Thanks for the stack trace. That helps a lot and I suspect I already know where the problem is (just not sure what the best fix is). In the mean time I’ve opened a GH issue regarding the problem: https://github.com/monome/maiden/issues/157

hi there was having problems connecting HID Devices to my RpiNorns so i replaced line 13 in vport.lua with this one and it works. :slightly_smiling_face: is this just me?

names[device.port] = true

hope this helps

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Not sure if this goes here or Norns Help but last night I deleted my dust folder (which I had messed up last week and wasn’t sure I fixed properly manually) and installed it again from a link @tehn posted somewhere. I thought it worked when I glanced at everything last night before leaving work, where my computer is.
Today it says NONE (error: AUDIO ENGINE) upon startup and scrolling seems to be super slow. I’ve restarted and reset it but nothing’s changing.
When I click on @Justmat Otis or Mangl, they just say loading. Actually, checking now, they ALL say loading and never load.

The only thing I did after adding the dust back was add Otis, Haven, and Mangl. My computer is 40 mins away and I will go there if need be but I don’t know what to do to make this work again. Thanks in advance!
-Brendan

https://monome.org/docs/norns/

HELP

ERROR: AUDIO ENGINE

If norns shows ERROR: AUDIO ENGINE chances are there’s a problem with duplicate SuperCollider classes.

To solves this connect via wifi and open maiden. Go to the SuperCollider REPL tab, type ;restart and press enter.

This will restart the audio components and output their logs. If there’s a duplicate class an error message like the following will be shown:

ERROR: duplicate Class found: ‘Engine_Some’
/home/we/dust/code/somescript1/lib/Engine_Some.sc
/home/we/dust/code/somescript1-copy/lib/Engine_Some.sc
ERROR: There is a discrepancy.

Remove one of the offending scripts/classes and either completely restart norns or execute ;restart again from maiden and all should be good again.

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Works perfectly. It was Haven. I thought I was told that WE doesn’t have that engine anymore though. Either way, it’s fixed and I’m happy but I’m confused on why there was a dup if it was supposed to have been removed from that folder. Just trying to understand thoroughly so I can handle myself better in the future. Thank you for your help!!

Depends on what/where you restored the we directory from. It has indeed been removed from the repo.

Possible bug - looking for confirmation.

levels page not getting updated with values from script load, and/or script load ignores set levels for cut

  • Turn cut all the way down on the mixer levels page.
  • load awake
  • awake plays with standard softcut reverb level
  • mixer page levels for cut still show all the way down
  • changing cut level then adjusts the reverb level

Question might be - which settings take precedence? Master levels settings or the loading script settings?

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this is actually a messy problem that needs to be resolved with the param menu update.

right now the way to update audio levels is to call ie

audio.level_cut(x)

which is what both awake and the menu level page do.

but the menu level page uses the mix class which is a paramset, so it can do get as well. clearly updating audio.level_cut directly is not going to update the mix pset.

right now this is a bug and will be addressed in the massive param page overhaul— or there might be a quickfix: https://github.com/monome/norns/issues/838

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quick question, probably a summary from somewhere else- i’ve read every norns thread religiously on here, and used the search function to my utmost ability this evening, but can’t seem to find what the deal is with the old dust folder that is now on my norns after completing the latest update? guessing the scripts in there won’t necessarily run without being rewritten? or is it just to put them in the correct file path and get lucky on some of them? i’m “missing” a couple of “essential” ones from norns 1.0 that i haven’t seen in the library or otherwise here lately. not that i’m ungrateful for what there is or expect anyone to just automatically update their code! just wondering if there was a protocol in place which i missed…

No you’re right about what you said (scripts need to be slightly rewritten to fit 2.0) but maybe tell us what scripts are missing from the new library because I seem to remember every code I had (and I downloaded them all in a frenzy) being updated at some point (it wasn’t the case immediately but it is now) because this community is crazy that way.

Edit : also I seem to remember some scripts changed names or update with other features or are in a general batch of scripts so maybe you missed them in the library section? Again, I just download everything in a frenzy and then check them one by one!

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the renamed folder is just so you don’t lose any local changes you made, recordings, whatever.

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thanks for your response! i checked and it looks like the 2 scripts i really miss now are flin and boiing:

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I found an old version of flin, I’ll throw up a gist/repo when I get it working with 2.0.

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I think I know of two more scripts that are not working with 2.0. If I’m not mistaken - they are Quadrangularis and Ekombi.

@instantjuggler

Here are Flin and Boingg.

@artfwo and @declutter I briefly looked for a place to PR these changes, but couldn’t find repos outside of the old /dust folder. I hope I am not stepping on any toes by doing it this way :sweat_smile:

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Thank you so much for this!! And all your other work around here too, I’m so grateful!

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Thankyou! I was wondering why flin was missing in v2 just the other day

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liking to remember (because I’ll forget otherwise) - would be cool to see these added to the Library here.

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Oh fantastic! Thank you. Very helpful.

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Is this still on your radar @zebra ? :pray: