Hi everyone. I am getting a norns shield soon and quite excited to join it in my portable setup with OP-Z.

I would like to ask if anyone has done SuperCollider livecoding on norns? I guess another, roundabout way to ask the question is what happens on the norns if I modify the SuperCollider engine while it’s is running?

Cheers!

speaking literally, engines are classes and cannot be modified at runtime.

but depending on your familiarity with supercollider, you can pretty easily create livecoding structures around engines or within engines.

for example:

  • you can get the current engine in the SC REPL, and call its methods.
e = Crone.engine
-> a Engine_Dronecaster
e.caster.setHz(...

i’d think this would be the kind of technique one would adopt to easily make a SC livecoding environment on the norns itself, if one were so inclined.

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Thanks @zebra, i am encouraged and looking forward to trying this on the device!

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Side note: thank you for putting Redfrik tweets into an engine!

eh… that was sort of an experiment to see if i could programatically scrape all the tweets that consist of a single synthdef each. they don’t all quite work, so… buyer beware. maybe most interesting as a starting place

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I’m patiently awaiting my Norns Sheild from Monome, and as I sit and contemplate creating my own applications I have a basic question about Supercollider.

Looking through the tutorials available, I see that you call out to a SC engine using a “name”. Is there a list somwwhere of available, integrated or prefab engines to me started?

In the DOCS bruh:

"To see a list of all locally installed engines:

tab.print(engine.names)"

The engines you’ll have on your Norns are script dependent so there’s not really a standard list.

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Thanks! I’ve seen in the studies how to call out to the engine, but I’ve never seen it explicitly described what engines the Norns contains by default. In the session “Many Tomorrows” they call an engine named “TestSine”. I’m assuming that every norns would have that engine by default. I understand that users can install and even design their own engines (I’ve written a few for the MinilogueXD that I’d like to port over), but how do I know which engines every Norns is “born” with?

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I think these more or less cover it

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Thanks! I’ll check those out.

is there a limit to the number of parameters you can send via engine into the SuperCollider instance?

e.g. is this okay do (36 parameters):

this.addCommand("play","ifffffffffffffffffffffffffffffffffff", ....

I send 64 floats in my grd lib.
It’s just fine

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