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pitch or roll to midi-note??
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jjcomet



Joined: 23 Apr 2007
Posts: 87

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PostPosted: Sun Apr 29, 2007 7:33 pm    Post subject: pitch or roll to midi-note??

Can an expert tell me if there is anything essentially wrong with this script, to achieve midi-note output via roll. You may say, run it and try it; but i tried something similar and crashed glovepie.

var.note=MapRange(Wiimote.Roll, -90, 90, 0, 127)/127

if var.note=>100 then
midi.C3 = true
else midi.C3=false
endif

if var.note=MapRange>80 then
midi.C3=false
else midi.D3=false
endif

if var.note=MapRange>60 then
midi.E3=true
else midi.E3=false
endif
//etc etc
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TylerK



Joined: 18 Dec 2006
Posts: 384
Location: Springfield, IL

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PostPosted: Mon Apr 30, 2007 12:48 am    Post subject: Re: pitch or roll to midi-note??

I'm guessing this is what you were trying to do?

Code:

var.note=MapRange(Wiimote.Roll, -90, 90, 0, 127)/127

if var.note > 100 then
  midi.C3 = true
else
  midi.C3=false
endif


if var.note >= 80 then
  midi.C3=false
else
  midi.D3=false
endif

if var.note >=60 then
  midi.E3=true
else
  midi.E3=false
endif
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jjcomet



Joined: 23 Apr 2007
Posts: 87

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PostPosted: Mon Apr 30, 2007 9:57 pm    Post subject: pitch or roll to midi-note

No, i've tried many variations of that same idea, and what happens is multiple notes trigger all the time; i know for a fact there is otherwise nothing wrong with my current setup, as midi notes can be triggered via buttons, and midi cc#s can be sent via pitch/roll. aaaaaargh, it's so frustrating having software this powerful and flexible, that won't work because of my inexpert scripting syntax

thanks anyway
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TylerK



Joined: 18 Dec 2006
Posts: 384
Location: Springfield, IL

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PostPosted: Tue May 01, 2007 12:49 am    Post subject:

Oh damn, I can't believe I didn't see that. I haven't messed with any of the midi stuff so I guess I must've just looked around it. What about something like this?

Code:

var.note=MapRange(Wiimote.Roll, -90, 90, 0, 127)/127

if var.note > 100 then
  midi.C3 = true
  midi.D3 = false
  midi.E3 = false
elseif var.note >= 80 then
  midi.C3 = false
  midi.D3 = true
  midi.E3 = false
elseif var.note >= 60 then
  midi.C3 = false
  midi.D3 = false
  midi.E3 = true
endif
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jjcomet



Joined: 23 Apr 2007
Posts: 87

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PostPosted: Tue May 01, 2007 10:00 am    Post subject: wiimote.pitch to midi notes

Hi, and thanks again for the input
sadly this didn't work either;
my first attempt caused notes to trigger continuously, this last attempt (your suggestion) caused no midi-output? wtf?
Getting notes out via buttons is easy:
midi.C3=Wiimote.A
midi.D3=Wiimote.B
etc
What i'm looking for is a way to 'chop up' the vertical axis into, say, 12 zones, with each one triggering a single preset midi note. Can you tell me what you use glovepie/wiimote for and i might be able to tweak one of your scripts to do what i need'
thanks again, preeshiate it

Brendan
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jjcomet



Joined: 23 Apr 2007
Posts: 87

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PostPosted: Tue May 01, 2007 11:01 am    Post subject: wiimote pitch to midi-note: semi-success

Almost got it!!
all i need is the correct syntax to specify greater than AND less than, within one 'if' statement; this is what i've got:

var.note = MapRange (Wiimote.SmoothPitch -90, 90, 0, 100)

//I removed the 'divide by 127' outside the bracket,
//to create a range of 0-100, from pointing up to pointing down
//and created 4 'sectors' 0-25; 26-50; 51-75; 76-100

if var.note <=25 then
midi.C3=true
else midi.C3=false
endif
wait 500ms //this works fine

if var.note = //this is the problem; i want to specify >25 and <75
//at the same time; how do i type this? Also, what happens if you put
//wait inside an if statement; with wait outside the if statement, they're all gonna add up and slow things down..........

almost there Smile
Brendan
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SwedishFrog
Site Admin


Joined: 25 Jan 2007
Posts: 273
Location: New York

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PostPosted: Tue May 01, 2007 4:25 pm    Post subject:

Code:

if (var.note > 25 and var.note < 75) then
    //do your thing
endif
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