromatic/in-scale modes), wich i really enjoy.

also, i’m unsure about putting too much intelligence in this single mod. @Clashley1’s idea original idea was it to be another mod altogether (gridfaders).

i haven’t really made up my mind yet :confused:

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solved. It was my bad. Thanks for the script!

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Oh, gridstep style keyboard would be great! I was actually just going to request an earthsea style scale mode or even a highlight on just the C’s in a chromatic scale.

This mod is great, I’m one of those weirdos who owns a grid, and some cv sequencers but no midi keys so I was missing out on some really great synths. I’ve also been too lazy/ don’t know where to start with adding grid support to those scripts. Thank you!

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Unfortunately I don’t see any traces of gridkeys at all. I don’t see an entry

MOD - GRIDKEYS > MIDI OUT device

If I start sines and configure the virtual midi device also no sign of gridkeys. There is also no midi output in case no script is loaded (as I understand out mode should then be activated).

I have a Fates and system version is 210706 (is there perhaps an update I missed?). So currently I am clueless of how to activate and use gridkeys. Any hint on what I have missed or doing wrong much appreciated.

Otherwise: Great idea and what I was hoping for!

you need to activate the mod first.

i guess it’s not yet documented on the main monome documentation site.

take a look at this §: GitHub - monome/norns-example-mod: example mod for matron

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It took me longer than I care to admit last night to figure out that E3 enables the mod (instead of the expected K3).

thanks for this mod!

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Ok, this is new information. Thanks.

But: I don’t see an entry SYSTEM > MODS.

I double checked that I have it installed (assuming that the entry appear if you have at least installed one mod):

;install https://github.com/p3r7/gridkeys
starting...
install failed: project gridkeys already exists in /home/we/dust/code

My SYSTEM menu contains: devices, wifi, restart, reset, update… and that’s it.

apologies for the docs lag! in the middle of revamping studies – will switch focus next week!
prelim mod usability docs have been made!

this is it – mods were introduced with norns: update 210927 (Sept 27 2021). any previous software versions will not know how to make use of installed mods.

@eigen , until we get docs up, would you want to add update 210927 to the list of requirements in the top post?

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20 chars of done-di-doo

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Yes, thanks @dan_derks! I did an update a week ago and thought I am done but I wasn’t. Just checked for 210706 and it is currently running…

EDIT: Done and working. Thanks again to all of you!

Hi - not sure if this should go here or into the Fall @ambalek script. Installed the mod after installing Fall, but there was an update to Fall to access the grid, however I am now running into an issue with making gridkeys active within Fall, then able to to access a midi device (Plinkysynth in this case). But in that scenario the grid no longer functions for Fall and then going back to deactivate gridkeys doesn’t release it back to the Fall script. Nothing shows up in Maiden as an error, just a standard:
mod - gridkeys - TOGGLE_GRID_KEY = true
mod - gridkeys - TOGGLE_GRID_KEY = false

I can turn it on and off in Icarus and it will function in both sending note information to Icarus and lights on grid work.

Have you tried disabling gridkeys in the mod section of the system menu and restarting?

this sounds like a bug.
i’ll try to reproduce.

EDIT: i cannot reproduce. make sure to use the latest version as it sounds like a bug that could happen before this release.