I’ve been surprised by the lack of discussion about it…
Hopefully this thread for the R engine will generate more code based on its framework
I’ve been surprised by the lack of discussion about it…
Hopefully this thread for the R engine will generate more code based on its framework
I haven’t tried scripting anything with it yet but was just checking out https://github.com/antonhornquist/jah-scripts yesterday to get a better idea of what’s possible (spoiler alert: a lot). must focus on my scripts at hand first but I plan on really diving in soon.
Do you have a github link for it? I’d ask for some docs on how the repo(s) is/are organized but accept that things are still in flux.
and if you (or anybody else) are seeking the docs
check
With this can I change SC engines used in my Lua interfaces on the fly? Am I correct thinking you can’t do that normally, but can with this?
it is a single engine that is modular, allowing you to create / delete DSP blocks and connections between them on the fly from lua.
(OT)
you can, in fact, also change engines on the fly within a lua script, though this isn’t something that has been demonstrated to date - it would bypass/complicate much of the infrastructure that makes writing scripts more “convenient” - e.g. the init method (which is called after the engine is loaded) and the auto-population of engine “methods” such as engine.hz(), &c
aha! This looks supremely useful! Pretty healthy list of modules. Exciting!
this engine pretty very addresses a lot of the use cases that steered me away from norns at first. curious how successful grid or norns as a patching interface will be !
One way to start toying with R is to copy the Moln script and change parts (ie. use a saw instead of square oscillator, add modulation sources).
The docs referred above cover a lot of what it’s about. I intend to add more details on the actual modules. When time permits I also want to add more modules and capabilities. On the top of my R list is buffer support and an Ack like sample player module.
Background: I started writing this engine after an idea from @tehn of an modular engine that could be reconfigured from lua. Some modules were inspired by the AudioMulch environment, others from basic Doepfer eurorack modules.
It looks fabulous, I’ve made a simple sine oscillator at the moment, but I don’t like the name. I can’t search for it on lines 
@jah, holy moly. this is wonderful – linking a few filters and modulating them has been giving me an entire day of joy. it has me wondering: is there any way to route softcut as an input?
No. Engines can go to softcut but not vice versa (at the moment). See block diagram if it’s not too scary
Is there any way to read a value from an R module?
Edit: I’m thinking of reading the position of a LFO, or the value of a S&H, in order to modulate a PARAM
Not at the moment. You feel a need to poll signal values from outputs? While this likely is possible to implement/add to the R engine in some way the idea up until this point has been to modulate by connecting module outputs to module modulation inputs (PWM, FM, DelayTimeModulation, etc).
I should really improve R module documentation.
/Anton
This works wonderfully for modulating the other parts of the R engine, so I think my request may be a bit out of scope. ![]()
Personally I would find it nice to be able to snapshot and send signal values back to script for visualization purposes though.
This is possible for all scripts (read about MIDI-mapping in PARAMETERS section here: norns | monome/docs)
Sure, mapping a lua param to several R engine parameters is possible.
thanks i’m just playing on Moln and can see from that about the parameters, so deleted my comments, literally 2 minutes before you posted the reply!