the “about” is at the top of the Library category: About the Library category

Ah ha! That could be helpful if added to the pinned post. It only refers to “the template”, perhaps “the template after clicking new post”?

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Not sure if this is the place, but how does the clock work vs metro? I’m trying to sync up UI (done with metro) to note playing (done with clock) but even though they both use the same BPM params they refuse to sync.

Does clock basically trigger every n milliseconds based off of params:bpm? Vs metro which needs a frame rate.

which “clock” are you talking about?

midi clock?

the Beatclock lib?

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I think i saw somewhere that its possible to make screenshots within norns now, could someone point me out pls?

Correct :slight_smile:
You can run the following from the maiden REPL

s_export_png("/home/we/test.png")

Which will create a “screenshot” in that location

we@norns:~$ file /home/we/test.png 
/home/we/test.png: PNG image data, 128 x 64, 8-bit/color RGBA, non-interlaced

I don’t think it’s properly documented anywhere yet.

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Apologies. Beatclock.

What is the recommended way of getting paths to audio files and folders with audio files to be recognized by the SC engine? I could do it all on the SC side, but I’d like to include some functionality in the lua script to change the file or folder where the audio files reside.

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Beatclock is just metros IIRC

see ~/norns/lua/lib/beatclock.lua

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Ok. I just rolled my own thing off of metro, it works. I need to take the time to understand all the included scripts.

I’m having trouble figuring out how to develop and explore on the supercollider side of things in an easy way. How do people do that?

It seems like my tweak a line, save and publish to see what happens I do on the lua side isn’t quite as simple for engines.

option 1:
tweak a line, enter ;restart in maiden SC REPL, see what happens

(i’d recommend copying and renaming the engine class to something local to your script, e.g. dust/code/we/lib/Engine_TestSine.sc -> dust/code/zebra/lib/Engine_ZSine.sc - important to change class name as well as filename)

option 2:
develop engine on desktop first. this gives you syntax highlighting, completion, SC help files, &c.

norns core SC classes work fine on macOS and linux. @mimetaur made this nice gist documenting the setup on mac (which we really should link from / add to the official docs):
[ https://gist.github.com/nathankoch/18346a71f1444ec8bea98a0c3c6fa365 ]

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I got my own repo up but haven’t tested it on my device yet with the 2.0 release. I’ll do that this weekend and make the post to Library.

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what happened with the DX7 script? not updated?

Looks like @lazzarello says this weekend prior to your post.

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does anyone know where the lua code for the “levels” screen is located? wanna try and steal some code from that for a script I am working on.

All of the menu stuff currently lives in a single file. This should bring you to the mix/levels section https://github.com/monome/norns/blob/954f26da8a0362b5d657df31de26820526fc3bfc/lua/core/menu.lua#L1291

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i might suggest instead looking at the UI code inside the we folder.

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yup, looking at both. just good to know how the levels menu are getting the live feeds from the ins/outs.

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Updated

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