Norns: dust

uh noooo… now I feel… :man_facepalming:

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Happens to everyone now and again! :sweat_smile:

Not at home to try it out but super curious: Does today’s update improve Norns MLR?

no updates to mlr today. just midi-cc mapping to its params.

mlr updates on my list next, thank you for your patience

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Would it be crazy / annoying or overkill to start a norns mlr thread ? To help people clarify how to use it, ask questions and talk about potential features ?

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Your Wish is My Command.

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Markov melody generator (first-order but i’m ultimately heading for a second-order one). Interaction is a bit limited for now but it is just a foundation.

-- Markov melody generator
-- Key 2 randomize Scale
-- Key 3 randomize Probabilities 


engine.name = "PolyPerc"
Scale = {0,0,0,0,0,0,0}
Prob = {{},{},{},{},{},{},{}}

function init()
rndScale()
rndProb()
engine.amp(1.5)
w = 1
noteSel = 1                                       -- note selector
counter = metro.alloc(count, 0.15, -1)
counter:start()
end

function redraw()
  screen.clear()
  screen.aa(0)
  screen.font_face(1)
  screen.font_size(8)
  for i=1, 7 do                                   -- Draws Notes
    screen.move(15*i, 6)
    screen.level(15)
    screen.font_face(1)
    screen.text_center(Scale[i])
    for j=1, 7 do                                 -- Draws probability for each note
      screen.move(15*i, 10 + (j*7))
      screen.level(2)
      screen.text_center(Prob[i][j])
    end
  end
  screen.move(11, 9)
  screen.line(110, 9)                             -- Line
  screen.stroke()
  screen.rect((w*15-1),8,4,1)                       -- Feedback
  screen.level(5)
  screen.stroke()
  screen.update()
end

-- Counter
function count()
  probRoll()
  engine.hz(midi_to_hz(60 + noteSel))             
  redraw()
  end

-- Random Scale Generator
function rndScale()
  for i=1, 7 do
    if i ~= 1 then
    Scale[i] = Scale[i-1] + math.random(1,3)       -- Creates Scale{}
    end
  end
end

-- Random Prob Gen per note
  function rndProb()
    for i=1, 7 do
        remain = 100
        deck = {1,2,3,4,5,6,7}
        shuffleTable(deck)                          -- random distribution order
      for j=1, 7 do                                
        Prob[i][deck[j]] = (math.random(0, remain)) -- Mixup tables or last probs 0
        if Prob[i][deck[j]] == 100 then             -- Prevent 100% 
          Prob[i][deck[j]] = 99
        end
        remain = (remain - Prob[i][deck[j]]) 
      end
    end
end     

-- Midi to Hz
function midi_to_hz(note)
  local hz = (440 / 32) * (2 ^ ((note - 9) / 12))
  return hz
end

-- Prob roll
function probRoll()
local v = 1
  repeat
  Test = math.random(100) 
    if Test > Prob[w][v] then
      v = v+1
        if v > 7 then v = 1 end
      x = false
    else x = true
    end
  until x == true
  w = v
  noteSel = Scale[w] 
end

function shuffleTable(t)                 -- shuffle table content
    for ite = #t, 2, -1 do
        local shf = math.random(1, ite)
        t[ite], t[shf] = t[shf], t[ite]
    end
end

function key(n, z)                      -- Key2 change Scale, Key 3 chang Probs
  if n == 2 then
    if z == 1 then
      rndScale()
    end
  end
  if n == 3 then
    if z == 1 then
      rndProb()
    end
  end
  redraw()
end
16 Likes

I’ve gotten started on this. Here’s a very early gist of a five buffer version.

Biggest thing I need to figure out a good way to do all notes off for only a particular buffer when stopped. Otherwise, exploring some interface changes and ideas, quantization of the loops relative to each other, and what the screen should do.

Here’s an early recording exploring seaaaa, cc mapping of various engine parameters with the nanoKONTROL2, and lots of delay, reverb and saturation.

https://soundcloud.com/midcentury/seaaaaa/s-Wi93a

10 Likes

hello_gong: the played notes seem to never trigger a note off, is this by design? Bonus question: how do I revert to the default parameter settings on a script, after saving my own configuration as default?

notes should be released upon note offs unless parameter amp gain is > 0.

I’m trying my first attempts at writing a small engine for my norns.
Maybe a stupid question but how do I actually put the engine_something.sc file in the sc folder on norns?
Is it through maiden?
Or do I open a serial connection via usb and do it via terminal? And how would I go about and do that?

@AndersSkibsted this might help: https://github.com/monome/norns/issues/462

@jah quick question RE step. I’ve a gig coming up and I’d like to use step/grid for some drum sequencing. I know that I can save the state of the parameters menu, which is wonderful - is there a way to include the grid state?

I should probably say, I’ve not as yet even fired up Maiden etc, been too busy enjoying the scripts already written. I’m unlikely to have time to delve in either prior to the show (this weekend).

Not currently, but I want to include features for saving/restoring patterns too. Perhaps I can make a quick hack and include it as a parameter in the parameter set. When is your show? :slight_smile:

3 Likes

Oh man, that would be such a help. It’s sat eve (BST). Understand if it’s not viable or whatever, already feel in your debt for such great scripts.

Is there a way to pass parameter values declared within the norns interface to the CroneEngine upon startup/init of a script?

Noticed something in earthsea tonight while debugging a grid problem.

Seems earthsea is sending a gridredraw() twice in a row for grid_note() The first in the grid_note() function and then again in gridkey() where grid_note() is called.

Should we be wary of double/multiple refresh updates to the leds? I suppose this is a pretty benign thing though.

Depends.

Something like “plane” or “nerdscroll”, where nearly every LED needs an update when any do, you don’t want to write unnecessary messages to the serial port.

But… If gridredraw() is checking a “dirty” flag, and thus only actually redrawing when something is changed, that shouldn’t add a whole lot of overhead.

in this case it’s checking for dirty, sending the LED frame, sending refresh, then doing both of those a second time (without having any changes occurred) - which I’m assuming is a bug.

EDIT: Clarification - I’m talking about the lua code here

I believe the low level grid code has dirty flags to avoid overhead.
(apart from the higher level overhead eg lua calls)

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