######################################################################## # # Ots Hardware Mapping Language (OHML) Source File # # Hardware : Behringer BCD3000 DJ MIDI Hardware Controller # File Name : (Ots) Behringer BCD3000.ohm # Last Updated : 17-May-2008 (Revision 2) # OtsAV Version : 1.85.64 # # Copyright 1996-2008 Ots Corporation # # IMPORTANT NOTE: This is an original file from Ots Labs. If you wish to # make edits, it is recommended that you copy the contents of this file # to a new file first. Should you fail to do this, your changes may be # lost when Ots software updates are installed on your computer. If you # need to obtain the original version of this file at a later stage, # visit http://www.OtsAV.com # ######################################################################## # ******* Declare variables ******* # Arguments: variable name, initial value, maximum value !var[$deck_a_playing,0,1] # 1 = playing !var[$deck_b_playing,0,1] !var[$deck_a_jog_mode,0,1] # 0 = bending, 1 = scratching !var[$deck_b_jog_mode,0,1] !var[$deck_a_jog_button,0,1] # 1 = down (pressed) (Scratch button) !var[$deck_b_jog_button,0,1] !var[$deck_a_jog_button_shift,0,1] # tracks shifted state of jog button !var[$deck_b_jog_button_shift,0,1] # tracks shifted state of jog button !var[$deck_a_frame_search,0,1] # 1 = in frame search mode !var[$deck_b_frame_search,0,1] !var[$deck_a_search_spin_counter,0,7] # for dividing (by 6) jog !var[$deck_b_search_spin_counter,0,7] # pulses when frame searching !var[$deck_a_search_rate,0,2] # frame search speed via jog !var[$deck_b_search_rate,0,2] !var[$deck_a_scratch,0,1] # 1 = currently scratching !var[$deck_b_scratch,0,1] !var[$deck_a_bend,0,21] # non-zero = currently bending !var[$deck_b_bend,0,21] !var[$deck_a_bend_down,0,1] # 1 = bend down !var[$deck_b_bend_down,0,1] !var[$deck_a_bend_up,0,1] # 1 = bend up !var[$deck_b_bend_up,0,1] !var[$deck_a_zorphing,0,1] # for tracking scratching/zorphing mode !var[$deck_b_zorphing,0,1] !var[$deck_a_scratch_state,0,2] # tracks jog wheel state for scratching !var[$deck_b_scratch_state,0,2] !var[$deck_a_bend_state,0,1] # tracks jog wheel state for bending !var[$deck_b_bend_state,0,1] !var[$deck_a_slider_index,0,1] # 0 = tempo, 1 = pitch !var[$deck_b_slider_index,0,1] !var[$deck_a_video_block,0,1] # tracks video block state !var[$deck_b_video_block,0,1] !var[$deck_a_shift,0,1] # shift A button state !var[$deck_b_shift,0,1] # shift B button state !var[$global_shift,0,1] # global shift state !var[$mixer_pfl_knob,0,3] # tracks PFL knob state !var[$autodj_on,0,1] # tracks autodj enabled state !var[$abm_on,0,1] # tracks abm enabled state !var[$abm_active,0,1] # tracks abm active state !var[$video_master,0,1] # tracks video master deck # ******* Declare subroutines ******* !sub[@deck_a_try_bend] # this sub is used purely to gain !sub[@deck_b_try_bend] # use of another conditional !sub[@deck_a_try_scratch] !sub[@deck_b_try_scratch] !sub[@deck_a_try_scratch2] !sub[@deck_b_try_scratch2] !sub[@deck_a_jog_val_bend] # important to use sub for midi.velval-based !sub[@deck_b_jog_val_bend] # controls which call more than one command # in order to be efficient (CPU resources) !sub[@deck_a_jog_val_scratch] !sub[@deck_b_jog_val_scratch] !sub[@deck_a_try_set_jog_mode] !sub[@deck_b_try_set_jog_mode] !sub[@deck_a_cue_no_shift] !sub[@deck_b_cue_no_shift] !sub[@deck_a_slider_val] # new value from slider !sub[@deck_b_slider_val] !sub[@deck_a_slider_val_tempo] !sub[@deck_b_slider_val_tempo] !sub[@deck_a_slider_val_pitch] !sub[@deck_b_slider_val_pitch] !sub[@deck_a_playlist_loadnext] # load next item from playlist if !sub[@deck_b_playlist_loadnext] # deck is not currently playing # ******* Declare LEDs/blink assets ******* # Arguments: blink handle name, "M", midi off code, midi on code !blink[~deck_a_playpause_led,M,0xB0:0x12:0x00,0xB0:0x12:0x7F] !blink[~deck_b_playpause_led,M,0xB0:0x0A:0x00,0xB0:0x0A:0x7F] !blink[~deck_a_cue_led,M,0xB0:0x11:0x00,0xB0:0x11:0x7F] !blink[~deck_b_cue_led,M,0xB0:0x09:0x00,0xB0:0x09:0x7F] !blink[~deck_a_jog_mode_led,M,0xB0:0x13:0x00,0xB0:0x13:0x7F] !blink[~deck_b_jog_mode_led,M,0xB0:0x0B:0x00,0xB0:0x0B:0x7F] !blink[~deck_a_sync_led,M,0xB0:0x14:0x00,0xB0:0x14:0x7F] !blink[~deck_b_sync_led,M,0xB0:0x0C:0x00,0xB0:0x0C:0x7F] !blink[~deck_a_cut_low_led,M,0xB0:0x18:0x00,0xB0:0x18:0x7F] !blink[~deck_b_cut_low_led,M,0xB0:0x10:0x00,0xB0:0x10:0x7F] !blink[~deck_a_cut_mid_led,M,0xB0:0x17:0x00,0xB0:0x17:0x7F] !blink[~deck_b_cut_mid_led,M,0xB0:0x0F:0x00,0xB0:0x0F:0x7F] !blink[~deck_a_cut_high_led,M,0xB0:0x16:0x00,0xB0:0x16:0x7F] !blink[~deck_b_cut_high_led,M,0xB0:0x0E:0x00,0xB0:0x0E:0x7F] !blink[~fx_a_led,M,0xB0:0x06:0x00,0xB0:0x06:0x7F] !blink[~fx_b_led,M,0xB0:0x05:0x00,0xB0:0x05:0x7F] !blink[~fx_c_led,M,0xB0:0x04:0x00,0xB0:0x04:0x7F] !blink[~fx_d_led,M,0xB0:0x03:0x00,0xB0:0x03:0x7F] !blink[~mic_area_button1_led,M,0xB0:0x08:0x00,0xB0:0x08:0x7F] !blink[~mic_area_button2_led,M,0xB0:0x07:0x00,0xB0:0x07:0x7F] !blink[~mixer_cue_a_led,M,0xB0:0x02:0x00,0xB0:0x02:0x7F] !blink[~mixer_cue_b_led,M,0xB0:0x01:0x00,0xB0:0x01:0x7F] !blink[~tempo_pitch_led,M,0xB0:0x19:0x00,0xB0:0x19:0x7F] # ******* Initialisation ******* # Called by OHM subsystem at startup. # Place any code here that is important to maintain state at launch sub[@_init] { # turn off LEDs BlinkSet(~deck_a_cue_led,0) BlinkSet(~deck_b_cue_led,0) BlinkSet(~deck_a_playpause_led,0) BlinkSet(~deck_b_playpause_led,0) BlinkSet(~deck_a_jog_mode_led,0) BlinkSet(~deck_b_jog_mode_led,0) BlinkSet(~deck_a_sync_led,0) BlinkSet(~deck_b_sync_led,0) BlinkSet(~deck_a_cut_low_led,0) BlinkSet(~deck_b_cut_low_led,0) BlinkSet(~deck_a_cut_mid_led,0) BlinkSet(~deck_b_cut_mid_led,0) BlinkSet(~deck_a_cut_high_led,0) BlinkSet(~deck_b_cut_high_led,0) BlinkSet(~fx_a_led,0) BlinkSet(~fx_b_led,0) BlinkSet(~fx_c_led,0) BlinkSet(~fx_d_led,0) BlinkSet(~mic_area_button1_led,0) BlinkSet(~mic_area_button2_led,0) BlinkSet(~mixer_cue_a_led,0) BlinkSet(~mixer_cue_b_led,0) BlinkSet(~tempo_pitch_led,0) # set slider mode LED BlinkSet(~tempo_pitch_led,1) # Tempo mode initialises on - turn light on # deactivate acceleration on jog wheels midiOut(0xB0:0x63:0x00) # initialise current value of sliders/knobs midiOut(0xB0:0x64:0x00) # get current OtsAV state avStateRequest() # will generate appropriate Load, Play, etc events # activate video master functionality avVideoMaster(E) } # ******* Respond to OtsAV/other events ******* ######################################################## ####### Deck A: Load/Cue/Play-Pause/Frame Search/etc av[Load,A,E] { # Deck A Load (entered Loaded state) BlinkSet(~deck_a_playpause_led,3) # medium blink } av[Load,A,D] { # Deck A Eject (left Loaded state) BlinkSet(~deck_a_playpause_led,0) # off } av[Play,A,E] { # Deck A Play (entered Playing state) VarSet($deck_a_playing,1) # save state for our own use BlinkSet(~deck_a_playpause_led,1) # on } av[Play,A,D] { # Deck A Stop (left Playing state) VarSet($deck_a_playing,0) # clear state BlinkSet(~deck_a_playpause_led,3) # medium blink } av[Cued,A,E] { # Deck A entered Cued state BlinkSet(~deck_a_cue_led,1) # on } av[Cued,A,D] { # Deck A left Cued state BlinkSet(~deck_a_cue_led,0) # off } av[PreMix,A,E] { # Deck A entered Pre-mix state BlinkSet(~deck_a_playpause_led,4) # fast blink } av[PreMix,A,D] { # Deck A left Pre-mix state BlinkSet(~deck_a_playpause_led,3) # medium blink } av[FrameSearch,A,E] { # Deck A entered Frame Search mode VarSet($deck_a_frame_search,1) # save state for our own use VarSet($deck_a_search_spin_counter,3) BlinkSet(~deck_a_cue_led,4) # fast blink } av[FrameSearch,A,D] { # Deck A left Frame Search mode VarSet($deck_a_frame_search,0) # clear state BlinkSet(~deck_a_cue_led,0) # off } ####### Deck B: Load/Cue/Play-Pause/Frame Search/etc av[Load,B,E] { # Deck B Load (entered Loaded state) BlinkSet(~deck_b_playpause_led,3) # medium blink } av[Load,B,D] { # Deck B Eject (left Loaded state) BlinkSet(~deck_b_playpause_led,0) # off } av[Play,B,E] { # Deck B Play (entered Playing state) VarSet($deck_b_playing,1) # save state for our own use BlinkSet(~deck_b_playpause_led,1) # on } av[Play,B,D] { # Deck B Stop (left Playing state) VarSet($deck_b_playing,0) # clear state BlinkSet(~deck_b_playpause_led,3) # medium blink } av[Cued,B,E] { # Deck B entered Cued state BlinkSet(~deck_b_cue_led,1) # on } av[Cued,B,D] { # Deck B left Cued state BlinkSet(~deck_b_cue_led,0) # off } av[PreMix,B,E] { # Deck B entered Pre-mix state BlinkSet(~deck_b_playpause_led,4) # fast blink } av[PreMix,B,D] { # Deck B left Pre-mix state BlinkSet(~deck_b_playpause_led,3) # medium blink } av[FrameSearch,B,E] { # Deck B entered Frame Search mode VarSet($deck_b_frame_search,1) # save state for our own use VarSet($deck_b_search_spin_counter,3) BlinkSet(~deck_b_cue_led,4) # fast blink } av[FrameSearch,B,D] { # Deck B left Frame Search mode VarSet($deck_b_frame_search,0) # clear state BlinkSet(~deck_b_cue_led,0) # off } ######################################################## ####### Deck A: Primary transport controls midi.trigger[0x90:0x12:0x7F] { # Deck A Play/Pause button down ($global_shift=0) avPlayPause(A,E) ($global_shift=1) avPlay(A) } midi.trigger[0x90:0x12:0x00] { # Deck A Play/Pause button up avPlayPause(A,D) } midi.trigger[0x90:0x13:0x7F] { # Deck A Cue button down ($global_shift=0) SubCall(@deck_a_cue_no_shift) ($global_shift=1) avCueSet(A) } sub[@deck_a_cue_no_shift] { # Deck A Cue button down without shift ($deck_a_scratch=0) avCue(A,E) ($deck_a_scratch=1) avCueSet(A) } midi.trigger[0x90:0x13:0x00] { # Deck A Cue button up avCue(A,D) } midi.trigger[0x90:0x00:0x7F] { # Deck A Frame Search (back) button down avFrameSearch(A,-1) } midi.trigger[0x90:0x01:0x7F] { # Deck A Frame Search (forward) button down avFrameSearch(A,+1) } midi.trigger[0xB0:0x13:0x3F] ($deck_a_frame_search=1) VarDec($deck_a_search_spin_counter) midi.trigger[0xB0:0x13:0x41] ($deck_a_frame_search=1) VarInc($deck_a_search_spin_counter) var.set[$deck_a_search_spin_counter=0] { ($deck_a_search_rate=0) avFrameSearch(A,-1) ($deck_a_search_rate=1) avFrameSearch(A,-5) ($deck_a_search_rate=2) avFrameSearch(A,-20) VarInc($deck_a_search_rate) VarSet($deck_a_search_spin_counter,6) } var.set[$deck_a_search_spin_counter=7] { ($deck_a_search_rate=0) avFrameSearch(A,+1) ($deck_a_search_rate=1) avFrameSearch(A,+5) ($deck_a_search_rate=2) avFrameSearch(A,+20) VarInc($deck_a_search_rate) VarSet($deck_a_search_spin_counter,1) } timer.tick VarDec($deck_a_search_rate) ####### Deck B: Primary transport controls midi.trigger[0x90:0x1A:0x7F] { # Deck B Play/Pause button down ($global_shift=0) avPlayPause(B,E) ($global_shift=1) avPlay(B) } midi.trigger[0x90:0x1A:0x00] { # Deck B Play/Pause button up avPlayPause(B,D) } midi.trigger[0x90:0x1B:0x7F] { # Deck B Cue button down ($global_shift=0) SubCall(@deck_b_cue_no_shift) ($global_shift=1) avCueSet(B) } sub[@deck_b_cue_no_shift] { # Deck B Cue button down without shift ($deck_b_scratch=0) avCue(B,E) ($deck_b_scratch=1) avCueSet(B) } midi.trigger[0x90:0x1B:0x00] { # Deck B Cue button up avCue(B,D) } midi.trigger[0x90:0x06:0x7F] { # Deck B Frame Search (back) button down avFrameSearch(B,-1) } midi.trigger[0x90:0x07:0x7F] { # Deck B Frame Search (forward) button down avFrameSearch(B,+1) } midi.trigger[0xB0:0x12:0x3F] ($deck_b_frame_search=1) VarDec($deck_b_search_spin_counter) midi.trigger[0xB0:0x12:0x41] ($deck_b_frame_search=1) VarInc($deck_b_search_spin_counter) var.set[$deck_b_search_spin_counter=0] { ($deck_b_search_rate=0) avFrameSearch(B,-1) ($deck_b_search_rate=1) avFrameSearch(B,-5) ($deck_b_search_rate=2) avFrameSearch(B,-20) VarInc($deck_b_search_rate) VarSet($deck_b_search_spin_counter,6) } var.set[$deck_b_search_spin_counter=7] { ($deck_b_search_rate=0) avFrameSearch(B,+1) ($deck_b_search_rate=1) avFrameSearch(B,+5) ($deck_b_search_rate=2) avFrameSearch(B,+20) VarInc($deck_b_search_rate) VarSet($deck_b_search_spin_counter,1) } timer.tick VarDec($deck_b_search_rate) ######################################################## ####### Deck A: Jog mode/Bending/Scratching midi.trigger[0x90:0x11:0x7F] { # Deck A Jog button down (Scratch button) ($global_shift=1) avZorphingModeSet(A,T) # Toggle zorphing on/off ($global_shift=1) VarSet($deck_a_jog_button_shift,1) # shift down with jog button ($global_shift=0) SubCall(@deck_a_try_set_jog_mode) } sub[@deck_a_try_set_jog_mode] { ($deck_a_frame_search=0) VarSet($deck_a_jog_mode,1) ($deck_a_frame_search=0) VarSet($deck_a_jog_button,1) } var.set[$deck_a_jog_button_shift=1] { BlinkSet(~deck_a_jog_mode_led,1) # turn on jog mode led to initialise shifted state } var.set[$global_shift=0] { ($deck_a_jog_button_shift=1) BlinkSet(~deck_a_jog_mode_led,0) # turn off jog mode led to end shifted state } var.set[$deck_a_jog_button_shift=0] { BlinkSet(~deck_a_jog_mode_led,0) # turn off jog mode led to end shifted state } var.set[$deck_a_jog_mode=0] { # Bending mode ($deck_a_scratch=1) VarSet($deck_a_scratch,0) # cancel scratching if enabled BlinkSet(~deck_a_jog_mode_led,0) } var.set[$deck_a_jog_mode=1] { # Scratching mode ($deck_a_bend=1) VarSet($deck_a_bend,0) # cancel bending if enabled ($deck_a_playing=1) BlinkSet(~deck_a_jog_mode_led,1) } var.set[$deck_a_playing=0] { # Deck A Stop (left Playing state) ($deck_a_bend=1) VarSet($deck_a_bend,0) # cancel bending if enabled ($deck_a_bend_down=1) VarSet($deck_a_bend_down,0) # cancel bend down if enabled ($deck_a_bend_up=1) VarSet($deck_a_bend_up,0) # cancel bend up if enabled ($deck_a_scratch=1) VarSet($deck_a_scratch,0) # cancel scratching if enabled } var.set[$deck_a_frame_search=1] { # Deck A entered Frame Search mode ($deck_a_bend=1) VarSet($deck_a_bend,0) # cancel bending if enabled ($deck_a_scratch=1) VarSet($deck_a_scratch,0) # cancel scratching if enabled } midi.trigger[0x90:0x11:0x00] { # Deck A Jog button up ($global_shift=1) VarSet($deck_a_jog_button_shift,0) # shift ended with jog button VarSet($deck_a_jog_button,0) ($deck_a_scratch_state!=1) VarSet($deck_a_jog_mode,0) } var.set[$deck_a_jog_button=1] { ($deck_a_jog_mode=1) SubCall(@deck_a_try_scratch) } sub[@deck_a_try_scratch] ($deck_a_playing=1) SubCall(@deck_a_try_scratch2) sub[@deck_a_try_scratch2] { ($deck_a_frame_search=0) VarSet($deck_a_scratch,1) } var.set[$deck_a_jog_button=0] { ($deck_a_scratch_state!=1) VarSet($deck_a_scratch,0) # cancel scratching if jog inactive } var.set[$deck_a_scratch=1] { avScratch(A,E,0.0) BlinkSet(~deck_a_cue_led,4) # cue led fast blink ($deck_a_zorphing=0) BlinkSet(~deck_a_jog_mode_led,1) # led on when scratching ($deck_a_zorphing=1) BlinkSet(~deck_a_jog_mode_led,4) # fast blink when zorphing } var.set[$deck_a_scratch=0] { avScratch(A,D,0.0) BlinkSet(~deck_a_cue_led,0) } sub[@deck_a_try_bend] ($deck_a_frame_search=0) VarSet($deck_a_bend,1) var.set[$deck_a_bend=1] { ($deck_a_bend_down=1) VarSet($deck_a_bend_down,0) # cancel bend down if enabled ($deck_a_bend_up=1) VarSet($deck_a_bend_up,0) # cancel bend up if enabled avBend(A,E,0.0) } var.set[$deck_a_bend=0] { avBend(A,D,0.0) } midi.velval[C,0xB0:0x13,0x3F,0x41,10.0,0.2,$deck_a_bend_state,0] ($deck_a_jog_mode=0) SubCall(@deck_a_jog_val_bend) midi.velval[C,0xB0:0x13,0x3F,0x41,6.5,0.35,$deck_a_scratch_state,0] ($deck_a_jog_mode=1) SubCall(@deck_a_jog_val_scratch) sub[@deck_a_jog_val_bend] { # new value from jog wheel ($deck_a_bend=1) avBendSet(A,_) } var.set[$deck_a_bend_state!=0] { # jog wheel active in bending mode ($deck_a_playing=1) SubCall(@deck_a_try_bend) } var.set[$deck_a_bend_state=0] { # jog wheel inactive in bending mode VarSet($deck_a_bend,0) # cancel bending } sub[@deck_a_jog_val_scratch] { # new value from jog wheel ($deck_a_scratch=1) avScratchSet(A,_) } var.set[$deck_a_scratch_state!=1] { # jog wheel inactive in scratching mode ($deck_a_jog_button=0) VarSet($deck_a_scratch,0) # cancel scratching if jog button not down ($deck_a_jog_button=0) VarSet($deck_a_jog_mode,0) # return to bending mode } midi.trigger[0x90:0x02:0x7F] ($deck_a_playing=1) VarSet($deck_a_bend_down,1) midi.trigger[0x90:0x02:0x00] ($deck_a_bend_down=1) VarSet($deck_a_bend_down,0) midi.trigger[0x90:0x03:0x7F] ($deck_a_playing=1) VarSet($deck_a_bend_up,1) midi.trigger[0x90:0x03:0x00] ($deck_a_bend_up=1) VarSet($deck_a_bend_up,0) var.set[$deck_a_bend_down=1] { ($deck_a_bend=1) VarSet($deck_a_bend,0) # cancel bending if enabled ($deck_a_bend_up=1) VarSet($deck_a_bend_up,0) # cancel bend up if enabled avBend(A,E,-0.4) # bend down at 4% } var.set[$deck_a_bend_down=0] { avBend(A,D,0.0) # cancel bend down } var.set[$deck_a_bend_up=1] { ($deck_a_bend=1) VarSet($deck_a_bend,0) # cancel bending if enabled ($deck_a_bend_down=1) VarSet($deck_a_bend_down,0) # cancel bend down if enabled avBend(A,E,+0.4) # bend up at 4% } var.set[$deck_a_bend_up=0] { avBend(A,D,0.0) # cancel bend up } av[ZorphingMode,A,D] { VarSet($deck_a_zorphing,0) } av[ZorphingMode,A,E] { ($deck_a_jog_button_shift=1) BlinkSet(~deck_a_jog_mode_led,4) # fast blink when shifting jog button VarSet($deck_a_zorphing,1) } ######################################################## ####### Deck B: Jog mode/Bending/Scratching midi.trigger[0x90:0x19:0x7F] { # Deck B Jog button down (Scratch button) ($global_shift=1) avZorphingModeSet(B,T) # Toggle zorphing on/off ($global_shift=1) VarSet($deck_b_jog_button_shift,1) # shift down with jog button ($global_shift=0) SubCall(@deck_b_try_set_jog_mode) } sub[@deck_b_try_set_jog_mode] { ($deck_b_frame_search=0) VarSet($deck_b_jog_mode,1) ($deck_b_frame_search=0) VarSet($deck_b_jog_button,1) } var.set[$deck_b_jog_button_shift=1] { BlinkSet(~deck_b_jog_mode_led,1) # turn on jog mode led to initialise shifted state } var.set[$global_shift=0] { ($deck_b_jog_button_shift=1) BlinkSet(~deck_b_jog_mode_led,0) # turn off jog mode led to end shifted state } var.set[$deck_b_jog_button_shift=0] { BlinkSet(~deck_b_jog_mode_led,0) # turn off jog mode led to end shifted state } var.set[$deck_b_jog_mode=0] { # Bending mode ($deck_b_scratch=1) VarSet($deck_b_scratch,0) # cancel scratching if enabled BlinkSet(~deck_b_jog_mode_led,0) } var.set[$deck_b_jog_mode=1] { # Scratching mode ($deck_b_bend=1) VarSet($deck_b_bend,0) # cancel bending if enabled ($deck_b_playing=1) BlinkSet(~deck_b_jog_mode_led,1) } var.set[$deck_b_playing=0] { # Deck B Stop (left Playing state) ($deck_b_bend=1) VarSet($deck_b_bend,0) # cancel bending if enabled ($deck_b_bend_down=1) VarSet($deck_b_bend_down,0) # cancel bend down if enabled ($deck_b_bend_up=1) VarSet($deck_b_bend_up,0) # cancel bend up if enabled ($deck_b_scratch=1) VarSet($deck_b_scratch,0) # cancel scratching if enabled } var.set[$deck_b_frame_search=1] { # Deck B entered Frame Search mode ($deck_b_bend=1) VarSet($deck_b_bend,0) # cancel bending if enabled ($deck_b_scratch=1) VarSet($deck_b_scratch,0) # cancel scratching if enabled } midi.trigger[0x90:0x19:0x00] { # Deck B Jog button up ($global_shift=1) VarSet($deck_b_jog_button_shift,0) # shift ended with jog button VarSet($deck_b_jog_button,0) ($deck_b_scratch_state!=1) VarSet($deck_b_jog_mode,0) } var.set[$deck_b_jog_button=1] { ($deck_b_jog_mode=1) SubCall(@deck_b_try_scratch) } sub[@deck_b_try_scratch] ($deck_b_playing=1) SubCall(@deck_b_try_scratch2) sub[@deck_b_try_scratch2] { ($deck_b_frame_search=0) VarSet($deck_b_scratch,1) } var.set[$deck_b_jog_button=0] { ($deck_b_scratch_state!=1) VarSet($deck_b_scratch,0) # cancel scratching if jog inactive } var.set[$deck_b_scratch=1] { avScratch(B,E,0.0) BlinkSet(~deck_b_cue_led,4) # cue led fast blink ($deck_b_zorphing=0) BlinkSet(~deck_b_jog_mode_led,1) # led on when scratching ($deck_b_zorphing=1) BlinkSet(~deck_b_jog_mode_led,4) # fast blink when zorphing } var.set[$deck_b_scratch=0] { avScratch(B,D,0.0) BlinkSet(~deck_b_cue_led,0) } sub[@deck_b_try_bend] ($deck_b_frame_search=0) VarSet($deck_b_bend,1) var.set[$deck_b_bend=1] { ($deck_b_bend_down=1) VarSet($deck_b_bend_down,0) # cancel bend down if enabled ($deck_b_bend_up=1) VarSet($deck_b_bend_up,0) # cancel bend up if enabled avBend(B,E,0.0) } var.set[$deck_b_bend=0] { avBend(B,D,0.0) } midi.velval[C,0xB0:0x12,0x3F,0x41,10.0,0.2,$deck_b_bend_state,0] ($deck_b_jog_mode=0) SubCall(@deck_b_jog_val_bend) midi.velval[C,0xB0:0x12,0x3F,0x41,6.5,0.35,$deck_b_scratch_state,0] ($deck_b_jog_mode=1) SubCall(@deck_b_jog_val_scratch) sub[@deck_b_jog_val_bend] { # new value from jog wheel ($deck_b_bend=1) avBendSet(B,_) } var.set[$deck_b_bend_state!=0] { # jog wheel active in bending mode ($deck_b_playing=1) SubCall(@deck_b_try_bend) } var.set[$deck_b_bend_state=0] { # jog wheel inactive in bending mode VarSet($deck_b_bend,0) # cancel bending } sub[@deck_b_jog_val_scratch] { # new value from jog wheel ($deck_b_scratch=1) avScratchSet(B,_) } var.set[$deck_b_scratch_state!=1] { # jog wheel inactive in scratching mode ($deck_b_jog_button=0) VarSet($deck_b_scratch,0) # cancel scratching if jog button not down ($deck_b_jog_button=0) VarSet($deck_b_jog_mode,0) # return to bending mode } midi.trigger[0x90:0x08:0x7F] ($deck_b_playing=1) VarSet($deck_b_bend_down,1) midi.trigger[0x90:0x08:0x00] ($deck_b_bend_down=1) VarSet($deck_b_bend_down,0) midi.trigger[0x90:0x09:0x7F] ($deck_b_playing=1) VarSet($deck_b_bend_up,1) midi.trigger[0x90:0x09:0x00] ($deck_b_bend_up=1) VarSet($deck_b_bend_up,0) var.set[$deck_b_bend_down=1] { ($deck_b_bend=1) VarSet($deck_b_bend,0) # cancel bending if enabled ($deck_b_bend_up=1) VarSet($deck_b_bend_up,0) # cancel bend up if enabled avBend(B,E,-0.4) # bend down at 4% } var.set[$deck_b_bend_down=0] { avBend(B,D,0.0) # cancel bend down } var.set[$deck_b_bend_up=1] { ($deck_b_bend=1) VarSet($deck_b_bend,0) # cancel bending if enabled ($deck_b_bend_down=1) VarSet($deck_b_bend_down,0) # cancel bend down if enabled avBend(B,E,+0.4) # bend up at 4% } var.set[$deck_b_bend_up=0] { avBend(B,D,0.0) # cancel bend up } av[ZorphingMode,B,D] { VarSet($deck_b_zorphing,0) } av[ZorphingMode,B,E] { ($deck_b_jog_button_shift=1) BlinkSet(~deck_b_jog_mode_led,4) # fast blink when shifting jog button VarSet($deck_b_zorphing,1) } ######################################################## ####### Deck A: Bass/Mid/High EQ knobs midi.absval[S,0xB0:0x03,0x00,0x3F,0x7F] { # Deck A - Low EQ knob capture avEQGainBass(A,_) # Set Deck A Bass Level } midi.absval[S,0xB0:0x04,0x00,0x3F,0x7F] { # Deck A - Mid EQ knob capture avEQGainMid(A,_) # Set Deck A Mid Level } midi.absval[S,0xB0:0x05,0x00,0x3F,0x7F] { # Deck A - High EQ knob capture avEQGainHigh(A,_) # Set Deck A High Level } ####### Deck B: Bass/Mid/High EQ knobs midi.absval[S,0xB0:0x07,0x00,0x3F,0x7F] { # Deck B - Low EQ knob capture avEQGainBass(B,_) # Set Deck B Bass Level } midi.absval[S,0xB0:0x08,0x00,0x3F,0x7F] { # Deck B - Mid EQ knob capture avEQGainMid(B,_) # Set Deck B Mid Level } midi.absval[S,0xB0:0x09,0x00,0x3F,0x7F] { # Deck B - High EQ knob capture avEQGainHigh(B,_) # Set Deck B High Level } ######################################################## ####### Deck A: Bass/Mid/High cut midi.trigger[0x90:0x0C:0x7F] { # Deck A - Cut Low button down avEQCutBass(A,T) # Toggle Deck A Bass Cut } midi.trigger[0x90:0x0D:0x7F] { # Deck A - Cut Mid button down avEQCutMid(A,T) # Toggle Deck A Mid Cut } midi.trigger[0x90:0x0E:0x7F] { # Deck A - Cut High button down avEQCutHigh(A,T) # Toggle Deck A High Cut } av[EQCutBass,A,E] { # Deck A Bass Cut enabled BlinkSet(~deck_a_cut_low_led,1) } av[EQCutBass,A,D] { # Deck A Bass Cut disabled BlinkSet(~deck_a_cut_low_led,0) } av[EQCutMid,A,E] { # Deck A Mid Cut enabled BlinkSet(~deck_a_cut_mid_led,1) } av[EQCutMid,A,D] { # Deck A Mid Cut disabled BlinkSet(~deck_a_cut_mid_led,0) } av[EQCutHigh,A,E] { # Deck A High Cut enabled BlinkSet(~deck_a_cut_high_led,1) } av[EQCutHigh,A,D] { # Deck A High Cut disabled BlinkSet(~deck_a_cut_high_led,0) } ####### Deck B: Bass/Mid/High cut midi.trigger[0x90:0x14:0x7F] { # Deck B - Cut Low button down avEQCutBass(B,T) # Toggle Deck B Bass Cut } midi.trigger[0x90:0x15:0x7F] { # Deck B - Cut Mid button down avEQCutMid(B,T) # Toggle Deck B Mid Cut } midi.trigger[0x90:0x16:0x7F] { # Deck B - Cut High button down avEQCutHigh(B,T) # Toggle Deck B High Cut } av[EQCutBass,B,E] { # Deck B Bass Cut enabled BlinkSet(~deck_b_cut_low_led,1) } av[EQCutBass,B,D] { # Deck B Bass Cut disabled BlinkSet(~deck_b_cut_low_led,0) } av[EQCutMid,B,E] { # Deck B Mid Cut enabled BlinkSet(~deck_b_cut_mid_led,1) } av[EQCutMid,B,D] { # Deck B Mid Cut disabled BlinkSet(~deck_b_cut_mid_led,0) } av[EQCutHigh,B,E] { # Deck B High Cut enabled BlinkSet(~deck_b_cut_high_led,1) } av[EQCutHigh,B,D] { # Deck B High Cut disabled BlinkSet(~deck_b_cut_high_led,0) } ######################################################## ####### Deck A: Video Block/Master functionality midi.trigger[0x90:0x20:0x7F] avVideoBlock(A,T) # toggle video block av[VideoBlock,A,E] { VarSet($deck_a_video_block,1) ($abm_active=0) BlinkSet(~fx_b_led,3) # medium blink } av[VideoBlock,A,D] { VarSet($deck_a_video_block,0) ($abm_active=0) BlinkSet(~fx_b_led,0) } midi.trigger[0x90:0x1F:0x7F] { # Deck A Master Video (FX-A) button down ($video_master!=0) avVideoMasterSet(A) # set as video master ($video_master=0) avVideoMasterSet(B) # make other deck master } av[VideoMasterSet,A] { VarSet($video_master,0) ($abm_active=0) BlinkSet(~fx_a_led,1) ($abm_active=0) BlinkSet(~fx_d_led,0) } ####### Deck B: Video Block/Master functionality midi.trigger[0x90:0x21:0x7F] avVideoBlock(B,T) # toggle video block av[VideoBlock,B,E] { VarSet($deck_b_video_block,1) ($abm_active=0) BlinkSet(~fx_c_led,3) # medium blink } av[VideoBlock,B,D] { VarSet($deck_b_video_block,0) ($abm_active=0) BlinkSet(~fx_c_led,0) } midi.trigger[0x90:0x22:0x7F] { # Deck B Master Video (FX-D) button down ($video_master!=1) avVideoMasterSet(B) # set as video master ($video_master=1) avVideoMasterSet(A) # make other deck master } av[VideoMasterSet,B] { VarSet($video_master,1) ($abm_active=0) BlinkSet(~fx_d_led,1) ($abm_active=0) BlinkSet(~fx_a_led,0) } ######################################################## ####### Crossfader midi.absval[S,0xB0:0x01,0x00,0x3F,0x7F] { ($global_shift=0) avXFaderSet(_) # normal sync logic } midi.trigger[0xB0:0x01:0x00,0xFF:0xFF:0xE0] { # d2 between 0x00 and 0x1F ($global_shift=1) avXFaderSet(-1.0,F0) # force full Deck A slider position } midi.trigger[0xB0:0x01:0x60,0xFF:0xFF:0xE0] { # d2 between 0x60 and 0x7F ($global_shift=1) avXFaderSet(1.0,F0) # force full Deck B slider position } ######################################################## ####### Auto DJ / ABM buttons midi.trigger[0x90:0x1D:0x7F] avAutoDJ(T) av[AutoDJ,E] { VarSet($autodj_on,1) BlinkSet(~mic_area_button1_led,1) ($abm_on=1) BlinkSet(~mic_area_button2_led,1) } av[AutoDJ,D] { VarSet($autodj_on,0) BlinkSet(~mic_area_button1_led,0) BlinkSet(~mic_area_button2_led,0) } midi.trigger[0x90:0x1E:0x7F] { # ABM button pressed (Mic Area Button 2) ($autodj_on=1) avABM(T) ($autodj_on=0) avAutoDJ(E) # Enable AutoDJ on ($autodj_on=0) avABM(E) # Enable ABM on } av[ABM,E] { VarSet($abm_on,1) ($autodj_on=1) BlinkSet(~mic_area_button2_led,1) } av[ABM,D] { VarSet($abm_on,0) BlinkSet(~mic_area_button2_led,0) } ######################################################## ####### ABM Active av[ABMActive,E] { VarSet($abm_active,1) } av[ABMActive,D] { VarSet($abm_active,0) } var.set[$abm_active=1] { BlinkSet(~fx_a_led,4) # fast blink BlinkSet(~fx_b_led,12) # inverse fast blink BlinkSet(~fx_c_led,4) BlinkSet(~fx_d_led,12) } var.set[$abm_active=0] { ($deck_a_video_block=0) BlinkSet(~fx_b_led,0) ($deck_a_video_block=1) BlinkSet(~fx_b_led,3) # medium blink ($video_master=0) BlinkSet(~fx_a_led,1) ($video_master!=0) BlinkSet(~fx_a_led,0) ($deck_b_video_block=0) BlinkSet(~fx_c_led,0) ($deck_b_video_block=1) BlinkSet(~fx_c_led,3) # medium blink ($video_master=1) BlinkSet(~fx_d_led,1) ($video_master!=1) BlinkSet(~fx_d_led,0) } av[ABMBeat.1] { ($abm_active=1) BlinkSet(~fx_a_led,1) ($abm_active=1) BlinkSet(~fx_d_led,0) } av[ABMBeat.2] { ($abm_active=1) BlinkSet(~fx_b_led,1) ($abm_active=1) BlinkSet(~fx_a_led,0) } av[ABMBeat.3] { ($abm_active=1) BlinkSet(~fx_c_led,1) ($abm_active=1) BlinkSet(~fx_b_led,0) } av[ABMBeat.4] { ($abm_active=1) BlinkSet(~fx_d_led,1) ($abm_active=1) BlinkSet(~fx_c_led,0) } ######################################################## ####### Deck A: Shift key midi.trigger[0x90:0x04:0x7F] VarSet($deck_a_shift,1) midi.trigger[0x90:0x04:0x00] VarSet($deck_a_shift,0) ####### Deck B: Shift key midi.trigger[0x90:0x0A:0x7F] VarSet($deck_b_shift,1) midi.trigger[0x90:0x0A:0x00] VarSet($deck_b_shift,0) ####### Global Shift state var.set[$deck_a_shift=1] VarSet($global_shift,1) var.set[$deck_a_shift=0] ($deck_b_shift=0) VarSet($global_shift,0) var.set[$deck_b_shift=1] VarSet($global_shift,1) var.set[$deck_b_shift=0] ($deck_a_shift=0) VarSet($global_shift,0) ####### Deck A + B Shift - Mix Now var.set[$deck_a_shift=1] { ($deck_b_shift=1) avNext() # Mix now } var.set[$deck_b_shift=1] { ($deck_a_shift=1) avNext() # Mix now } ######################################################## ####### Cue A and Cue B button functionality midi.trigger[0x90:0x23:0x7F] { avMixer.Cue(A,T) # Toggle Deck A Mixer Cue Button VarSet($mixer_pfl_knob,0) } midi.trigger[0x90:0x24:0x7F] { avMixer.Cue(B,T) # Toggle Deck B Mixer Cue Button VarSet($mixer_pfl_knob,0) } av[Mixer.Cue,A,E] { BlinkSet(~mixer_cue_a_led,1) } av[Mixer.Cue,B,E] { BlinkSet(~mixer_cue_b_led,1) } av[Mixer.Cue,A,D] { BlinkSet(~mixer_cue_a_led,0) } av[Mixer.Cue,B,D] { BlinkSet(~mixer_cue_b_led,0) } ####### PFL Mix Knob functionality - turns on Mixer Cue Button A, B or both depending on position. midi.trigger[0xB0:0x11:0x00,0xFF:0xFF:0xE0] { # d2 between 0x00 and 0x1F VarSet($mixer_pfl_knob,1) } midi.trigger[0xB0:0x11:0x20,0xFF:0xFF:0xE0] { # d2 between 0x20 and 0x3F VarSet($mixer_pfl_knob,2) } midi.trigger[0xB0:0x11:0x40,0xFF:0xFF:0xE0] { # d2 between 0x40 and 0x5F VarSet($mixer_pfl_knob,2) } midi.trigger[0xB0:0x11:0x60,0xFF:0xFF:0xE0] { # d2 between 0x60 and 0x7F VarSet($mixer_pfl_knob,3) } var.set[$mixer_pfl_knob=1] { avMixer.Cue(A,E) avMixer.Cue(B,D) } var.set[$mixer_pfl_knob=2] { avMixer.Cue(A,E) avMixer.Cue(B,E) } var.set[$mixer_pfl_knob=3] { avMixer.Cue(A,D) avMixer.Cue(B,E) } ######################################################## ####### Sync A and Sync B button functionality midi.trigger[0x90:0x10:0x7F] { # Sync A button down ($deck_a_slider_index=0) avBPMMatch.Tempo(A) ($deck_a_slider_index=0) BlinkSet(~deck_a_sync_led,1) ($deck_a_slider_index=1) avBPMMatch.Pitch(A) ($deck_a_slider_index=1) BlinkSet(~deck_a_sync_led,1) } midi.trigger[0x90:0x18:0x7F] { # Sync B button down ($deck_b_slider_index=0) avBPMMatch.Tempo(B) ($deck_b_slider_index=0) BlinkSet(~deck_b_sync_led,1) ($deck_b_slider_index=1) avBPMMatch.Pitch(B) ($deck_b_slider_index=1) BlinkSet(~deck_b_sync_led,1) } midi.trigger[0x90:0x10:0x00] BlinkSet(~deck_a_sync_led,0) # Sync A button up midi.trigger[0x90:0x18:0x00] BlinkSet(~deck_b_sync_led,0) # Sync B button up ######################################################## ####### Mixer Gain Knobs / Level Sliders # Note: Disable knob or slider code with comment character (#) if you want to change preference ####### Gain Knobs midi.absval[S,0xB0:0x06,0x00,0x3F,0x7F] { ($global_shift=0) avLevelSet(A,_) # Sets Deck A level on OtsAV Mixer ($global_shift=1) avLevelSet(A,_,F0|F4) # bypass sync logic and snap value } midi.absval[S,0xB0:0x0A,0x00,0x3F,0x7F] { ($global_shift=0) avLevelSet(B,_) # Sets Deck B level on OtsAV Mixer ($global_shift=1) avLevelSet(B,_,F0|F4) # bypass sync logic and snap value } ####### Level Sliders #midi.absval[S,0xB0:0x00,0x00,0x3F,0x7F] { # ($global_shift=0) avLevelSet(A,_) # Sets Deck A level on OtsAV Mixer # ($global_shift=1) avLevelSet(A,_,F0|F4) # bypass sync logic and snap value #} #midi.absval[S,0xB0:0x02,0x00,0x3F,0x7F] { # ($global_shift=0) avLevelSet(B,_) # Sets Deck B level on OtsAV Mixer # ($global_shift=1) avLevelSet(B,_,F0|F4) # bypass sync logic and snap value #} ######################################################## ####### Deck A+B Slider mode (tempo or pitch) midi.trigger[0x90:0x1C:0x7F] { # slider mode A+B button down (master output area button) VarIncWrap($deck_a_slider_index) VarIncWrap($deck_b_slider_index) } var.set[$deck_a_slider_index=0] BlinkSet(~tempo_pitch_led,1) # Tempo mode - turn light on (A+B share LED and button) var.set[$deck_a_slider_index=1] BlinkSet(~tempo_pitch_led,0) # Pitch mode - turn light off ######################################################## ####### Deck A: Slider midi.absval[S,0xB0:0x0B,0x7F,0x3F,0x00] SubCall(@deck_a_slider_val) sub[@deck_a_slider_val] { # new value from slider ($deck_a_slider_index=0) SubCall(@deck_a_slider_val_tempo) ($deck_a_slider_index=1) SubCall(@deck_a_slider_val_pitch) } sub[@deck_a_slider_val_tempo] { # slider pos -- tempo ($global_shift=0) avTempoSet(A,_) # normal sync logic ($global_shift=1) avTempoSet(A,_,F1) # force synced state } sub[@deck_a_slider_val_pitch] { # slider pos -- pitch ($global_shift=0) avPitchSet(A,_) # normal sync logic ($global_shift=1) avPitchSet(A,_,F1) # force synced state } var.set[$deck_a_slider_index=0] { avTempoSet(A,0.0,F2|F7) # init sync with last pitch slider position } var.set[$deck_a_slider_index=1] { avPitchSet(A,0.0,F2|F6) # init sync with last tempo slider position } ####### Deck B: Slider midi.absval[S,0xB0:0x0C,0x7F,0x3F,0x00] SubCall(@deck_b_slider_val) sub[@deck_b_slider_val] { # new value from slider ($deck_b_slider_index=0) SubCall(@deck_b_slider_val_tempo) ($deck_b_slider_index=1) SubCall(@deck_b_slider_val_pitch) } sub[@deck_b_slider_val_tempo] { # slider pos -- tempo ($global_shift=0) avTempoSet(B,_) # normal sync logic ($global_shift=1) avTempoSet(B,_,F1) # force synced state } sub[@deck_b_slider_val_pitch] { # slider pos -- pitch ($global_shift=0) avPitchSet(B,_) # normal sync logic ($global_shift=1) avPitchSet(B,_,F1) # force synced state } var.set[$deck_b_slider_index=0] { avTempoSet(B,0.0,F2|F7) # init sync with last pitch slider position } var.set[$deck_b_slider_index=1] { avPitchSet(B,0.0,F2|F6) # init sync with last tempo slider position } ######################################################## ####### Load Next Track midi.trigger[0x90:0x0F:0x7F] ($global_shift=1) SubCall(@deck_a_playlist_loadnext) # Deck A shifted loop in button midi.trigger[0x90:0x17:0x7F] ($global_shift=1) SubCall(@deck_b_playlist_loadnext) # Deck B shifted loop in button sub[@deck_a_playlist_loadnext] { # load next item from playlist ($deck_a_playing=0) avLoadNext(A,F1) # but only if deck not playing } sub[@deck_b_playlist_loadnext] { # load next item from playlist ($deck_b_playing=0) avLoadNext(B,F1) # but only if deck not playing }