/usr/share/mixxx/controllers/Numark-DJ2Go-scripts.js is in mixxx-data 2.0.0~dfsg-9.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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//Made to be close as possible to how DJ2Go works with VDJ.
NumarkDJ2Go = new function() {
this.decks = [];
this.playlist = [];
this.master = [];
};
var shiftUsed=0;
var shiftA=0;
var shiftB=0;
var shiftBck=0;
var shiftEnt=0;
NumarkDJ2Go.shiftA = function(channel, control, value, status, group) {
shiftA = ((status=="0x90") ? 1 : 0);
shiftUsed=0;
}
NumarkDJ2Go.shiftB = function(channel, control, value, status, group) {
shiftB = ((status=="0x90") ? 1 : 0);
shiftUsed=0;
}
NumarkDJ2Go.shiftBck = function(channel, control, value, status, group) {
shiftBck = ((status=="0x90") ? 1 : 0);
shiftUsed=0;
}
NumarkDJ2Go.shiftEnt = function(channel, control, value, status, group) {
shiftEnt = ((status=="0x90") ? 1 : 0);
shiftUsed=0;
}
NumarkDJ2Go.flip = function(group, key) {
var flip=engine.getValue(group, key);
flip = (flip != true);
engine.setValue(group, key, flip);
}
//Initialise and shutdown stuff.
//========================================================
NumarkDJ2Go.init = function(id) {
//Connect button lights to equivalent controls. The track_samples control
//is being used to tell if a track has successfully loaded (whereupon lights
//flash twice. Best way I could think of in the absence of a proper control
//for checking whether a track is loaded.
engine.connectControl("[Channel1]","track_samples","NumarkDJ2Go.loadLights");
engine.connectControl("[Channel2]","track_samples","NumarkDJ2Go.loadLights");
engine.connectControl("[Channel1]","pfl","NumarkDJ2Go.pflLights");
engine.connectControl("[Channel2]","pfl","NumarkDJ2Go.pflLights");
engine.connectControl("[Channel1]","cue_default","NumarkDJ2Go.cueLights");
engine.connectControl("[Channel2]","cue_default","NumarkDJ2Go.cueLights");
engine.connectControl("[Channel1]","play","NumarkDJ2Go.playLights");
engine.connectControl("[Channel2]","play","NumarkDJ2Go.playLights");
engine.connectControl("[Channel1]","beat_active","NumarkDJ2Go.syncLights");
engine.connectControl("[Channel2]","beat_active","NumarkDJ2Go.syncLights");
NumarkDJ2Go.manualLooping = [false, false];
};
NumarkDJ2Go.shutdown = function(id) {
//Turn off all controller lights at shutdown.
midi.sendShortMsg(0x90,0x33,0x00);
midi.sendShortMsg(0x90,0x3C,0x00);
midi.sendShortMsg(0x90,0x3B,0x00);
midi.sendShortMsg(0x90,0x42,0x00);
midi.sendShortMsg(0x90,0x40,0x00);
midi.sendShortMsg(0x90,0x47,0x00);
midi.sendShortMsg(0x90,0x65,0x00);
midi.sendShortMsg(0x90,0x66,0x00);
};
//Setting up classes for objects
//========================================================
//The deck class holds functions for checking attributes about the deck (e.g.
//whether track loaded, holds the functions for scratching/pitch bending on the
//jog wheel, and has a 'control' array, which holds all the controls (buttons etc)
//associated with the deck. The jog wheels haven't been treated like the other controls
//because there is only one per deck. Obviously two deck objects are created: D1 and D2.
NumarkDJ2Go.deck = function(deckNum) {
this.deckNum = deckNum;
this.group = "[Channel" + deckNum + "]";
this.loadedCheck = function() {
var yesno = (engine.getValue(this.group, "track_samples") > 0)?true:false;
return yesno;
};
//Brake effect introduced in Mixx 1.11
this.brakeOn = function(factor) {
engine.brake(this.deckNum, true, factor);
this.braked= true;
};
//Turns brake off. Needed because brake stays on after track has stopped, and play/pause etc
//can't be used until brake turned off again.
this.brakeOff = function() {
engine.brake(this.deckNum, false); // disable brake effect
this.braked= false;
};
//Attribute for whether brake is applied to deck.
this.braked= false;
//Timer used to turn off scratch mode.
this.scratchTimer = 0;
//Enables scratching. While is on, playing/pausing not possible, so scratchOff function (below) also needed.
this.scratchOn = function() {
var intervalsPerRev = 60; //DJ2Go jog wheel is 60 intervals per revolution.
var rpm = 85; //Adjust to suit.
var alpha = (0.1); //Adjust to suit.
var beta = (alpha/30); //Adjust to suit.
engine.scratchEnable(this.deckNum, intervalsPerRev, rpm, alpha, beta);
};
this.scratchOff = function() {
engine.scratchDisable(this.deckNum);
this.scratchTimer= 0;
};
//Function that actually does the scratching in response to moving the jog wheel. The timer is
//used to automatically turn the scratch mode off when the jog wheel stops moving for a period.
//This allows play to resume when scratching finished.
this.scratch = function(forwards) {
if (this.scratchTimer !== 0)
{
engine.stopTimer(this.scratchTimer);
};
var playDelay = 40; //Adjust to suit.
var scrConst = 1; //Adjust to suit.
var scrVal = (forwards)?scrConst:-scrConst;
engine.scratchTick(this.deckNum, scrVal);
this.scratchTimer = engine.beginTimer(playDelay,"NumarkDJ2Go.decks.D" + this.deckNum + ".scratchOff()", true);
};
//Pitchbend attribute. Required for pitchbend to be ramping (i.e speeds up/slows down the more the wheel is moved).
this.bendVal= 0;
//Timer used to turn of pitch bend.
this.pitchTimer= 0;
//The alternative mode to scratching for the jog wheel.
this.pitchBend = function(forwards) {
//For some reason the ramping pitchbend option in Mixx menu together with temp_rate_up/down doesn't seem
//to work for the jog wheel. So this function allows the pitch bend to ramp the faster/more
//revolutions of the wheel.
if (this.pitchTimer !== 0)
{
engine.stopTimer(this.pitchTimer);
};
var bendConst = 0.002; //Adjust to suit.
var nVal = (Math.abs(this.bendVal) + bendConst); //Turn bendVal to absolute value and add.
nVal = (nVal > 3.0)?3.0:nVal; //If gone over 3, keep at 3.
this.bendVal = (forwards)?nVal:-nVal; //Return to positive or minus number.
engine.setValue(this.group, "jog", this.bendVal);
this.pitchTimer = engine.beginTimer(20,"NumarkDJ2Go.decks.D" + this.deckNum + ".pitchBendOff()", true);
};
//Used by function above. Turns pitchbend off.
this.pitchBendOff = function() {
this.bendVal = 0;
this.pitchTimer= 0;
};
//Controls for the deck--buttons, sliders, etc--are associated with the deck using this array.
this.control = [];
this.beatActive = function(){
if (engine.getValue(this.group, "beat_active")) {
this.beatLed = true
}
else {
this.beatLed= false;
}
}
this.jump2begin = function (){
engine.setValue(this.group,"playposition",0);
};
};
//Control class for control objects, e.g. play button. Objects for the two jog wheels are not created this way, instead they are
//represented directly by the deck objects. This was just an easier way to do it, and there will only ever be one jog wheel
//per deck anyway.
NumarkDJ2Go.control = function(key, midino, group) {
this.key = key;
this.midino = midino;
this.group = group;
this.onOff = function(value) {
engine.setValue(this.group, this.key, value);
};
this.checkOn = function() {
var checkOn = engine.getValue(this.group, this.key);
return checkOn;
};
};
//Has on/off and flashing modes for all button lights. Light objects are only created for buttons that can
//actually illuminate.
NumarkDJ2Go.light = function(group, midino, deckID, controlID) {
this.midino = midino;
this.objStr= "NumarkDJ2Go.decks." + deckID + ".control." + controlID + ".light"
this.lit = false;
this.flashTimer= 0;
this.flashOnceTimer= 0;
this.onOff = function(value) {
midi.sendShortMsg(0x90, this.midino, value);
this.lit = value;
};
this.flashOnceOn = function() {
midi.sendShortMsg(0x90, this.midino,1);
this.flashOnceTimer = engine.beginTimer(150, this.objStr + ".flashOnceOff()", true);
};
this.flashOnceOff = function() {
midi.sendShortMsg(0x80, this.midino,1);
this.flashOnceTimer = 0;
};
this.flashOff = function(relight) {
if (this.flashTimer !== 0)
{
engine.stopTimer(this.flashTimer);
this.flashTimer= 0;
};
if (this.flashOnceTimer !== 0)
{
engine.stopTimer(this.flashOnceTimer);
this.flashOnceTimer= 0;
};
if (relight)
{
this.onOff(1);
}
else
{
this.onOff(0);
};
};
this.flashOn = function(flashNo) {
var relight = this.lit;
this.flashOff();
this.flashOnceOn(); //This is because the timer take 600 milisecs before first flash.
this.flashTimer = engine.beginTimer(600, this.objStr + ".flashOnceOn()");
if (flashNo)
{
engine.beginTimer((flashNo * 600) -50, this.objStr + ".flashOff(" + relight + ")", true);
};
};
};
//Constructor for creating control objects
NumarkDJ2Go.addControl = function(arrID, ID, controlObj, addLight) {
var arrAdd = this[arrID];
if (addLight)
{
//If the button can illuminate, a light object is created for it (see above).
controlObj.light = new NumarkDJ2Go.light(this.group, controlObj.midino, "D" + this.deckNum,ID);
};
arrAdd[ID] = controlObj;
};
//This creates an 'addControl' constructor function to the deck class, using the above function as a template.
NumarkDJ2Go.deck.prototype.addControl = NumarkDJ2Go.addControl;
//Creating the actual deck/control objects and adding them to the appropriate arrays.
//====================================================================================
//The only object that goes into the playlist array.
NumarkDJ2Go.addControl("playlist", "selectKnob", new NumarkDJ2Go.control("", 0x1A, "[Playlist]"));
//Creating the two deck objects.
NumarkDJ2Go.addControl("decks", "D1", new NumarkDJ2Go.deck("1"));
NumarkDJ2Go.addControl("decks", "D2", new NumarkDJ2Go.deck("2"));
NumarkDJ2Go.addControl("playlist", "enterBut", new NumarkDJ2Go.control("LoadSelectedIntoFirstStopped", 0x5A, "[Playlist]"));
NumarkDJ2Go.addControl("playlist", "backBut", new NumarkDJ2Go.control("ToggleSelectedSidebarItem", 0x59, "[Playlist]"));
//All controls below associated with left or right deck.
NumarkDJ2Go.decks.D1.addControl("control", "load", new NumarkDJ2Go.control("LoadSelectedTrack", 0x4B, "[Channel1]"));
NumarkDJ2Go.decks.D2.addControl("control", "load", new NumarkDJ2Go.control("LoadSelectedTrack", 0x34, "[Channel2]"));
NumarkDJ2Go.decks.D1.addControl("control", "sync", new NumarkDJ2Go.control("beatsync", 0x40, "[Channel1]"), true);
NumarkDJ2Go.decks.D2.addControl("control", "sync", new NumarkDJ2Go.control("beatsync", 0x47, "[Channel2]"), true);
NumarkDJ2Go.decks.D1.addControl("control", "beatTapCurPos", new NumarkDJ2Go.control("beats_translate_curpos", 0x40, "[Channel1]"), true);
NumarkDJ2Go.decks.D2.addControl("control", "beatTapCurPos", new NumarkDJ2Go.control("beats_translate_curpos", 0x47, "[Channel2]"), true);
NumarkDJ2Go.decks.D1.addControl("control", "bpmTap", new NumarkDJ2Go.control("bpm_tap", 0x40, "[Channel1]"), true);
NumarkDJ2Go.decks.D2.addControl("control", "bpmTap", new NumarkDJ2Go.control("bpm_tap", 0x47, "[Channel2]"), true);
NumarkDJ2Go.decks.D1.addControl("control", "pfl", new NumarkDJ2Go.control("pfl", 0x65, "[Channel1]"), true);
NumarkDJ2Go.decks.D2.addControl("control", "pfl", new NumarkDJ2Go.control("pfl", 0x66, "[Channel2]"), true);
NumarkDJ2Go.decks.D1.addControl("control", "cue", new NumarkDJ2Go.control("cue_default", 0x33, "[Channel1]"), true);
NumarkDJ2Go.decks.D2.addControl("control", "cue", new NumarkDJ2Go.control("cue_default", 0x3C, "[Channel2]"), true);
NumarkDJ2Go.decks.D1.addControl("control", "play", new NumarkDJ2Go.control("play", 0x3B, "[Channel1]"), true);
NumarkDJ2Go.decks.D2.addControl("control", "play", new NumarkDJ2Go.control("play", 0x42, "[Channel2]"), true);
NumarkDJ2Go.decks.D1.addControl("control", "bendMinus", new NumarkDJ2Go.control("rate_temp_down", 0x44, "[Channel1]"));
NumarkDJ2Go.decks.D2.addControl("control", "bendMinus", new NumarkDJ2Go.control("rate_temp_down", 0x46, "[Channel2]"));
NumarkDJ2Go.decks.D1.addControl("control", "bendPlus", new NumarkDJ2Go.control("rate_temp_up", 0x43, "[Channel1]"));
NumarkDJ2Go.decks.D2.addControl("control", "bendPlus", new NumarkDJ2Go.control("rate_temp_up", 0x45, "[Channel2]"));
//Mapping the buttons, sliders, wheels etc.
//================================================================================
//Changes the selectKnob (below) dirMode attribute to 'playlist' if 'track'. If dirMode attribute
//already 'playlist' or not yet set, attempts to expand or contract the select directory tree.
NumarkDJ2Go.backBut = function(channel, midino, value) {
var backBut = NumarkDJ2Go.playlist.backBut;
var selectKnob = NumarkDJ2Go.playlist.selectKnob;
shiftBck=0;
if (shiftUsed==0)
{
if (("dirMode" in selectKnob) && (selectKnob.dirMode == "Track"))
{
selectKnob.dirMode = "Playlist";
}
else
{
backBut.onOff(1);
};
};
};
//Changes the selectKnob (below) dirMode attribute to 'track' if 'playlist'. If dirMode attribute
//already 'track', loads the selected track into the first available deck.
NumarkDJ2Go.enterBut = function(channel, midino, value) {
var enterBut = NumarkDJ2Go.playlist.enterBut;
var selectKnob = NumarkDJ2Go.playlist.selectKnob;
shiftEnt=0;
if (shiftUsed==0)
{
if (("dirMode" in selectKnob) && (selectKnob.dirMode == "Track"))
{
enterBut.onOff(1);
}
else
{
selectKnob.dirMode = "Track";
};
};
};
//Depending on the dirMode attribute, either scrolls up and down the directory tree or the tracklist.
NumarkDJ2Go.selectKnob = function(channel, midino, value) {
var selectKnob = NumarkDJ2Go.playlist.selectKnob;
if (!("dirMode" in selectKnob))
{
selectKnob.dirMode = "Playlist"; //Assumes playlist if back/enter buttons never been pressed.
};
selectKnob.key = (value == 0x7F)?"SelectPrev"+selectKnob.dirMode:"SelectNext"+selectKnob.dirMode;
selectKnob.onOff(1);
};
//On pressing A or B loads new track into deck unless track is currently playing, in which
//case starts track again from beginning, ignoring any cue points.
NumarkDJ2Go.load = function(channel, midino, value, status, group) {
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
if (deck.control.play.checkOn())
{
if (deck.scratchMode)
{
deck.scratchMode = false;
}
else
{
deck.scratchMode = true;
};
}
else
{
deck.control.load.onOff(1);
};
};
//Turns on/off headphone monitor for the deck, but also turns off the headphone monitor for the other deck.
//This is how VDJ does it with DJ2Go.
NumarkDJ2Go.pfl = function(channel, midino, value, status, group) {
if (shiftBck) {
NumarkDJ2Go.flip(group,"flanger");
shiftUsed=1;
return;
}
else {
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
if (deck.control.pfl.checkOn())
{
deck.control.pfl.onOff(0);
}
else {
NumarkDJ2Go.decks.D1.control.pfl.onOff(0);
NumarkDJ2Go.decks.D2.control.pfl.onOff(0);
deck.control.pfl.onOff(1);
};
};
};
//Cue. Reacts to both status on and status off bytes (i.e. button held down and released).
NumarkDJ2Go.cue = function(channel, midino, value, status, group) {
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
if (shiftBck){
deck.jump2begin();
return;
}
else {
//Need to disable the deck brake first, if it is applied.
if (deck.braked)
{
deck.brakeOff();
};
if (deck.loadedCheck())
{
var onoff = (status == 0x90)?1:0;
deck.control.cue.onOff(onoff);
};
}
};
//Play. Does deck brake instead of pause if scratch mode selected.
NumarkDJ2Go.play = function(channel, midino, value, status, group) {
if (status==0x80)
{
if (shiftBck) {
engine.setValue(group, "reverse", 0);
shiftUsed=1;
};
}
else {
if (shiftBck){
engine.setValue(group, "reverse", 1);
shiftUsed=1;
return;
}
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
//Turns deck brake off if it is on.
if (deck.braked)
{
deck.brakeOff();
};
if (deck.loadedCheck())
{
if (deck.control.play.checkOn())
{
if (deck.scratchMode)
{
// deck.brakeOn(750);
};
deck.control.play.onOff(0);
}
else {
deck.control.play.onOff(1);
};
};
};
};
//Jog wheel. Scratches or pitchbends depending on whether scratch mode selected.
NumarkDJ2Go.wheel = function (channel, midino, value, status, group) {
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
var forwards = (value == 0x7F)?false:true;
if (shiftEnt) {
deck.scratchMode=1;
shiftUsed=1;
};
if (deck.scratchMode)
{
if (deck.scratchTimer == 0)
{
//If no scratch timer (i.e. jog wheel not already being scratched), turns scratch mode on.
deck.scratchOn();
};
//Does scratching. Whether back or forward given in 'forwards' variable.
deck.scratch(forwards);
deck.scratchMode=0;
}
else
{
//Does pitchbend.
deck.pitchBend(forwards);
};
};
//Pitch bend down. This toggles off the pitch bend up and pitches down while the
//button is held. Turns off when button released.
NumarkDJ2Go.pitchBendMinus = function(channel, midino, value, status, group) {
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
if (!deck.control.bendPlus.checkOn())
{
if (status == 0x90)
{
deck.control.bendPlus.onOff(0)
deck.control.bendMinus.onOff(1)
}
else
{
deck.control.bendMinus.onOff(0)
}
};
};
//Pitch bend up. This toggles off the pitch bend down and pitches up while the
//button is held. Turns off when button released.
NumarkDJ2Go.pitchBendPlus = function(channel, midino, value, status, group) {
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
if (!deck.control.bendMinus.checkOn())
{
if (status == 0x90)
{
deck.control.bendMinus.onOff(0)
deck.control.bendPlus.onOff(1)
}
else
{
deck.control.bendPlus.onOff(0)
}
};
};
NumarkDJ2Go.sync =function (channel, midino, value, status, group) {
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
if (shiftEnt) {
deck.control.beatTapCurPos.onOff(1);
deck.control.beatTapCurPos.onOff(0);
shiftUsed=1;
return;
}
else if (shiftBck){
deck.control.bpmTap.onOff(1);
deck.control.bpmTap.onOff(0);
shiftUsed=1;
return;
}
else {
deck.control.sync.onOff(1);
deck.control.sync.onOff(0);
}
};
//Light functions. These are connected to Mixxx controls in the 'init'
//part of the script (see top) and are called whenever the Mixxx control
//changes, e.g. play value changes from 1 to 0. The lights are handled this
//way so that they activate both when using the controller and when
//using the mouse on screen.
//===================================================================
//All four button lights flash twice if track successfully loads, then
//cue and play continue flashing, as track now in pause mode.
NumarkDJ2Go.loadLights = function(value,group) {
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
if (value !== 0)
{
deck.control.play.light.onOff(0);
deck.control.sync.light.flashOn(2);
deck.control.pfl.light.flashOn(2);
deck.control.play.light.flashOn();
deck.control.cue.light.flashOn();
}
else
{
deck.control.play.light.flashOff();
deck.control.sync.light.flashOff();
deck.control.pfl.light.flashOff();
deck.control.play.light.flashOff();
deck.control.cue.light.flashOff();
};
};
//Headphone monitor lights.
NumarkDJ2Go.pflLights = function(value, group, key) {
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
deck.control.pfl.light.onOff(value);
};
//Cue light. The play and cue lights behave the same way as they do with VirtualDJ.
NumarkDJ2Go.cueLights = function(value, group, key) {
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
if (deck.loadedCheck())
{
if (value == 0)
{
deck.control.cue.light.flashOn();
deck.control.play.light.flashOn();
}
else
{
deck.control.cue.light.flashOff();
deck.control.play.light.flashOff(1);
};
};
};
//Play lights. If play paused, both cue and play flash. If play resumed, play button
//lights up and cue goes off. This is how the buttons behave with VirtualDJ.
NumarkDJ2Go.playLights = function(value, group, key) {
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
if (deck.loadedCheck())
{
if (value == 1)
{
deck.control.play.light.flashOff(1);
deck.control.cue.light.flashOff();
}
else
{
deck.control.play.light.flashOn();
deck.control.cue.light.flashOn();
};
};
};
//Mixx's sync feature is not the same as VDJ, where syncing appears to
//be continuously going on. Therefore less relevance with Mixxx to having a sync button
//that illuminates. Have set it so that it flashes twice when pressed.
NumarkDJ2Go.syncLights = function(value, group, key) {
var deck = NumarkDJ2Go.decks["D" + group.substring(8,9)];
deck.control.sync.light.flashOnceOn();
}
// Loop by Coval
NumarkDJ2Go.groupToDeck = function(group) {
var matches = group.match(/^\[Channel(\d+)\]$/);
if (matches == null) {
return -1;
} else {
return matches[1];
}
}
NumarkDJ2Go.loopIn = function(channel, control, value, status, group) {
var deck = NumarkDJ2Go.groupToDeck(group);
if (value) {
if(NumarkDJ2Go.manualLooping[deck-1]) {
// Cut loop to Half
var start = engine.getValue(group, "loop_start_position");
var end = engine.getValue(group, "loop_end_position");
if((start != -1) && (end != -1)) {
var len = (end - start) / 2;
engine.setValue(group, "loop_end_position", start + len);
}
} else {
engine.setValue(group, "loop_in", 1);
}
}
} //loopIn
NumarkDJ2Go.loopOut = function(channel, control, value, status, group) {
var deck = NumarkDJ2Go.groupToDeck(group);
if (value) {
var start = engine.getValue(group, "loop_start_position");
var end = engine.getValue(group, "loop_end_position");
if(NumarkDJ2Go.manualLooping[deck-1]) {
// Set loop to current Bar (very approximative and would need to get fixed !!!)
var bar = NumarkDJ2Go.samplesPerBeat(group);
engine.setValue(group,"loop_in",1);
var start = engine.getValue(group, "loop_start_position");
engine.setValue(group,"loop_end_position", start + bar);
} else {
if (start != -1) {
if (end != -1) {
// Loop In and Out set -> call Reloop/Exit
engine.setValue(group, "reloop_exit", 1);
engine.setValue(group, "loop_in",0);
engine.setValue(group, "loop_out",0);
// engine.setValue(group, "loop_start_position",-1);
engine.setValue(group, "loop_end_position",-1);
} else {
// Loop In set -> call Loop Out
engine.setValue(group, "loop_out", 1);
engine.setValue(group,"reloop",1);
}
}
}
}
}; //loopOut
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