/usr/share/mixxx/controllers/Stanton-SCS3m-scripts.js is in mixxx-data 2.0.0~dfsg-4.
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////////////////////////////////////////////////////////////////////////
// JSHint configuration //
////////////////////////////////////////////////////////////////////////
/* global engine */
/* global print */
/* global midi */
/* global SCS3M:true */
/* jshint -W097 */
/* jshint -W084 */
/* jshint laxbreak: true */
////////////////////////////////////////////////////////////////////////
// manually test messages
// amidi -p hw:1 -S F00001601501F7 # flat mode
// amidi -p hw:1 -S 900302 # 90: note on, 03: id of a touch button, 02: red LED
SCS3M = {
// The device remembers the selected EQ/FX mode per deck
// and switches to that mode on deck-switch. Set this to
// false if you prefer the mode to stay the same on
// deck-switch.
eqModePerDeck: true,
};
SCS3M.init = function(id) {
this.device = this.Device();
this.agent = this.Agent(this.device);
this.agent.start();
};
SCS3M.shutdown = function() {
SCS3M.agent.stop();
};
SCS3M.receive = function(channel, control, value, status) {
SCS3M.agent.receive(status, control, value);
};
/* Midi map of the SCS.3m device
*
* Thanks to Sean M. Pappalardo for the original SCS3 mappings.
*/
SCS3M.Device = function() {
var NoteOn = 0x90;
var NoteOff = 0x80;
var CC = 0xB0;
var CM = 0xBF; /* this is used for slider mode changes (absolute/relative, sending a control change on channel 16!?) */
var black = 0x00;
var blue = 0x01;
var red = 0x02;
var purple = blue | red;
function Logo() {
var id = 0x69;
return {
on: [NoteOn, id, 0x01],
off: [NoteOn, id, 0x00]
};
}
function Meter(id, lights) {
function plain(value) {
if (value <= 0.0) return 1;
if (value >= 1.0) return lights;
return 1 + Math.round(value * (lights - 1));
}
function clamped(value) {
if (value <= 0.0) return 1;
if (value >= 1.0) return lights;
return Math.round(value * (lights - 2) + 1.5);
}
function zeroclamped(value) {
if (value <= 0.0) return 0;
if (value >= 1.0) return lights;
return Math.round(value * (lights - 1) + 0.5);
}
return {
needle: function(value) {
return [CC, id, plain(value)];
},
centerbar: function(value) {
return [CC, id, 0x14 + clamped(value)];
},
bar: function(value) {
return [CC, id, 0x28 + zeroclamped(value)];
},
expand: function(value) {
return [CC, id, 0x3C + zeroclamped(value)];
},
};
}
function Slider(id, lights, fields) {
var touchfields = {};
for (var fieldn in fields) {
touchfields[fieldn] = {
touch: [NoteOn, fields[fieldn]],
release: [NoteOff, fields[fieldn]],
};
}
return {
meter: Meter(id, lights),
slide: [CC, id],
mode: {
absolute: [[CM, id, 0x70], [CM, id, 0x7F]],
relative: [[CM, id, 0x71], [CM, id, 0x7F]],
},
field: touchfields,
};
}
function Light(id) {
return {
black: [NoteOn, id, black],
blue: [NoteOn, id, blue],
red: [NoteOn, id, red],
purple: [NoteOn, id, purple],
};
}
function Touch(id) {
return {
light: Light(id),
touch: [NoteOn, id],
release: [NoteOff, id]
};
}
function Side(side) {
function either(left, right) {
return ('left' === side) ? left : right;
}
function Deck() {
// The left deck button has a higher address than the right button,
// for all the other controls the left one has a lower address.
// I wonder why.
var id = either(0x10, 0x0F);
return {
light: function(bits) {
return [NoteOn, id, (bits[0] ? 1 : 0) | (bits[1] ? 2 : 0)];
},
touch: [NoteOn, id],
release: [NoteOff, id]
};
}
function Pitch() {
return Slider(either(0x00, 0x01), 7, {
left: either(0x51, 0x54),
middle: either(0x52, 0x55),
right: either(0x53, 0x56),
});
}
function Eq() {
return {
low: Slider(either(0x02, 0x03), 7),
mid: Slider(either(0x04, 0x05), 7),
high: Slider(either(0x06, 0x07), 7),
};
}
function Modes() {
return {
fx: Touch(either(0x0A, 0x0B)),
eq: Touch(either(0x0C, 0x0D))
};
}
function Gain() {
return Slider(either(0x08, 0x09), 7);
}
function Touches() {
return [
Touch(either(0x00, 0x01)),
Touch(either(0x02, 0x03)),
Touch(either(0x04, 0x05)),
Touch(either(0x06, 0x07)),
];
}
function Phones() {
return Touch(either(0x08, 0x09));
}
return {
deck: Deck(),
pitch: Pitch(),
eq: Eq(),
modes: Modes(),
gain: Gain(),
touches: Touches(),
phones: Phones(),
meter: Meter(either(0x0C, 0x0D), 7)
};
}
return {
factory: [0xF0, 0x00, 0x01, 0x60, 0x40, 0xF7],
flat: [0xF0, 0x00, 0x01, 0x60, 0x15, 0x01, 0xF7],
lightsoff: [CC, 0x7B, 0x00],
logo: Logo(),
left: Side('left'),
right: Side('right'),
master: Touch(0x0E),
crossfader: Slider(0x0A, 11)
};
};
// debugging helper
var printmess = function(message, text) {
var i;
var s = '';
for (i in message) {
s = s + ('0' + message[i].toString(16)).slice(-2);
}
print("Midi " + s + (text ? ' ' + text : ''));
};
SCS3M.Agent = function(device) {
// Cache last sent bytes to avoid sending duplicates.
// The second byte of each message (controller id) is used as key to hold
// the last sent message for each controller.
var last = {};
// Queue of messages to send delayed after modeset()
var loading = false;
var throttling = false;
var pipe = [];
// Handlers for received messages
var receivers = {};
// Connected engine controls
var watched = {};
function clear() {
receivers = {};
pipe = [];
// I'd like to disconnect everything on clear, but that doesn't work when using closure callbacks, I guess I'd have to pass the callback function as string name
// I'd have to invent function names for all handlers
// Instead I'm not gonna bother and just let the callbacks do nothing
for (var ctrl in watched) {
if (watched.hasOwnProperty(ctrl)) {
watched[ctrl] = [];
}
}
}
// This function receives Midi messages from the SCS.3m
// See the XML mapping for all the messages caught
function receive(type, control, value) {
var address = (type << 8) + control;
var handler = receivers[address];
if (handler) {
handler(value);
}
}
// Register a handler to listen for messages
// control: an array with at least two message bytes (type and control id)
// handler: callback function that will be called each time a value is received
function expect(control, handler) {
var address = (control[0] << 8) + control[1];
receivers[address] = handler;
}
function watchRegister(channel, control, handler) {
// Indirection through a registry that keeps all watched controls
var ctrl = channel + control;
if (!watched[ctrl]) {
watched[ctrl] = [];
engine.connectControl(channel, control, function(value, group, control) {
var handlers = watched[ctrl];
for (var i in handlers) {
handlers[i]();
}
});
}
watched[ctrl].push(handler);
}
// Register a handler for changes in engine values
// This is an abstraction over engine.getParameter()
function watch(channel, control, handler) {
watchRegister(channel, control, function() {
handler(engine.getParameter(channel, control));
});
if (loading) {
// ugly UGLY workaround
// The device does not light meters again if they haven't changed from last value before resetting flat mode
// so we send each control some bullshit values which causes awful flicker during startup
// The trigger will then set things straight
handler(100);
handler(-100);
}
engine.trigger(channel, control);
}
// Register a handler for multiple engine values. It will be called
// everytime one of the values changes.
// controls: list of channel/control pairs to watch
// handler: will receive list of control values as parameter in same order
function watchmulti(controls, handler) {
var values = [];
var watchControl = function(controlpos, controlgroup) {
var channel = controlgroup[0];
var control = controlgroup[1];
values[controlpos] = engine.getParameter(channel, control);
watchRegister(channel, control, function() {
values[controlpos] = engine.getParameter(channel, control);
handler(values);
});
};
for (var i in controls) {
watchControl(i, controls[i]);
}
handler(values);
}
// Send MIDI message to device
// Param message: list of three MIDI bytes
// Param force: send value regardless of last recorded state
// Param extra: do not record message as last state
// Returns whether the massage was sent
// False is returned if the mesage was sent before.
function send(message, force, extra) {
if (!message){
print("SCS3 warning: send function received invalid message");
return; // :-(
}
var address = (message[0] << 8) + message[1];
if (!force && last[address] === message[2]) {
return false; // Not repeating same message
}
midi.sendShortMsg(message[0], message[1], message[2]);
// Record message as sent, unless it as was a mode setting termination message
if (!extra) {
last[address] = message[2];
}
return true;
}
// Wrapper function for send() that delays messages after modesetting
function tell(message) {
if (throttling) {
pipe.push(message);
return;
}
send(message);
}
// Send modeset messages to the device
//
// messages: list of one or two messages to send
//
// Either provide a pair of messages to set a slider to a different
// mode, or send just one long message in the list. Transmission of
// subsequent messages will be delayed to give the device some time to apply
// the changes.
function modeset(messages) {
var sent = true;
// Modeset messages are comprised of the actual modeset message and
// a termination message that must be sent after.
var message = messages[0];
if (message) {
if (message.length > 3) {
midi.sendSysexMsg(message, message.length);
} else {
sent = send(message);
if (sent && messages[1]) {
// Only send termination message when modeset message was sent
send(messages[1], true, true);
}
}
}
if (sent) {
// after modesetting, we have to wait for the device to settle
if (!throttling) {
throttling = engine.beginTimer(20, flushModeset);
}
}
}
var flushModeset = function() {
var message;
// Now we can flush the rest of the messages.
// On init, some controls are left unlit if the messages are sent
// without delay. The causes are unclear. Sending only a few messages
// per tick seems to work ok.
var limit = 5; // Determined experimentally
while (pipe.length) {
message = pipe.shift();
send(message);
if (loading && limit-- < 1) return;
}
if (throttling) engine.stopTimer(throttling);
throttling = false;
loading = false;
};
// Map engine values in the range [0..1] to lights
// translator maps from [0..1] to a midi message (three bytes)
function patch(translator) {
return function(value) {
tell(translator(value));
};
}
// Cut off at 0.01 because it drops off very slowly
function vupatch(translator) {
return function(value) {
value = value * 1.01 - 0.01;
tell(translator(value));
};
}
// accelerate away from 0.5 so that small changes become visible faster
function offcenter(translator) {
return function(value) {
// If you want to adjust it, fiddle with the exponent (second argument to pow())
return translator(Math.pow(Math.abs(value - 0.5) * 2, 0.6) / (value < 0.5 ? -2 : 2) + 0.5);
};
}
function binarylight(off, on) {
return function(value) {
tell(value ? on : off);
};
}
// absolute control
function set(channel, control) {
return function(value) {
engine.setParameter(channel, control,
value / 127
);
};
}
function setconst(channel, control, value) {
return function() {
engine.setParameter(channel, control, value);
};
}
function reset(channel, control) {
return function() {
engine.reset(channel, control);
};
}
// relative control
function budge(channel, control, factor) {
if (factor === undefined) factor = 1;
var mult = factor / 128;
return function(offset) {
engine.setValue(channel, control,
engine.getValue(channel, control) + (offset - 64) * mult
);
};
}
// switch
function toggle(channel, control) {
return function() {
engine.setValue(channel, control, !engine.getValue(channel, control));
};
}
function Switch() {
var engaged = false;
return {
'change': function(state) {
state = !!(state);
var changed = engaged !== state;
engaged = state;
return changed;
},
'engage': function() {
engaged = true;
},
'cancel': function() {
engaged = false;
},
'toggle': function() {
engaged = !engaged;
},
'engaged': function() {
return engaged;
},
'choose': function(off, on) {
return engaged ? on : off;
}
};
}
function HoldLimit(limit) {
var start = false;
var early = function() {
return limit > new Date() - start;
};
return {
'hold': function() {
start = new Date();
},
'releaseTrigger': function(onEarly) {
return function() {
if (!start) return;
if (early()) {
onEarly();
}
start = false;
};
},
'early': function() {
if (!start) return;
return early();
},
'late': function() {
if (!start) return;
return early();
},
'held': function() {
return !!start;
},
'choose': function(normalVal, heldVal) {
return start ? heldVal : normalVal;
}
};
}
// HoldDelayedSwitches can be engaged, and they can be held.
// A switch that is held for less than 200 ms will toggle.
// After 200ms it will enter held-mode.
function HoldDelayedSwitch() {
var sw = Switch();
var held = false;
var heldBegin = false;
sw.hold = function(onHeld) {
return function() {
heldBegin = true;
var switchExpire = engine.beginTimer(200, function() {
engine.stopTimer(switchExpire);
if (heldBegin) {
heldBegin = false;
held = true;
if (onHeld) onHeld();
}
});
};
};
sw.release = function() {
if (heldBegin) sw.toggle();
held = false;
heldBegin = false;
};
sw.held = function() {
return held;
};
return sw;
}
function Multiswitch(preset, initialSubMode) {
var engaged = preset;
var subMode = initialSubMode;
return {
'engage': function(pos) {
engaged = pos;
if (engaged !== preset) {
subMode = pos;
}
},
'engageSub': function() {
engaged = subMode;
},
'cancel': function() {
engaged = preset;
},
'engaged': function(pos) {
return engaged === pos;
},
'choose': function(pos, off, on) {
return (engaged === pos) ? on : off;
}
};
}
var master = Switch(); // Whether master key is held
var deck = {
left: HoldDelayedSwitch(), // off: channel1, on: channel3
right: HoldDelayedSwitch() // off: channel2, on: channel4
};
var overlayA = Multiswitch('eq', 0);
var overlayB = Multiswitch('eq', SCS3M.eqModePerDeck ? 1 : 0);
var overlayC;
var overlayD;
if (SCS3M.eqModePerDeck) {
overlayC = Multiswitch('eq', 2);
overlayD = Multiswitch('eq', 3);
} else {
overlayC = overlayA;
overlayD = overlayB;
}
var overlay = {
left: [overlayA, overlayC],
right: [overlayB, overlayD],
};
var eqheld = {
left: Switch(),
right: Switch()
};
var fxHeld = {
left: HoldLimit(200),
right: HoldLimit(200)
};
var touchheld = {
left: Multiswitch('none'),
right: Multiswitch('none')
};
function remap() {
clear();
patchage();
}
// Remap for chainig with handlers
function repatch(handler) {
return function(value) {
var ret = handler(value);
remap();
return ret;
};
}
function patchage() {
function Side(side) {
var part = device[side];
var deckside = deck[side];
// Switch deck/channel when button is touched
expect(part.deck.touch, deckside.hold(remap));
expect(part.deck.release, repatch(deckside.release));
function either(left, right) {
return (side === 'left') ? left : right;
}
var channelno = deck[side].choose(either(1, 2), either(3, 4));
var channel = '[Channel' + channelno + ']';
var effectchannel = '[QuickEffectRack1_' + channel + ']';
var eqsideheld = eqheld[side];
var touchsideheld = touchheld[side];
var sideoverlay = overlay[side][deckside.choose(0, 1)];
// Light the corresponding deck (channel 1: A, channel 2: B, channel 3: C, channel 4: D)
// Make the lights blink on each beat
function beatlight(translator, activepos, held) {
return function(bits) {
bits = bits.slice(); // clone
if (held) {
// When the switch his held, light both LED
// turn them off when beat is active
bits[0] = !bits[0];
bits[1] = !bits[1];
} else {
// Invert the bit for the light that should be on
bits[activepos] = !bits[activepos];
}
return translator(bits);
};
}
watchmulti([
['[Channel' + either(1, 2) + ']', 'beat_active'],
['[Channel' + either(3, 4) + ']', 'beat_active'],
], patch(beatlight(part.deck.light, deckside.choose(0, 1), deckside.held())));
if (!master.engaged()) {
if (sideoverlay.engaged('eq')) {
modeset(part.pitch.mode.relative);
expect(part.pitch.slide, eqsideheld.choose(
budge(effectchannel, 'super1', 0.5),
reset(effectchannel, 'super1')
));
watch(effectchannel, 'super1', offcenter(patch(part.pitch.meter.centerbar)));
}
}
if (sideoverlay.engaged('eq')) {
var eff = "[EqualizerRack1_" + channel + "_Effect1]";
var op = eqsideheld.choose(set, reset);
expect(part.eq.low.slide, op(eff, 'parameter1'));
expect(part.eq.mid.slide, op(eff, 'parameter2'));
expect(part.eq.high.slide, op(eff, 'parameter3'));
watch(eff, 'parameter1', patch(offcenter(part.eq.low.meter.centerbar)));
watch(eff, 'parameter2', patch(offcenter(part.eq.mid.meter.centerbar)));
watch(eff, 'parameter3', patch(offcenter(part.eq.high.meter.centerbar)));
}
expect(part.modes.eq.touch, repatch(function() {
eqsideheld.engage();
sideoverlay.cancel();
}));
expect(part.modes.eq.release, repatch(eqsideheld.cancel));
tell(part.modes.eq.light[eqsideheld.choose(sideoverlay.choose('eq', 'blue', 'red'), 'purple')]);
var fxHeldSide = fxHeld[side];
var fxMap = function(tnr) {
var softbutton = part.touches[tnr];
var fxchannel = channel;
if (master.engaged()) {
fxchannel = either('[Headphone]', '[Master]');
}
var effectunit = '[EffectRack1_EffectUnit' + (tnr + 1) + ']';
var effectunit_enable = 'group_' + fxchannel + '_enable';
var effectunit_effect = '[EffectRack1_EffectUnit' + (tnr + 1) + '_Effect1]';
if (fxHeldSide.held() || master.engaged()) {
expect(softbutton.touch, toggle(effectunit, effectunit_enable));
} else {
expect(softbutton.touch, repatch(function() {
sideoverlay.engage(tnr);
touchsideheld.engage(tnr);
}));
}
expect(softbutton.release, repatch(touchsideheld.cancel));
if (sideoverlay.engaged(tnr)) {
watch(effectunit, effectunit_enable, binarylight(
softbutton.light.blue,
softbutton.light.purple)
);
} else {
watch(effectunit, effectunit_enable, binarylight(
softbutton.light.black,
softbutton.light.red)
);
}
if (sideoverlay.engaged(tnr)) {
// Select effect by touching top slider when button is held
// Otherwise the top slider controls effect wet/dry
if (touchsideheld.engaged(tnr)) {
tell(part.pitch.meter.expand(0.3));
expect(
part.pitch.field.left.touch,
setconst(effectunit, 'chain_selector', 1)
);
expect(
part.pitch.field.right.touch,
setconst(effectunit, 'chain_selector', -1)
);
} else {
modeset(part.pitch.mode.absolute);
expect(part.pitch.slide, eqsideheld.choose(
set(effectunit, 'mix'),
reset(effectunit, 'mix')
));
watch(effectunit, 'mix', patch(part.pitch.meter.bar));
}
expect(part.eq.high.slide, fxHeldSide.choose(
set(effectunit_effect, 'parameter3'),
reset(effectunit_effect, 'parameter3')
));
expect(part.eq.mid.slide, fxHeldSide.choose(
set(effectunit_effect, 'parameter2'),
reset(effectunit_effect, 'parameter2')
));
expect(part.eq.low.slide, fxHeldSide.choose(
set(effectunit_effect, 'parameter1'),
reset(effectunit_effect, 'parameter1')
));
watch(effectunit_effect, 'parameter3', patch(part.eq.high.meter.needle));
watch(effectunit_effect, 'parameter2', patch(part.eq.mid.meter.needle));
watch(effectunit_effect, 'parameter1', patch(part.eq.low.meter.needle));
}
};
for (var tnr = 0; tnr < 4; tnr++) {
fxMap(tnr);
}
expect(part.modes.fx.touch,
repatch(fxHeldSide.hold)
);
expect(part.modes.fx.release,
repatch(fxHeldSide.releaseTrigger(sideoverlay.engageSub))
);
tell(part.modes.fx.light[fxHeldSide.choose(
sideoverlay.choose('eq', 'red', 'blue'),
'purple'
)]);
if (!master.engaged()) {
if (deckside.held()) {
modeset(part.gain.mode.relative);
expect(part.gain.slide, eqsideheld.choose(
budge(channel, 'pregain'),
reset(channel, 'pregain')
));
watch(channel, 'pregain', patch(offcenter(part.gain.meter.needle)));
} else {
modeset(part.gain.mode.absolute);
expect(part.gain.slide, set(channel, 'volume'));
watch(channel, 'volume', patch(part.gain.meter.bar));
}
}
watch(channel, 'pfl', binarylight(part.phones.light.blue, part.phones.light.red));
expect(part.phones.touch, toggle(channel, 'pfl'));
if (deckside.held()) {
expect(device.crossfader.slide, set(channel, "playposition"));
watch(channel, "playposition", patch(device.crossfader.meter.needle));
}
if (!master.engaged()) {
watch(channel, 'VuMeter', vupatch(part.meter.bar));
}
}
// Light the logo and let it go out to signal an overload
watch("[Master]", 'audio_latency_overload', binarylight(
device.logo.on,
device.logo.off
));
Side('left');
Side('right');
tell(device.master.light[master.choose('blue', 'purple')]);
expect(device.master.touch, repatch(master.engage));
expect(device.master.release, repatch(master.cancel));
if (master.engaged()) {
modeset(device.left.pitch.mode.absolute);
watch("[Master]", "headMix", patch(device.left.pitch.meter.centerbar));
expect(device.left.pitch.slide,
eqheld.left.engaged() ? reset('[Master]', 'headMix') : set('[Master]', 'headMix')
);
modeset(device.right.pitch.mode.absolute);
watch("[Master]", "balance", patch(device.right.pitch.meter.centerbar));
expect(device.right.pitch.slide,
eqheld.right.engaged() ? reset('[Master]', 'balance') : set('[Master]', 'balance')
);
modeset(device.left.gain.mode.relative);
watch("[Master]", "headVolume", patch(device.left.gain.meter.centerbar));
expect(device.left.gain.slide, budge('[Master]', 'headVolume'));
modeset(device.right.gain.mode.relative);
watch("[Master]", "volume", patch(device.right.gain.meter.centerbar));
expect(device.right.gain.slide, budge('[Master]', 'volume'));
watch("[Master]", "VuMeterL", vupatch(device.left.meter.bar));
watch("[Master]", "VuMeterR", vupatch(device.right.meter.bar));
}
if (deck.left.held() || deck.right.held()) {
// Needledrop handled in Side()
} else {
expect(device.crossfader.slide, set("[Master]", "crossfader"));
watch("[Master]", "crossfader", patch(device.crossfader.meter.centerbar));
}
// Communicate currently selected channel of each deck so SCS3d can read it
// THIS USES A CONTROL FOR ULTERIOR PURPOSES AND IS VERY NAUGHTY INDEED
engine.setValue('[PreviewDeck1]', 'quantize',
0x4 // Setting bit three communicates that we're sending deck state
| deck.left.engaged() // left side is in bit one
| deck.right.engaged() << 1 // right side bit two
);
watch('[PreviewDeck1]', 'quantize', function(deckState) {
var changed = deck.left.change(deckState & 1) || deck.right.change(deckState & 2);
if (changed) repatch(function() {})();
});
}
return {
start: function() {
loading = true;
modeset([device.flat]);
patchage();
},
receive: receive,
stop: function() {
clear();
tell(device.lightsoff);
send(device.logo.on, true);
}
};
};
|