######################################################################## # # Ots Hardware Mapping Language (OHML) Source File # # Hardware : Denon DN-HC4500 DJ MIDI Hardware Controller # coupled with DN-X500 or DN-X900 Mixer # File Name : (Ots) Denon DN-HC4500 + DN-X500~900.ohm # Last Updated : 31-Jul-2012 # OtsAV Version : 1.90.000 # # Copyright 1996-2012 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[$init_counter,10,10] # delayed init counter !var[$abm_active,0,1] # tracks abm active state !var[$video_master,0,1] # tracks video master deck !var[$playlist_nav,0,1] # tracks playlist navigation state !var[$playlist_nav_last_deck,0,1] # 0 = deck A, 1 = deck B !var[$playlist_nav_activity,0,1] # 1 = some nav activity has occurred !var[$global_shift,0,1] # global shift state !var[$deck_a_shift,0,1] # tracks shift button !var[$deck_b_shift,0,1] !var[$deck_a_time_mode,0,1] # 0 = elapsed, 1 = remaining !var[$deck_b_time_mode,0,1] !var[$deck_a_loaded,0,1] # 0 = empty, 1 = loaded !var[$deck_b_loaded,0,1] !var[$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) !var[$deck_b_jog_button,0,1] !var[$deck_a_touch_dot,0,1] # for switching touch dot led !var[$deck_b_touch_dot,0,1] !var[$deck_a_bend_state,0,1] # tracks jog wheel state for bending !var[$deck_b_bend_state,0,1] !var[$deck_a_scratch_state,0,2] # tracks jog wheel state for scratching !var[$deck_b_scratch_state,0,2] !var[$deck_a_scratch,0,1] # 1 = currently scratching !var[$deck_b_scratch,0,1] !var[$deck_a_bend,0,1] # 1 = currently bending !var[$deck_b_bend,0,1] !var[$deck_a_bend_down,0,1] # 1 = currently bend down !var[$deck_b_bend_down,0,1] !var[$deck_a_bend_up,0,1] # 1 = currently bend up !var[$deck_b_bend_up,0,1] !var[$deck_a_frame_search,0,1] # 1 = in frame search mode !var[$deck_b_frame_search,0,1] !var[$deck_a_search_spin_counter,0,81] # for dividing (by 80) jog !var[$deck_b_search_spin_counter,0,81] # pulses when frame searching !var[$deck_a_search_rate,0,2] # frame search speed via jog !var[$deck_b_search_rate,0,2] !var[$deck_a_zorphing,0,1] # for tracking scratching/zorphing mode !var[$deck_b_zorphing,0,1] !var[$deck_a_bend_tempo,0,1] # for tracking bending mode !var[$deck_b_bend_tempo,0,1] !var[$deck_a_slider_index,0,2] # 0 = tempo, 1 = pitch, 2 = direction !var[$deck_b_slider_index,0,2] !var[$deck_a_slider_button_count,0,8] # for tracking time button held !var[$deck_b_slider_button_count,0,8] !var[$deck_a_playlist_button_count,0,21] # for tracking time button held !var[$deck_b_playlist_button_count,0,21] !var[$deck_a_video_block,0,1] # tracks video block state !var[$deck_b_video_block,0,1] !var[$deck_a_flip,0,1] # tracks flip button !var[$deck_b_flip,0,1] !var[$deck_a_a1,0,1] # tracks a1 button !var[$deck_b_a1,0,1] !var[$deck_a_a2,0,1] # tracks a2 button !var[$deck_b_a2,0,1] !var[$deck_a_exit,0,1] # tracks exit-reloop button !var[$deck_b_exit,0,1] !var[$deck_a_mod,0,3] # tracks flip/exit modifiers !var[$deck_b_mod,0,3] # ******* 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_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_slider_val_direction] !sub[@deck_b_slider_val_direction] !sub[@deck_a_slider_info] # display slider assignment info !sub[@deck_b_slider_info] !sub[@deck_a_playlist_button_up] # playlist button released !sub[@deck_b_playlist_button_up] # prior to eject being invoked !sub[@deck_a_playlist_nav] # invoke playlist navigation !sub[@deck_b_playlist_nav] !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_cue_led,M,0xB0:0x4B:0x26,0xB0:0x4A:0x26] !blink[~deck_b_cue_led,M,0xB1:0x4B:0x26,0xB1:0x4A:0x26] !blink[~deck_a_playpause_led,M,0xB0:0x4B:0x27,0xB0:0x4A:0x27] !blink[~deck_b_playpause_led,M,0xB1:0x4B:0x27,0xB1:0x4A:0x27] !blink[~deck_a_jog_mode_led,M,0xB0:0x4B:0x06,0xB0:0x4A:0x06] !blink[~deck_b_jog_mode_led,M,0xB1:0x4B:0x06,0xB1:0x4A:0x06] !blink[~deck_a_jog_led,M,0xB0:0x4B:0x3B,0xB0:0x4A:0x3B] !blink[~deck_b_jog_led,M,0xB1:0x4B:0x3B,0xB1:0x4A:0x3B] !blink[~deck_a_touch_dot,M,0xB0:0x4E:0x20,0xB0:0x4D:0x20] !blink[~deck_b_touch_dot,M,0xB1:0x4E:0x20,0xB1:0x4D:0x20] !blink[~deck_a_slider_led_green,M,0xB0:0x4B:0x07,0xB0:0x4A:0x07] !blink[~deck_b_slider_led_green,M,0xB1:0x4B:0x07,0xB1:0x4A:0x07] !blink[~deck_a_slider_led_orange,M,0xB0:0x4B:0x08,0xB0:0x4A:0x08] !blink[~deck_b_slider_led_orange,M,0xB1:0x4B:0x08,0xB1:0x4A:0x08] !blink[~deck_a_fx_1_led,M,0xB0:0x4B:0x0B,0xB0:0x4A:0x0B] !blink[~deck_b_fx_1_led,M,0xB1:0x4B:0x0B,0xB1:0x4A:0x0B] !blink[~deck_a_fx_2_led,M,0xB0:0x4B:0x0D,0xB0:0x4A:0x0D] !blink[~deck_b_fx_2_led,M,0xB1:0x4B:0x0D,0xB1:0x4A:0x0D] !blink[~deck_a_fx_3_led,M,0xB0:0x4B:0x0F,0xB0:0x4A:0x0F] !blink[~deck_b_fx_3_led,M,0xB1:0x4B:0x0F,0xB1:0x4A:0x0F] !blink[~deck_a_func_1_led,M,0xB0:0x4B:0x11,0xB0:0x4A:0x11] !blink[~deck_b_func_1_led,M,0xB1:0x4B:0x11,0xB1:0x4A:0x11] !blink[~deck_a_func_2_led,M,0xB0:0x4B:0x13,0xB0:0x4A:0x13] !blink[~deck_b_func_2_led,M,0xB1:0x4B:0x13,0xB1:0x4A:0x13] !blink[~deck_a_func_3_led,M,0xB0:0x4B:0x15,0xB0:0x4A:0x15] !blink[~deck_b_func_3_led,M,0xB1:0x4B:0x15,0xB1:0x4A:0x15] !blink[~deck_a_func_4_led,M,0xB0:0x4B:0x17,0xB0:0x4A:0x17] !blink[~deck_b_func_4_led,M,0xB1:0x4B:0x17,0xB1:0x4A:0x17] !blink[~deck_a_func_5_led,M,0xB0:0x4B:0x19,0xB0:0x4A:0x19] !blink[~deck_b_func_5_led,M,0xB1:0x4B:0x19,0xB1:0x4A:0x19] !blink[~deck_a_playlist_led,M,0xB0:0x4B:0x02,0xB0:0x4A:0x02] !blink[~deck_b_playlist_led,M,0xB1:0x4B:0x02,0xB1:0x4A:0x02] !blink[~deck_a_parameter_led,M,0xB0:0x4B:0x1E,0xB0:0x4A:0x1E] !blink[~deck_b_parameter_led,M,0xB1:0x4B:0x1E,0xB1:0x4A:0x1E] # ******* Initialisation ******* # Called by OHM subsystem at startup. # Place any code here that is important to maintain state at launch sub[@_init] { # turn off all LEDs we don't explicitly handle midiOut(0xB0:0x4B:0x04) # pitch match midiOut(0xB1:0x4B:0x04) midiOut(0xB0:0x4B:0x05) # jog mode green midiOut(0xB1:0x4B:0x05) midiOut(0xB0:0x4B:0x09) # tap green midiOut(0xB1:0x4B:0x09) midiOut(0xB0:0x4B:0x0A) # tap orange midiOut(0xB1:0x4B:0x0A) midiOut(0xB0:0x4B:0x0C) # fx 1 green midiOut(0xB1:0x4B:0x0C) midiOut(0xB0:0x4B:0x0E) # fx 2 green midiOut(0xB1:0x4B:0x0E) midiOut(0xB0:0x4B:0x10) # fx 3 green midiOut(0xB1:0x4B:0x10) midiOut(0xB0:0x4B:0x12) # hot 1 dimmer midiOut(0xB1:0x4B:0x12) midiOut(0xB0:0x4B:0x14) # hot 2 dimmer midiOut(0xB1:0x4B:0x14) midiOut(0xB0:0x4B:0x16) # hot 3 dimmer midiOut(0xB1:0x4B:0x16) midiOut(0xB0:0x4B:0x18) # hot 4 dimmer midiOut(0xB1:0x4B:0x18) midiOut(0xB0:0x4B:0x1A) # hot 5 dimmer midiOut(0xB1:0x4B:0x1A) midiOut(0xB0:0x4B:0x24) # a1 midiOut(0xB1:0x4B:0x24) midiOut(0xB0:0x4B:0x3C) # a1 dimmer midiOut(0xB1:0x4B:0x3C) midiOut(0xB0:0x4B:0x25) # a2 midiOut(0xB1:0x4B:0x25) midiOut(0xB0:0x4B:0x3D) # a2 dimmer midiOut(0xB1:0x4B:0x3D) # turn off all screen segments that aren't explicitly handled midiOut(0xB0:0x4E:0x01) # T. midiOut(0xB1:0x4E:0x01) midiOut(0xB0:0x4E:0x04) # CONT. midiOut(0xB1:0x4E:0x04) midiOut(0xB0:0x4E:0x05) # SINGLE midiOut(0xB1:0x4E:0x05) midiOut(0xB0:0x4E:0x06) # BPM midiOut(0xB1:0x4E:0x06) midiOut(0xB0:0x4E:0x10) # MP3 midiOut(0xB1:0x4E:0x10) midiOut(0xB0:0x4E:0x11) # WAV midiOut(0xB1:0x4E:0x11) midiOut(0xB0:0x4E:0x13) # KB midiOut(0xB1:0x4E:0x13) midiOut(0xB0:0x4E:0x14) # KEY ADJ. midiOut(0xB1:0x4E:0x14) midiOut(0xB0:0x4E:0x15) # MEMO midiOut(0xB1:0x4E:0x15) midiOut(0xB0:0x4E:0x16) # ( : A1 side midiOut(0xB1:0x4E:0x16) midiOut(0xB0:0x4E:0x17) # ( : A2 side midiOut(0xB1:0x4E:0x17) midiOut(0xB0:0x4E:0x18) # ) : A1 side midiOut(0xB1:0x4E:0x18) midiOut(0xB0:0x4E:0x19) # ) : A2 side midiOut(0xB1:0x4E:0x19) midiOut(0xB0:0x4E:0x1A) # A1 midiOut(0xB1:0x4E:0x1A) midiOut(0xB0:0x4E:0x1B) # A2 midiOut(0xB1:0x4E:0x1B) midiOut(0xB0:0x4E:0x1C) # B : A1 side midiOut(0xB1:0x4E:0x1C) midiOut(0xB0:0x4E:0x1D) # B : A2 side midiOut(0xB1:0x4E:0x1D) # 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_jog_led,0) BlinkSet(~deck_b_jog_led,0) BlinkSet(~deck_a_touch_dot,0) BlinkSet(~deck_b_touch_dot,0) BlinkSet(~deck_a_fx_1_led,0) BlinkSet(~deck_b_fx_1_led,0) BlinkSet(~deck_a_fx_2_led,0) BlinkSet(~deck_b_fx_2_led,0) BlinkSet(~deck_a_fx_3_led,0) BlinkSet(~deck_b_fx_3_led,0) BlinkSet(~deck_a_func_1_led,0) BlinkSet(~deck_b_func_1_led,0) BlinkSet(~deck_a_func_2_led,0) BlinkSet(~deck_b_func_2_led,0) BlinkSet(~deck_a_func_3_led,0) BlinkSet(~deck_b_func_3_led,0) BlinkSet(~deck_a_func_4_led,0) BlinkSet(~deck_b_func_4_led,0) BlinkSet(~deck_a_func_5_led,0) BlinkSet(~deck_b_func_5_led,0) BlinkSet(~deck_a_playlist_led,0) BlinkSet(~deck_b_playlist_led,0) BlinkSet(~deck_a_parameter_led,0) BlinkSet(~deck_b_parameter_led,0) # set slider mode LEDs (starts in Tempo mode) BlinkSet(~deck_a_slider_led_green,1) BlinkSet(~deck_a_slider_led_orange,0) BlinkSet(~deck_b_slider_led_green,1) BlinkSet(~deck_b_slider_led_orange,0) # set default time display mode (currently 0 from declaration) VarSet($deck_a_time_mode,0) # elapsed VarSet($deck_b_time_mode,0) # elapsed # set default jog mode (currently 0 from declaration) VarSet($deck_a_jog_mode,0) # bend VarSet($deck_b_jog_mode,0) # bend # update screens midi.HC4500.TextSet(A,D) midi.HC4500.TextSet(B,D) midi.HC4500.Time(A,D,0) midi.HC4500.Time(B,D,0) midi.HC4500.Rotation(A,D) midi.HC4500.Rotation(B,D) midi.HC4500.Progress(A,D) midi.HC4500.Progress(B,D) midi.HC4500.BPM(A,D) midi.HC4500.BPM(B,D) midi.HC4500.Slider(A,E,0) # enable in tempo mode midi.HC4500.Slider(B,E,0) # get current OtsAV state avStateRequest() # will generate appropriate Load, Play, etc events # get state of controller sliders midiOut(0xB0:0x4A:0x3C) # deck A slider request midiOut(0xB1:0x4A:0x3C) # deck B slider request # activate video master functionality avVideoMaster(E) } # ******* Respond to OtsAV/other events ******* ######################################################## ####### Deck A: Load/Cue/Play-Pause/Frame Search/etc av[Load,A,E] { # Deck A Load (entered Loaded state) VarSet($deck_a_loaded,1) # save state for our own use BlinkSet(~deck_a_playpause_led,3) # medium blink midi.HC4500.TextSet(A,E) ($deck_a_time_mode=0) midi.HC4500.Time(A,E,0) ($deck_a_time_mode=1) midi.HC4500.Time(A,E,1) midi.HC4500.Rotation(A,E) midi.HC4500.Progress(A,E) midi.HC4500.BPM(A,E) } av[Load,A,D] { # Deck A Eject (left Loaded state) VarSet($deck_a_loaded,0) # clear state BlinkSet(~deck_a_playpause_led,0) # off midi.HC4500.TextSet(A,D) midi.HC4500.Time(A,D,0) midi.HC4500.Rotation(A,D) midi.HC4500.Progress(A,D) midi.HC4500.BPM(A,D) } av[Play,A,E] { # Deck A Play (entered Playing state) VarSet($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($deck_a_search_spin_counter,40) BlinkSet(~deck_a_cue_led,4) # fast blink midi.HC4500.TextMsgSet(A,E,10,"") } av[FrameSearch,A,D] { # Deck A left Frame Search mode VarSet($deck_a_frame_search,0) # clear state BlinkSet(~deck_a_cue_led,0) # off } av[CuePointSet,A] midi.HC4500.TextMsgSet(A,E,10,"") ####### Deck B: Load/Cue/Play-Pause/Frame Search/etc av[Load,B,E] { # Deck B Load (entered Loaded state) VarSet($deck_b_loaded,1) # save state for our own use BlinkSet(~deck_b_playpause_led,3) # medium blink midi.HC4500.TextSet(B,E) ($deck_b_time_mode=0) midi.HC4500.Time(B,E,0) ($deck_b_time_mode=1) midi.HC4500.Time(B,E,1) midi.HC4500.Rotation(B,E) midi.HC4500.Progress(B,E) midi.HC4500.BPM(B,E) } av[Load,B,D] { # Deck B Eject (left Loaded state) VarSet($deck_b_loaded,0) # clear state BlinkSet(~deck_b_playpause_led,0) # off midi.HC4500.TextSet(B,D) midi.HC4500.Time(B,D,0) midi.HC4500.Rotation(B,D) midi.HC4500.Progress(B,D) midi.HC4500.BPM(B,D) } 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,40) BlinkSet(~deck_b_cue_led,4) # fast blink midi.HC4500.TextMsgSet(B,E,10,"") } av[FrameSearch,B,D] { # Deck B left Frame Search mode VarSet($deck_b_frame_search,0) # clear state BlinkSet(~deck_b_cue_led,0) # off } av[CuePointSet,B] midi.HC4500.TextMsgSet(B,E,10,"") ######################################################## ####### Deck A: Primary transport controls midi.trigger[0x90:0x43:0x40] { # Deck A Play/Pause button down ($global_shift=0) avPlayPause(A,E) ($global_shift=1) avPlay(A) } midi.trigger[0x80:0x43:0x00] { # Deck A Play/Pause button up avPlayPause(A,D) } midi.trigger[0x90:0x42:0x40] { # Deck A Cue button down ($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) ($deck_a_scratch=1) avCueSet(A) } midi.trigger[0x80:0x42:0x00] { # Deck A Cue button up avCue(A,D) } midi.trigger[0x90:0x11:0x40] { # Deck A Frame Search (back) button down avFrameSearch(A,-1) } midi.trigger[0x90:0x10:0x40] { # Deck A Frame Search (forward) button down avFrameSearch(A,+1) } midi.relval[0xB0:0x51,0x00,0xC0,0x40] ($deck_a_frame_search=1) VarDec($deck_a_search_spin_counter) midi.relval[0xB0:0x51,0x40,0xC0,0x40] ($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($deck_a_search_spin_counter,80) } var.set[$deck_a_search_spin_counter=81] { ($deck_a_search_rate=0) avFrameSearch(A,+1) ($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[0x91:0x43:0x40] { # Deck B Play/Pause button down ($global_shift=0) avPlayPause(B,E) ($global_shift=1) avPlay(B) } midi.trigger[0x81:0x43:0x00] { # Deck B Play/Pause button up avPlayPause(B,D) } midi.trigger[0x91:0x42:0x40] { # 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[0x81:0x42:0x00] { # Deck B Cue button up avCue(B,D) } midi.trigger[0x91:0x11:0x40] { # Deck B Frame Search (back) button down avFrameSearch(B,-1) } midi.trigger[0x91:0x10:0x40] { # Deck B Frame Search (forward) button down avFrameSearch(B,+1) } midi.relval[0xB1:0x51,0x00,0xC0,0x40] ($deck_b_frame_search=1) VarDec($deck_b_search_spin_counter) midi.relval[0xB1:0x51,0x40,0xC0,0x40] ($deck_b_frame_search=1) VarInc($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,80) } var.set[$deck_b_search_spin_counter=81] { ($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($deck_b_search_rate) ######################################################## ####### Deck A: Shift key midi.trigger[0x90:0x30:0x40] VarSet($deck_a_shift,1) midi.trigger[0x80:0x30:0x00] VarSet($deck_a_shift,0) ####### Deck B: Shift key midi.trigger[0x91:0x30:0x40] VarSet($deck_b_shift,1) midi.trigger[0x81:0x30:0x00] VarSet($deck_b_shift,0) ####### Global Shift state var.set[$deck_a_shift=1] { VarSet($global_shift,1) ($deck_b_shift=1) avNext() # "mix now" when both shifts pressed } var.set[$deck_a_shift=0] ($deck_b_shift=0) VarSet($global_shift,0) var.set[$deck_b_shift=1] { VarSet($global_shift,1) ($deck_a_shift=1) avNext() # "mix now" when both shifts pressed } var.set[$deck_b_shift=0] ($deck_a_shift=0) VarSet($global_shift,0) ######################################################## ####### Deck A: Time display midi.trigger[0x90:0x23:0x40] { # Deck A Time button down VarIncWrap($deck_a_time_mode) } var.set[$deck_a_time_mode=0] ($deck_a_loaded=1) midi.HC4500.Time(A,E,0) var.set[$deck_a_time_mode=1] ($deck_a_loaded=1) midi.HC4500.Time(A,E,1) ####### Deck B: Time display midi.trigger[0x91:0x23:0x40] { # Deck B Time button down VarIncWrap($deck_b_time_mode) } var.set[$deck_b_time_mode=0] ($deck_b_loaded=1) midi.HC4500.Time(B,E,0) var.set[$deck_b_time_mode=1] ($deck_b_loaded=1) midi.HC4500.Time(B,E,1) ######################################################## ####### Deck A: High-precision BPM display midi.trigger[0x90:0x24:0x40] { # Deck A Memo button down ($deck_a_loaded=1) midi.HC4500.TextMsg.BPM(A,20) } av[BPMChanged,A] midi.HC4500.TextMsg.BPM(A,20) ####### Deck B: High-precision BPM display midi.trigger[0x91:0x24:0x40] { # Deck B Memo button down ($deck_b_loaded=1) midi.HC4500.TextMsg.BPM(B,20) } av[BPMChanged,B] midi.HC4500.TextMsg.BPM(B,20) ######################################################## ####### Deck A: Jog mode/Bending/Scratching midi.trigger[0x90:0x04:0x40] { # Deck A Jog Mode button down ($deck_a_frame_search=0) VarIncWrap($deck_a_jog_mode) } var.set[$deck_a_jog_mode=0] { ($deck_a_scratch=1) VarSet($deck_a_scratch,0) # cancel scratching if enabled BlinkSet(~deck_a_jog_mode_led,0) ($deck_a_playing=1) BlinkSet(~deck_a_jog_led,2) # slow blink midi.HC4500.TextMsgSet(A,E,10,"") } var.set[$deck_a_jog_mode=1] { ($deck_a_bend=1) VarSet($deck_a_bend,0) # cancel bending if enabled BlinkSet(~deck_a_jog_mode_led,1) ($deck_a_playing=1) BlinkSet(~deck_a_jog_led,3) # medium blink ($deck_a_zorphing=0) midi.HC4500.TextMsgSet(A,E,10,"") ($deck_a_zorphing=1) midi.HC4500.TextMsgSet(A,E,10,"") } var.set[$deck_a_playing=1] { # Deck A Play (entered Playing state) ($deck_a_jog_mode=0) BlinkSet(~deck_a_jog_led,2) # slow blink ($deck_a_jog_mode=1) BlinkSet(~deck_a_jog_led,3) # medium blink } 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($deck_a_scratch,0) # cancel scratching if enabled BlinkSet(~deck_a_jog_led,0) # off } var.set[$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 BlinkSet(~deck_a_jog_led,7) # pulse mode 3 } var.set[$deck_a_frame_search=0] { # Deck A left Frame Search mode ($deck_a_jog_mode=0) BlinkSet(~deck_a_jog_led,2) # slow blink ($deck_a_jog_mode=1) BlinkSet(~deck_a_jog_led,3) # medium blink } midi.trigger[0x90:0x51:0x40] { # Deck A Jog button down VarSet($deck_a_jog_button,1) } 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($deck_a_scratch,1) ($deck_a_frame_search=0) VarSet($deck_a_touch_dot,1) } midi.trigger[0x80:0x51:0x00] { # Deck A Jog button up VarSet($deck_a_jog_button,0) } var.set[$deck_a_jog_button=0] { ($deck_a_scratch_state!=1) VarSet($deck_a_scratch,0) # cancel scratching if jog inactive VarSet($deck_a_touch_dot,0) } var.set[$deck_a_scratch=1] { avScratch(A,E,0.0) BlinkSet(~deck_a_cue_led,4) # fast blink } var.set[$deck_a_scratch=0] { avScratch(A,D,0.0) BlinkSet(~deck_a_cue_led,0) } var.set[$deck_a_touch_dot=0] BlinkSet(~deck_a_touch_dot,0) var.set[$deck_a_touch_dot=1] BlinkSet(~deck_a_touch_dot,1) 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[R,0xB0:0x51,0x40,0x40,0,1.2,0.1,$deck_a_bend_state,0] ($deck_a_jog_mode=0) SubCall(@deck_a_jog_val_bend) midi.velval[R,0xB0:0x51,0x40,0x40,0,0.5,0.2,$deck_a_scratch_state,0] ($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($deck_a_scratch,0) # cancel scratching if jog button not down } midi.trigger[0x90:0x09:0x40] ($deck_a_playing=1) VarSet($deck_a_bend_down,1) midi.trigger[0x80:0x09:0x00] ($deck_a_bend_down=1) VarSet($deck_a_bend_down,0) midi.trigger[0x90:0x08:0x40] ($deck_a_playing=1) VarSet($deck_a_bend_up,1) midi.trigger[0x80:0x08:0x00] ($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[$deck_a_bend_up=0] { avBend(A,D,0.0) # cancel bend up } midi.trigger[0x90:0x17:0x40] avBendTempoModeSet(A,T) av[BendTempoMode,A,D] { VarSet($deck_a_bend_tempo,0) ($abm_active=0) BlinkSet(~deck_a_func_1_led,0) midi.HC4500.TextMsgSet(A,E,10,"") } av[BendTempoMode,A,E] { VarSet($deck_a_bend_tempo,1) ($abm_active=0) BlinkSet(~deck_a_func_1_led,1) midi.HC4500.TextMsgSet(A,E,10,"") } midi.trigger[0x90:0x18:0x40] avZorphingModeSet(A,T) av[ZorphingMode,A,D] { VarSet($deck_a_zorphing,0) ($abm_active=0) BlinkSet(~deck_a_func_2_led,0) midi.HC4500.TextMsgSet(A,E,10,"") } av[ZorphingMode,A,E] { VarSet($deck_a_zorphing,1) ($abm_active=0) BlinkSet(~deck_a_func_2_led,3) # medium blink midi.HC4500.TextMsgSet(A,E,10,"") } ####### Deck B: Jog mode/Bending/Scratching midi.trigger[0x91:0x04:0x40] { # Deck B Jog Mode button down ($deck_b_frame_search=0) VarIncWrap($deck_b_jog_mode) } var.set[$deck_b_jog_mode=0] { ($deck_b_scratch=1) VarSet($deck_b_scratch,0) # cancel scratching if enabled BlinkSet(~deck_b_jog_mode_led,0) ($deck_b_playing=1) BlinkSet(~deck_b_jog_led,2) # slow blink midi.HC4500.TextMsgSet(B,E,10,"") } var.set[$deck_b_jog_mode=1] { ($deck_b_bend=1) VarSet($deck_b_bend,0) # cancel bending if enabled BlinkSet(~deck_b_jog_mode_led,1) ($deck_b_playing=1) BlinkSet(~deck_b_jog_led,3) # medium blink ($deck_b_zorphing=0) midi.HC4500.TextMsgSet(B,E,10,"") ($deck_b_zorphing=1) midi.HC4500.TextMsgSet(B,E,10,"") } var.set[$deck_b_playing=1] { # Deck B Play (entered Playing state) ($deck_b_jog_mode=0) BlinkSet(~deck_b_jog_led,2) # slow blink ($deck_b_jog_mode=1) BlinkSet(~deck_b_jog_led,3) # medium blink } 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($deck_b_scratch,0) # cancel scratching if enabled BlinkSet(~deck_b_jog_led,0) # off } var.set[$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 BlinkSet(~deck_b_jog_led,7) # pulse mode 3 } var.set[$deck_b_frame_search=0] { # Deck B left Frame Search mode ($deck_b_jog_mode=0) BlinkSet(~deck_b_jog_led,2) # slow blink ($deck_b_jog_mode=1) BlinkSet(~deck_b_jog_led,3) # medium blink } midi.trigger[0x91:0x51:0x40] { # Deck B Jog button down VarSet($deck_b_jog_button,1) } 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($deck_b_scratch,1) ($deck_b_frame_search=0) VarSet($deck_b_touch_dot,1) } midi.trigger[0x81:0x51:0x00] { # Deck B Jog button up VarSet($deck_b_jog_button,0) } var.set[$deck_b_jog_button=0] { ($deck_b_scratch_state!=1) VarSet($deck_b_scratch,0) # cancel scratching if jog inactive VarSet($deck_b_touch_dot,0) } var.set[$deck_b_scratch=1] { avScratch(B,E,0.0) BlinkSet(~deck_b_cue_led,4) # fast blink } var.set[$deck_b_scratch=0] { avScratch(B,D,0.0) BlinkSet(~deck_b_cue_led,0) } var.set[$deck_b_touch_dot=0] BlinkSet(~deck_b_touch_dot,0) var.set[$deck_b_touch_dot=1] BlinkSet(~deck_b_touch_dot,1) 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[R,0xB1:0x51,0x40,0x40,0,1.2,0.1,$deck_b_bend_state,0] ($deck_b_jog_mode=0) SubCall(@deck_b_jog_val_bend) midi.velval[R,0xB1:0x51,0x40,0x40,0,0.5,0.2,$deck_b_scratch_state,0] ($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($deck_b_scratch,0) # cancel scratching if jog button not down } midi.trigger[0x91:0x09:0x40] ($deck_b_playing=1) VarSet($deck_b_bend_down,1) midi.trigger[0x81:0x09:0x00] ($deck_b_bend_down=1) VarSet($deck_b_bend_down,0) midi.trigger[0x91:0x08:0x40] ($deck_b_playing=1) VarSet($deck_b_bend_up,1) midi.trigger[0x81:0x08:0x00] ($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[$deck_b_bend_up=0] { avBend(B,D,0.0) # cancel bend up } midi.trigger[0x91:0x17:0x40] avBendTempoModeSet(B,T) av[BendTempoMode,B,D] { VarSet($deck_b_bend_tempo,0) ($abm_active=0) BlinkSet(~deck_b_func_1_led,0) midi.HC4500.TextMsgSet(B,E,10,"") } av[BendTempoMode,B,E] { VarSet($deck_b_bend_tempo,1) ($abm_active=0) BlinkSet(~deck_b_func_1_led,1) midi.HC4500.TextMsgSet(B,E,10,"") } midi.trigger[0x91:0x18:0x40] avZorphingModeSet(B,T) av[ZorphingMode,B,D] { VarSet($deck_b_zorphing,0) ($abm_active=0) BlinkSet(~deck_b_func_2_led,0) midi.HC4500.TextMsgSet(B,E,10,"") } av[ZorphingMode,B,E] { VarSet($deck_b_zorphing,1) ($abm_active=0) BlinkSet(~deck_b_func_2_led,3) # medium blink midi.HC4500.TextMsgSet(B,E,10,"") } ######################################################## ####### Deck A: Bass/Mid/High cut midi.trigger[0x90:0x12:0x40] { # Deck A FX-1 button down avEQCutBass(A,T) # Toggle Deck A Bass Cut } midi.trigger[0x90:0x13:0x40] { # Deck A FX-2 button down avEQCutMid(A,T) # Toggle Deck A Mid Cut } midi.trigger[0x90:0x14:0x40] { # Deck A FX-3 button down avEQCutHigh(A,T) # Toggle Deck A High Cut } av[EQCutBass,A,E] { # Deck A Bass Cut enabled BlinkSet(~deck_a_fx_1_led,1) midi.HC4500.TextMsgSet(A,E,10,"") } av[EQCutBass,A,D] { # Deck A Bass Cut disabled BlinkSet(~deck_a_fx_1_led,0) midi.HC4500.TextMsgSet(A,E,10,"") } av[EQCutMid,A,E] { # Deck A Mid Cut enabled BlinkSet(~deck_a_fx_2_led,1) midi.HC4500.TextMsgSet(A,E,10,"") } av[EQCutMid,A,D] { # Deck A Mid Cut disabled BlinkSet(~deck_a_fx_2_led,0) midi.HC4500.TextMsgSet(A,E,10,"") } av[EQCutHigh,A,E] { # Deck A High Cut enabled BlinkSet(~deck_a_fx_3_led,1) midi.HC4500.TextMsgSet(A,E,10,"") } av[EQCutHigh,A,D] { # Deck A High Cut disabled BlinkSet(~deck_a_fx_3_led,0) midi.HC4500.TextMsgSet(A,E,10,"") } ####### Deck B: Bass/Mid/High cut midi.trigger[0x91:0x12:0x40] { # Deck B FX-1 button down avEQCutBass(B,T) # Toggle Deck B Bass Cut } midi.trigger[0x91:0x13:0x40] { # Deck B FX-2 button down avEQCutMid(B,T) # Toggle Deck B Mid Cut } midi.trigger[0x91:0x14:0x40] { # Deck B FX-3 button down avEQCutHigh(B,T) # Toggle Deck B High Cut } av[EQCutBass,B,E] { # Deck B Bass Cut enabled BlinkSet(~deck_b_fx_1_led,1) midi.HC4500.TextMsgSet(B,E,10,"") } av[EQCutBass,B,D] { # Deck B Bass Cut disabled BlinkSet(~deck_b_fx_1_led,0) midi.HC4500.TextMsgSet(B,E,10,"") } av[EQCutMid,B,E] { # Deck B Mid Cut enabled BlinkSet(~deck_b_fx_2_led,1) midi.HC4500.TextMsgSet(B,E,10,"") } av[EQCutMid,B,D] { # Deck B Mid Cut disabled BlinkSet(~deck_b_fx_2_led,0) midi.HC4500.TextMsgSet(B,E,10,"") } av[EQCutHigh,B,E] { # Deck B High Cut enabled BlinkSet(~deck_b_fx_3_led,1) midi.HC4500.TextMsgSet(B,E,10,"") } av[EQCutHigh,B,D] { # Deck B High Cut disabled BlinkSet(~deck_b_fx_3_led,0) midi.HC4500.TextMsgSet(B,E,10,"") } ######################################################## ####### Deck A: Slider/slider mode/slider range midi.absval[D,0xE0,1,7,0x7F7F,0x0040,0x0000] 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) ($deck_a_slider_index=1) SubCall(@deck_a_slider_val_pitch) ($deck_a_slider_index=2) SubCall(@deck_a_slider_val_direction) } 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 } sub[@deck_a_slider_val_direction] { # slider pos -- direction ($global_shift=0) avDirectionSet(A,_) # normal sync logic ($global_shift=1) avDirectionSet(A,_,F0|F4) # bypass sync logic and snap value } midi.trigger[0x90:0x05:0x40] { # slider mode/range button down VarSet($deck_a_slider_button_count,1) } midi.trigger[0x80:0x05:0x00] { # slider mode/range button up ($deck_a_slider_button_count!=0) VarIncWrap($deck_a_slider_index) VarSet($deck_a_slider_button_count,0) } timer.tick ($deck_a_slider_button_count!=0) VarInc($deck_a_slider_button_count) var.set[$deck_a_slider_button_count=8] { # cycle to next range VarSet($deck_a_slider_button_count,0) ($deck_a_slider_index=0) avSliderRangeSet.Tempo(A,0) ($deck_a_slider_index=1) avSliderRangeSet.Pitch(A,0) } sub[@deck_a_slider_info] { ($deck_a_slider_index=0) midi.HC4500.TextMsgSet(A,E,20,"") ($deck_a_slider_index=0) midi.HC4500.TextMsg.SliderRange.Tempo(A,20,F1) ($deck_a_slider_index=1) midi.HC4500.TextMsgSet(A,E,20,"") ($deck_a_slider_index=1) midi.HC4500.TextMsg.SliderRange.Pitch(A,20,F1) ($deck_a_slider_index=2) midi.HC4500.TextMsgSet(A,E,10,"") ($deck_a_slider_index=2) midi.HC4500.TextMsgSet(A,E,10,F1,"") } var.set[$deck_a_slider_index=0] { # Tempo avTempoSet(A,0.0,F2|F6|F7) # init sync from Direction midi.HC4500.Slider(A,E,0) BlinkSet(~deck_a_slider_led_green,1) BlinkSet(~deck_a_slider_led_orange,0) SubCall(@deck_a_slider_info) avPitchSet(A,0.0,F5) # force pitch slider to be visible (would be direction) } var.set[$deck_a_slider_index=1] { # Pitch avPitchSet(A,0.0,F2|F6) # init sync from Tempo midi.HC4500.Slider(A,E,1) BlinkSet(~deck_a_slider_led_green,0) BlinkSet(~deck_a_slider_led_orange,1) SubCall(@deck_a_slider_info) } var.set[$deck_a_slider_index=2] { # Direction avDirectionSet(A,0.0,F2|F7) # init sync from Pitch midi.HC4500.Slider(A,E,2) BlinkSet(~deck_a_slider_led_green,4) # fast blink BlinkSet(~deck_a_slider_led_orange,12) # inverse fast blink SubCall(@deck_a_slider_info) } av[SliderRangeNew.Tempo,A] { ($deck_a_slider_index=0) avTempoSet(A,0.0,F2|F6) # init sync from Tempo ($deck_a_slider_index=0) SubCall(@deck_a_slider_info) } av[SliderRangeNew.Pitch,A] { ($deck_a_slider_index=1) avPitchSet(A,0.0,F2|F7) # init sync from Pitch ($deck_a_slider_index=1) SubCall(@deck_a_slider_info) } midi.trigger[0x90:0x07:0x40] { ($deck_a_shift=1) avBPMMatch.Tempo(A) } ####### Deck B: Slider/slider mode/slider range midi.absval[D,0xE1,1,7,0x7F7F,0x0040,0x0000] 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) ($deck_b_slider_index=2) SubCall(@deck_b_slider_val_direction) } sub[@deck_b_slider_val_tempo] { # slider pos -- tempo ($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 ($global_shift=1) avPitchSet(B,_,F1) # force synced state } sub[@deck_b_slider_val_direction] { # slider pos -- direction ($global_shift=0) avDirectionSet(B,_) # normal sync logic ($global_shift=1) avDirectionSet(B,_,F0|F4) # bypass sync logic and snap value } midi.trigger[0x91:0x05:0x40] { # slider mode/range button down VarSet($deck_b_slider_button_count,1) } midi.trigger[0x81:0x05:0x00] { # slider mode/range button up ($deck_b_slider_button_count!=0) VarIncWrap($deck_b_slider_index) VarSet($deck_b_slider_button_count,0) } timer.tick ($deck_b_slider_button_count!=0) VarInc($deck_b_slider_button_count) var.set[$deck_b_slider_button_count=8] { # cycle to next range VarSet($deck_b_slider_button_count,0) ($deck_b_slider_index=0) avSliderRangeSet.Tempo(B,0) ($deck_b_slider_index=1) avSliderRangeSet.Pitch(B,0) } sub[@deck_b_slider_info] { ($deck_b_slider_index=0) midi.HC4500.TextMsgSet(B,E,20,"") ($deck_b_slider_index=0) midi.HC4500.TextMsg.SliderRange.Tempo(B,20,F1) ($deck_b_slider_index=1) midi.HC4500.TextMsgSet(B,E,20,"") ($deck_b_slider_index=1) midi.HC4500.TextMsg.SliderRange.Pitch(B,20,F1) ($deck_b_slider_index=2) midi.HC4500.TextMsgSet(B,E,10,"") ($deck_b_slider_index=2) midi.HC4500.TextMsgSet(B,E,10,F1,"") } var.set[$deck_b_slider_index=0] { # Tempo avTempoSet(B,0.0,F2|F6|F7) # init sync from Direction midi.HC4500.Slider(B,E,0) BlinkSet(~deck_b_slider_led_green,1) BlinkSet(~deck_b_slider_led_orange,0) SubCall(@deck_b_slider_info) avPitchSet(B,0.0,F5) # force pitch slider to be visible (would be direction) } var.set[$deck_b_slider_index=1] { # Pitch avPitchSet(B,0.0,F2|F6) # init sync from Tempo midi.HC4500.Slider(B,E,1) BlinkSet(~deck_b_slider_led_green,0) BlinkSet(~deck_b_slider_led_orange,1) SubCall(@deck_b_slider_info) } var.set[$deck_b_slider_index=2] { # Direction avDirectionSet(B,0.0,F2|F7) # init sync from Pitch midi.HC4500.Slider(B,E,2) BlinkSet(~deck_b_slider_led_green,4) # fast blink BlinkSet(~deck_b_slider_led_orange,12) # inverse fast blink SubCall(@deck_b_slider_info) } av[SliderRangeNew.Tempo,B] { ($deck_b_slider_index=0) avTempoSet(B,0.0,F2|F6) # init sync from Tempo ($deck_b_slider_index=0) SubCall(@deck_b_slider_info) } av[SliderRangeNew.Pitch,B] { ($deck_b_slider_index=1) avPitchSet(B,0.0,F2|F7) # init sync from Pitch ($deck_b_slider_index=1) SubCall(@deck_b_slider_info) } midi.trigger[0x91:0x07:0x40] { ($deck_b_shift=1) avBPMMatch.Tempo(B) } ######################################################## ####### Deck A: Video Block/Master functionality midi.trigger[0x90:0x20:0x40] avVideoBlock(A,T) # toggle video block av[VideoBlock,A,E] { VarSet($deck_a_video_block,1) ($abm_active=0) BlinkSet(~deck_a_func_4_led,3) # medium blink midi.HC4500.TextMsgSet(A,E,10,"") } av[VideoBlock,A,D] { VarSet($deck_a_video_block,0) ($abm_active=0) BlinkSet(~deck_a_func_4_led,0) midi.HC4500.TextMsgSet(A,E,10,"") } midi.trigger[0x90:0x21:0x40] { # Deck A Master Video (Func 5) button down ($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) ($abm_active=0) BlinkSet(~deck_a_func_5_led,1) ($abm_active=0) BlinkSet(~deck_b_func_5_led,0) } ####### Deck B: Video Block/Master functionality midi.trigger[0x91:0x20:0x40] avVideoBlock(B,T) # toggle video block av[VideoBlock,B,E] { VarSet($deck_b_video_block,1) ($abm_active=0) BlinkSet(~deck_b_func_4_led,3) # medium blink midi.HC4500.TextMsgSet(B,E,10,"") } av[VideoBlock,B,D] { VarSet($deck_b_video_block,0) ($abm_active=0) BlinkSet(~deck_b_func_4_led,0) midi.HC4500.TextMsgSet(B,E,10,"") } midi.trigger[0x91:0x21:0x40] { # Deck B Master Video (Func 5) 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(~deck_b_func_5_led,1) ($abm_active=0) BlinkSet(~deck_a_func_5_led,0) } ######################################################## ####### Playlist Navigation midi.trigger[0x90:0x02:0x40] { # Deck A Playlist/Eject button down VarSet($deck_a_playlist_button_count,1) } midi.trigger[0x91:0x02:0x40] { # Deck B Playlist/Eject button down VarSet($deck_b_playlist_button_count,1) } midi.trigger[0x80:0x02:0x00] { # Deck A Playlist/Eject button up ($deck_a_playlist_button_count!=0) SubCall(@deck_a_playlist_button_up) VarSet($deck_a_playlist_button_count,0) } midi.trigger[0x81:0x02:0x00] { # Deck B Playlist/Eject button up ($deck_b_playlist_button_count!=0) SubCall(@deck_b_playlist_button_up) VarSet($deck_b_playlist_button_count,0) } timer.tick ($deck_a_playlist_button_count!=0) VarInc($deck_a_playlist_button_count) timer.tick ($deck_b_playlist_button_count!=0) VarInc($deck_b_playlist_button_count) var.set[$deck_a_playlist_button_count=21] { # eject VarSet($deck_a_playlist_button_count,0) ($global_shift=0) avEject(A) ($global_shift=1) avEject(A,F1) ($deck_a_loaded=1) midi.HC4500.TextMsgSet(A,E,10,"") } var.set[$deck_b_playlist_button_count=21] { # eject VarSet($deck_b_playlist_button_count,0) ($global_shift=0) avEject(B) ($global_shift=1) avEject(B,F1) ($deck_b_loaded=1) midi.HC4500.TextMsgSet(B,E,10,"") } sub[@deck_a_playlist_button_up] { ($global_shift=0) SubCall(@deck_a_playlist_nav) ($global_shift=1) Subcall(@deck_a_playlist_loadnext) } sub[@deck_b_playlist_button_up] { ($global_shift=0) SubCall(@deck_b_playlist_nav) ($global_shift=1) Subcall(@deck_b_playlist_loadnext) } sub[@deck_a_playlist_nav] { ($playlist_nav_activity=0) VarSet($playlist_nav_last_deck,0) ($playlist_nav_activity=0) avPlaylistNav(T) ($playlist_nav_activity=1) avPlaylistNav(D) ($playlist_nav_activity=1) VarSet($playlist_nav_activity,0) } sub[@deck_b_playlist_nav] { ($playlist_nav_activity=0) VarSet($playlist_nav_last_deck,1) ($playlist_nav_activity=0) avPlaylistNav(T) ($playlist_nav_activity=1) avPlaylistNav(D) ($playlist_nav_activity=1) VarSet($playlist_nav_activity,0) } midi.trigger[0xB0:0x54:0x7F] { # Deck A Parameter knob turned anti-clockwise ($playlist_nav=1) VarSet($playlist_nav_last_deck,0) ($playlist_nav=1) VarSet($playlist_nav_activity,1) ($playlist_nav=1) avPlaylistNav.Walk(+1) } midi.trigger[0xB1:0x54:0x7F] { # Deck B Parameter knob turned anti-clockwise ($playlist_nav=1) VarSet($playlist_nav_last_deck,1) ($playlist_nav=1) VarSet($playlist_nav_activity,1) ($playlist_nav=1) avPlaylistNav.Walk(+1) } midi.trigger[0xB0:0x54:0x00] { # Deck A Parameter knob turned clockwise ($playlist_nav=1) VarSet($playlist_nav_last_deck,0) ($playlist_nav=1) VarSet($playlist_nav_activity,1) ($playlist_nav=1) avPlaylistNav.Walk(-1) } midi.trigger[0xB1:0x54:0x00] { # Deck B Parameter knob turned clockwise ($playlist_nav=1) VarSet($playlist_nav_last_deck,1) ($playlist_nav=1) VarSet($playlist_nav_activity,1) ($playlist_nav=1) avPlaylistNav.Walk(-1) } midi.trigger[0x90:0x28:0x40] { # Deck A Parameter knob button down ($playlist_nav=1) avPlaylistNav.Load(A) } midi.trigger[0x91:0x28:0x40] { # Deck B Parameter knob button down ($playlist_nav=1) avPlaylistNav.Load(B) } av[PlaylistNav,E] { VarSet($playlist_nav,1) BlinkSet(~deck_a_playlist_led,1) BlinkSet(~deck_b_playlist_led,1) BlinkSet(~deck_a_parameter_led,3) # medium blink BlinkSet(~deck_b_parameter_led,3) ($playlist_nav_last_deck=0) midi.HC4500.TextMsg.PlaylistNav(A,10) ($playlist_nav_last_deck=1) midi.HC4500.TextMsg.PlaylistNav(B,10) } av[PlaylistNav,D] { VarSet($playlist_nav,0) BlinkSet(~deck_a_playlist_led,0) BlinkSet(~deck_b_playlist_led,0) BlinkSet(~deck_a_parameter_led,0) BlinkSet(~deck_b_parameter_led,0) } av[PlaylistNav.Item] { ($playlist_nav_last_deck=0) midi.HC4500.TextMsg.PlaylistNav.Item(A,30) ($playlist_nav_last_deck=1) midi.HC4500.TextMsg.PlaylistNav.Item(B,30) } sub[@deck_a_playlist_loadnext] { # load next item from playlist ($deck_a_playing=0) avLoadNext(A,F1) # but only if deck not playing } sub[@deck_b_playlist_loadnext] { # load next item from playlist ($deck_b_playing=0) avLoadNext(B,F1) # but only if deck not playing } ######################################################## ####### Auto DJ / ABM midi.trigger[0x90:0x26:0x40] avAutoDJ(T) av[AutoDJ,E] midi.HC4500.TextMsgSet(A,E,10,"") av[AutoDJ,E] midi.HC4500.TextMsgSet(B,E,10,"") av[AutoDJ,D] midi.HC4500.TextMsgSet(A,E,10,"") av[AutoDJ,D] midi.HC4500.TextMsgSet(B,E,10,"") midi.trigger[0x91:0x26:0x40] avABM(T) av[ABM,E] midi.HC4500.TextMsgSet(A,E,10,"") av[ABM,E] midi.HC4500.TextMsgSet(B,E,10,"") av[ABM,D] midi.HC4500.TextMsgSet(A,E,10,"") av[ABM,D] midi.HC4500.TextMsgSet(B,E,10,"") ######################################################## ####### ABM Active av[ABMActive,E] { VarSet($abm_active,1) midi.HC4500.TextMsgSet(A,E,20,F1,"") midi.HC4500.TextMsgSet(B,E,20,F1,"") } av[ABMActive,D] { VarSet($abm_active,0) midi.HC4500.TextMsgSet(A,E,20,F1,"") midi.HC4500.TextMsgSet(B,E,20,F1,"") } var.set[$abm_active=1] { BlinkSet(~deck_a_func_1_led,4) # fast blink BlinkSet(~deck_a_func_2_led,12) # inverse fast blink BlinkSet(~deck_a_func_3_led,4) BlinkSet(~deck_a_func_4_led,12) BlinkSet(~deck_a_func_5_led,4) BlinkSet(~deck_b_func_1_led,12) BlinkSet(~deck_b_func_2_led,4) BlinkSet(~deck_b_func_3_led,12) BlinkSet(~deck_b_func_4_led,4) BlinkSet(~deck_b_func_5_led,12) } var.set[$abm_active=0] { ($deck_a_bend_tempo=0) BlinkSet(~deck_a_func_1_led,0) ($deck_a_bend_tempo=1) BlinkSet(~deck_a_func_1_led,1) ($deck_a_zorphing=0) BlinkSet(~deck_a_func_2_led,0) ($deck_a_zorphing=1) BlinkSet(~deck_a_func_2_led,3) # medium blink BlinkSet(~deck_a_func_3_led,0) ($deck_a_video_block=0) BlinkSet(~deck_a_func_4_led,0) ($deck_a_video_block=1) BlinkSet(~deck_a_func_4_led,3) # medium blink ($video_master=0) BlinkSet(~deck_a_func_5_led,1) ($video_master!=0) BlinkSet(~deck_a_func_5_led,0) ($deck_b_bend_tempo=0) BlinkSet(~deck_b_func_1_led,0) ($deck_b_bend_tempo=1) BlinkSet(~deck_b_func_1_led,1) ($deck_b_zorphing=0) BlinkSet(~deck_b_func_2_led,0) ($deck_b_zorphing=1) BlinkSet(~deck_b_func_2_led,3) # medium blink BlinkSet(~deck_b_func_3_led,0) ($deck_b_video_block=0) BlinkSet(~deck_b_func_4_led,0) ($deck_b_video_block=1) BlinkSet(~deck_b_func_4_led,3) # medium blink ($video_master=1) BlinkSet(~deck_b_func_5_led,1) ($video_master!=1) BlinkSet(~deck_b_func_5_led,0) } av[ABMBeat.1] { ($abm_active=1) BlinkSet(~deck_a_func_1_led,1) ($abm_active=1) BlinkSet(~deck_b_func_1_led,1) ($abm_active=1) BlinkSet(~deck_a_func_5_led,1) ($abm_active=1) BlinkSet(~deck_b_func_5_led,1) ($abm_active=1) BlinkSet(~deck_a_func_4_led,0) ($abm_active=1) BlinkSet(~deck_b_func_4_led,0) } av[ABMBeat.2] { ($abm_active=1) BlinkSet(~deck_a_func_2_led,1) ($abm_active=1) BlinkSet(~deck_b_func_2_led,1) ($abm_active=1) BlinkSet(~deck_a_func_1_led,0) ($abm_active=1) BlinkSet(~deck_b_func_1_led,0) ($abm_active=1) BlinkSet(~deck_a_func_5_led,0) ($abm_active=1) BlinkSet(~deck_b_func_5_led,0) } av[ABMBeat.3] { ($abm_active=1) BlinkSet(~deck_a_func_3_led,1) ($abm_active=1) BlinkSet(~deck_b_func_3_led,1) ($abm_active=1) BlinkSet(~deck_a_func_2_led,0) ($abm_active=1) BlinkSet(~deck_b_func_2_led,0) } av[ABMBeat.4] { ($abm_active=1) BlinkSet(~deck_a_func_4_led,1) ($abm_active=1) BlinkSet(~deck_b_func_4_led,1) ($abm_active=1) BlinkSet(~deck_a_func_3_led,0) ($abm_active=1) BlinkSet(~deck_b_func_3_led,0) } ######################################################## ####### Initialisation message timer.tick ($init_counter!=0) VarDec($init_counter) var.set[$init_counter=0] { midi.HC4500.TextMsg.OtsAV.Product(A,30) midi.HC4500.TextMsg.OtsAV.Product(B,30) midi.HC4500.TextMsg.OtsAV.Version(A,30,F1) midi.HC4500.TextMsg.OtsAV.Version(B,30,F1) } ######################################################## ####### DN-X500/900: X-fader slider sub[@_init] midiOut(0xB0:0x4A:0x3D) # x-fader slider request midi.absval[S,0xB0:0x53,0x7F,0x3F,0x00] avXFaderSet(_) ######################################################## ####### Deck A: Looping functionality # maintain button states for flip, a1, a2 & exit midi.trigger[0x90:0x36:0x40] VarSet($deck_a_flip,1) midi.trigger[0x80:0x36:0x00] VarSet($deck_a_flip,0) midi.trigger[0x90:0x37:0x40] VarSet($deck_a_a1,1) midi.trigger[0x80:0x37:0x00] VarSet($deck_a_a1,0) midi.trigger[0x90:0x38:0x40] VarSet($deck_a_a2,1) midi.trigger[0x80:0x38:0x00] VarSet($deck_a_a2,0) midi.trigger[0x90:0x40:0x40] VarSet($deck_a_exit,1) midi.trigger[0x80:0x40:0x00] VarSet($deck_a_exit,0) # maintain $deck_a_mod: 0 = neither buttons held, # 1 = flip held, 2 = exit held, 3 = both held var.set[$deck_a_flip=1] { ($deck_a_exit=0) VarSet($deck_a_mod,1) ($deck_a_exit=1) VarSet($deck_a_mod,3) } var.set[$deck_a_flip=0] { ($deck_a_exit=0) VarSet($deck_a_mod,0) ($deck_a_exit=1) VarSet($deck_a_mod,2) } var.set[$deck_a_exit=1] { ($deck_a_flip=0) VarSet($deck_a_mod,2) ($deck_a_flip=1) VarSet($deck_a_mod,3) } var.set[$deck_a_exit=0] { ($deck_a_flip=0) VarSet($deck_a_mod,0) ($deck_a_flip=1) VarSet($deck_a_mod,1) } # dispatch commands midi.trigger[0x90:0x37:0x40] { # A1 ($deck_a_mod=0) avLooping.MarkA.1(A) ($deck_a_mod=2) avLooping.EnterLoop.1(A) } midi.trigger[0x90:0x38:0x40] { # A2 ($deck_a_mod=0) avLooping.MarkA.2(A) ($deck_a_mod=2) avLooping.EnterLoop.2(A) } midi.trigger[0x90:0x39:0x40] { # B ($deck_a_mod=0) avLooping.MarkB(A) ($deck_a_mod=1) avLooping.MarkB(A,F0) # suppress beat-snapping } midi.trigger[0x90:0x40:0x40] { avLooping.CancelAll(A,F0) # Exit-Reloop } midi.trigger[0x90:0x07:0x40] { # note this button also used for avBPMMatch.Tempo() when "shift" held ($deck_a_shift=0) avTapBPM(A) # send beat trigger for BPM detection } ######################################################## ####### Deck B: Looping functionality # maintain button states for flip, a1, a2 & exit midi.trigger[0x91:0x36:0x40] VarSet($deck_b_flip,1) midi.trigger[0x81:0x36:0x00] VarSet($deck_b_flip,0) midi.trigger[0x91:0x37:0x40] VarSet($deck_b_a1,1) midi.trigger[0x81:0x37:0x00] VarSet($deck_b_a1,0) midi.trigger[0x91:0x38:0x40] VarSet($deck_b_a2,1) midi.trigger[0x81:0x38:0x00] VarSet($deck_b_a2,0) midi.trigger[0x91:0x40:0x40] VarSet($deck_b_exit,1) midi.trigger[0x81:0x40:0x00] VarSet($deck_b_exit,0) # maintain $deck_a_mod: 0 = neither buttons held, # 1 = flip held, 2 = exit held, 3 = both held var.set[$deck_b_flip=1] { ($deck_b_exit=0) VarSet($deck_b_mod,1) ($deck_b_exit=1) VarSet($deck_b_mod,3) } var.set[$deck_b_flip=0] { ($deck_b_exit=0) VarSet($deck_b_mod,0) ($deck_b_exit=1) VarSet($deck_b_mod,2) } var.set[$deck_b_exit=1] { ($deck_b_flip=0) VarSet($deck_b_mod,2) ($deck_b_flip=1) VarSet($deck_b_mod,3) } var.set[$deck_b_exit=0] { ($deck_b_flip=0) VarSet($deck_b_mod,0) ($deck_b_flip=1) VarSet($deck_b_mod,1) } # dispatch commands midi.trigger[0x91:0x37:0x40] { # A1 ($deck_b_mod=0) avLooping.MarkA.1(B) ($deck_b_mod=2) avLooping.EnterLoop.1(B) } midi.trigger[0x91:0x38:0x40] { # A2 ($deck_b_mod=0) avLooping.MarkA.2(B) ($deck_b_mod=2) avLooping.EnterLoop.2(B) } midi.trigger[0x91:0x39:0x40] { # B ($deck_b_mod=0) avLooping.MarkB(B) ($deck_b_mod=1) avLooping.MarkB(B,F0) # suppress beat-snapping } midi.trigger[0x91:0x40:0x40] { avLooping.CancelAll(B,F0) # Exit-Reloop } midi.trigger[0x91:0x07:0x40] { # note this button also used for avBPMMatch.Tempo() when "shift" held ($deck_b_shift=0) avTapBPM(B) # send beat trigger for BPM detection }