AZSlow

AZ Controller plug-in for Cakewalk SONAR => Presets => Topic started by: azslow3 on April 14, 2015, 11:46:43 AM

Title: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: azslow3 on April 14, 2015, 11:46:43 AM
Produced in cooperation with Watercourse.

The preset is included into release version

Preset should work out of the box.

How to use it:


The preset defines at the moment:

Changelog:
2.11.2016 - starting from v0.5r3b343, generated preset includes initialization (you will need to regenerate the preset, all your own custom changes will be reset by that action!)
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 14, 2015, 09:25:12 PM
.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 14, 2015, 09:25:21 PM
.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: watercourse on April 14, 2015, 10:34:35 PM
Very encouraging first test.  I noticed that the Faderport WAI is already following the Sonar selected bus, which was the whole reason for this venture :).  Details below:

1) Mapping of button functions looks to be correct so far, except for the lights. See #3 below.
 
2) All transport buttons are working properly.
 
3) Lights are working but mis-assigned.  Rundown as follows:
  Mute->lights up channel select R
  Solo->lights up Output (channel/bus button)
  Arm->lights up fader 'Off' button
  Output->lights up solo button
  Fader 'Off' ->lights up Arm button
  Shift->lights up transport stop button
  Rewind->lights up transport FastFwd
  FastFwd->lights up transport Rewind
  Stop->lights up shift (default state on load)
  Play->lights up 'Punch' button
  'Loop' button light is triggered by the first touch of the volume fader and remains lit until Sonar is closed and restarted

4) Pan is working perfectly.  There is no LED ring on the surface for the encoder.
 
5) Fader behavior:
  -motor moves all the way to the top of its path (6.0) on any track with a volume of more than '-INF' and all the way to the bottom of its path on a track with '-INF' volumne
  -after one track's volume is adjusted from the surface, the fader motor seems to stop responding altogether and will not work again until Sonar is closed and restarted
  -The fader does work to adjust track volume, but only when the current track's volume is 'met' by the physical fader. I'm guessing this would be resolved when the motor responds properly to the current track volume position.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 14, 2015, 11:37:45 PM
Thank you for detailed report!

I more or less understand possible reasons for these problems. Too many never tested features can not work out of the box  :)
I will check/fix everything tomorrow and let you know.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 15, 2015, 10:50:57 AM
I have updated the test version. Please redownload it.

"Fader Touch" never turns off was a bug in my configuration. I hope it is fixed now.

3) Lights are working but mis-assigned.  Rundown as follows:
Either something is horribly wrong in my MIDI engine, or Faderport MIDI mapping was done Monday morning...
Please check either it is correct now. If still not, I will try to dig what is wrong in my code. If it works...  lol.

Quote

5) Fader behavior:
We have to find out what this fader wants from us

Select "Logic" Tab. Select "Fader test" Logic Control (the first one in the list).
Select each action and press "Play". Notice what fader is doing. I hope some of these actions manage to move it to some intermediate positions.
Notice what position it is in (1/4, 1/3, etc. I do not need mm).

You see 3 blocks of actions (CC14:0, CC:0 and CC:32). If you find that in some block(s) it moves 0, 1/4, 1/2, 3/4, 1, the job is done.
Otherwise we have to find "max" for the fader. Select some action from the block which somehow works (so you get not only 0 and 1),
and start changing "Value" parameter. Every time press "Play" to apply. Try to find "the middle" value.

Quote
  -The fader does work to adjust track volume, but only when the current track's volume is 'met' by the physical fader. I'm guessing this would be resolved when the motor responds properly to the current track volume position.
That is expected. The fader is in "Catch" mode. It is possible to disable Motor ("Off" key), and this mode is logically the best to avoid "jumps". There are other modes we can try then, but lets get basic setup working first.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: watercourse on April 15, 2015, 10:14:12 PM
Thanks for the updated test version.  Results from b177M below:

Quote
"Fader Touch" never turns off was a bug in my configuration. I hope it is fixed now.

-The 'touched' bug is fixed. 
-Lights are still behaving the same (working but same incorrect mappings as before).

Quote
You see 3 blocks of actions (CC14:0, CC:0 and CC:32). If you find that in some block(s) it moves 0, 1/4, 1/2, 3/4, 1, the job is done.

CC14:0 Value:3fff - fader goes all the way up
CC14:0 Value:0 - fader goes all the way down
CC32:0 Value:3f80 - fader goes 1/8 up when starting from bottom
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 15, 2015, 10:49:48 PM
-Lights are still behaving the same (working but same incorrect mappings as before).
Agrrr... please redownload, I forgot to change one number ;)
(but Transport keys had to be different...)

Quote
CC14:0 Value:3fff - fader goes all the way up
CC14:0 Value:0 - fader goes all the way down
CC32:0 Value:3f80 - fader goes 1/8 up when starting from bottom
Please try to find some CC14:0 values which produce intermediate position. Start with "0" "127" (I hope that should produce the same result as CC32:0 3f80). And then change "0" to "1", "2", "10".

It looks like it has different scaling as input (and assuming LED order, that is not going to be a surprise for me).
But I still hope that CC14:0 is the way to go (1/8 from CC:32 , please notice the difference, it is not CC32:0 (not existing 32bit MIDI CC number 0, but "normal" 7 bit CC number 32. CC14:0 is 14bit CC (send with 2 MIDI 7bit CC) number 0).

EDIT: may be CC14:0 with values "3" "127" is the middle... But have you tested that moving the fader covers the whole range in SONAR?
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 15, 2015, 11:00:39 PM
And since you are here, check that the version is 179M. I have uploaded it right now, after finishing the replay...
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: watercourse on April 16, 2015, 02:45:14 AM
Ok, lights look good.  Fader still has same behavior as before, although I'm guessing you haven't addressed that yet.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 16, 2015, 11:36:09 AM
Ok, lights look good.  Fader still has same behavior as before, although I'm guessing you haven't addressed that yet.
I can not fix the fader till you find what it is expecting. You have provided complete map for LED, so I could find the algorithm (to light LED on some button with KP X, I have to send KP (X&0x78)+(7-X&0x7). It is already clear that Faderport expect feedback in not the same format as it send it.

So, till we find out what it expect for the fader, we can not fix it. And only you can test. As I wrote, CC14:0 "3" "127" (so, "value 1ff" as displayed in the action list) is my guess for the middle position. But that is a guess only.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 16, 2015, 04:59:32 PM
I have uploaded b181.

I have applied my guessed logic for the Fader, so with some luck it should work out of the box. If not, please find the value to use...

Since buttons and encoders are working fine, to accelerate final preset development I have started to implement additional function. See the first post what should work.

I have followed Faderport user manual. Unfortunately, there is no Sonar specific section which describes all operations. And some functionality is unclear for me. But as you can see I have added one "extra" function, Shift+Pan should work as a jogger. I have not applied "Bank+Arrows" since I do not see the reason for it (for significant distance movement, mouse is faster).

Please let me know what dos not work and which functionality you are missing. That can be "orginal" behavior or something else. Any key can be used as modifier, not only Shift. For example, it is possible to define "Loop+<<", "Shift+Loop+<<" and so on. For the encoder or fader we can also apply "ACT Speed Dial" (we need some button/LED to switch the mode, "User" for example). We can control ProChannel EQ (Freq/Gain on Pan/Fader, Channel Select buttons as Band On/Off, Fader Mode as the band selector with indication), or ACT in general (using the same concept, current parameters can be shown on internal display). That are just some possibilities from the (endless) list.

Project/user specific functions (GoTo named marker, select strip by name, etc) can be done by users. So we can leave some button (combinations) unassigned.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: watercourse on April 16, 2015, 07:11:40 PM
First off, sorry I skipped over the fader section in your last reply--that was my bad.  Secondly,

YOU ARE AWESOME!

I liked the Faderport to begin with, but now I feel like it will be as good as I imagined it could be.  Some feedback before I continue gushing:

-fader tracks perfectly (in my initial tests)
-only issue so far is that the pan isn't recording automation
-The Shift/Pan as a jogger is a beautiful touch

One thought I've had is to incorporate a Sonar Shift+b into the 'Output' select so that it opens and closes the bus window when Faderport moves between track/bus selections--don't know if other users would like that but I would find it helpful.  And, if possible, to have Sonar actually shift from track focus to bus focus when 'Output' is clicked.  I think you mentioned that may not be reliable (buggy in Sonar?) but I thought I'd mention it to get your thoughts.

I found the Faderport's initial use of the "extra" buttons pretty weak and not very useful anyway, at least for my purposes.  I'm actually going to need some time playing around with it to explore the new possibilities and figure out what would work best either for my use, or at least the average Sonar user.  I'm thinking 'Bank' might be really useful as a 2nd shift operator for different functions. I'll let you know what I come up with.

I know there's still more to do but I just can't thank you enough for your time and effort.  You're turning a slightly above-average device into a home run!
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 16, 2015, 07:39:54 PM
YOU ARE AWESOME!
Thanks!

Quote
-only issue so far is that the pan isn't recording automation
What you mean by that? At the moment, "Write" button turn automation write for the fader only. I can turn it on/off for Pan as well (so, it will toggle it for Pan and volume simultaneously). Is that what you mean?

Quote
One thought I've had is to incorporate a Sonar Shift+b into the 'Output' select so that it opens and closes the bus window when Faderport moves between track/bus selections--don't know if other users would like that but I would find it helpful.
I will include it as configurable option on preset generation (where you press "Create preset"). We can put other specific behavior here as well.

Quote
And, if possible, to have Sonar actually shift from track focus to bus focus when 'Output' is clicked.  I think you mentioned that may not be reliable (buggy in Sonar?) but I thought I'd mention it to get your thoughts.
Will add it.

Quote
I know there's still more to do but I just can't thank you enough for your time and effort.  You're turning a slightly above-average device into a home run!
"You can integrate your Control Surface with SONAR as deep as you want!" was my promise  ;)
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: watercourse on April 16, 2015, 09:37:25 PM
Quote
What you mean by that? At the moment, "Write" button turn automation write for the fader only. I can turn it on/off for Pan as well (so, it will toggle it for Pan and volume simultaneously). Is that what you mean?

That's correct.  The default behavior for the Faderport is that the 'write' button turns on/off write mode for volume and pan simultaneously.  I found that convenient but don't have much experience with hardware automation so I don't know if there's a downside to configuring it that way.

Looking forward to the next round.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 17, 2015, 11:50:59 AM
Looking forward to the next round.

So, please download b183. If everything is ok I can put it into the release area. I also plan to reorganize the forum by making new section "Build-in presets" and I put this thread there, please do not  be surprised.

I have updated the first post, but I list the changes here:
* Read/Write also arm/disarm Pan automation
* Output also (try to) change the focus and hide/show Bus Pane (when asked during the preset generation). Works fine in X2, but I have not checked that in SPlat.

I have also added some "goodies":
* Bank buttons has double function. When pressed during Pan operations it changes the resolution for it. Otherwise it switch between normal Pan and "ACT Quick Dial" modes. I like the last one more and more, especially with hi resolution. That provides convenient tuning for any plug-in parameter.
* Loop function also got new functionality as a modifier key. When used with FF/RWD transport buttons, set Loop In/Out points. Pan encoder horizontally Zoom when used with it.

Thanks for testing!
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: watercourse on April 19, 2015, 04:16:35 AM
Ok, gave it a good workout and results are below:

General Notes:
  - tested using Sonar X3 (32 and 64 bit) and Sonar Platinum (32 bit)

  - For fader Logical control Value, I changed my fader behavior from the default of 'catch' to 'direct'. This works better for me as the fader doesn't have to find the catch location to start changing values.

  - I can't detect a noticeable difference in Panning with the 'Bank' button on. With 'bank' both on and off, I get about 30% movement of the software pan bar per knob twist. Is there some other type of behavior I should be looking for?

Bugs:
  - pressing 'Write' while transport is engaged causes Sonar to crash.  I double-checked with Presonus's stock plugin and it doesn't cause a crash in Sonar under those conditions.

Some suggested/requested Faderport default button functionality (based partially off original Faderport and partially on test use):
  - Have 'Mix' button open and close console view
  - Have 'Proj' button open and close PC window (Ctrl+I)
  - Have 'Trns' button open and close the Multidock

Requested add-on's to current functionality
  - For 'Rewind' and 'Fast Fwd' buttons, have single click move transport to Previous and Next marker positions.  Holding down buttons would perform normal FF and Rewind functions (currently behavior).  Not sure if this is possible.

  - When 'Loop' button is pressed, loop selection defaults to current timeline selection
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 19, 2015, 11:29:34 AM
  - For fader Logical control Value, I changed my fader behavior from the default of 'catch' to 'direct'. This works better for me as the fader doesn't have to find the catch location to start changing values.
I have changed the default to 'direct'. But I am not sure that is a good solution for "Motor Off" case.

Quote
  - I can't detect a noticeable difference in Panning with the 'Bank' button on. With 'bank' both on and off, I get about 30% movement of the software pan bar per knob twist. Is there some other type of behavior I should be looking for?
There should be significant difference... I have no faderport, tested with my MPK Mini. It is like 10 times in "speed". Open overview Tab, select "Resolution" from States. Press (and keep pressed) Bank, do you see "Hi"/"Low" changes? Note, that hi resolution is set in case you use Bank as shift, so when you hold it (reverted back when released, independent from Mix/ACT mode).

Quote
Bugs:
  - pressing 'Write' while transport is engaged causes Sonar to crash.  I double-checked with Presonus's stock plugin and it doesn't cause a crash in Sonar under those conditions.
That is serious... Can you be more specific? What you mean by "transport is engaged", Play, Record? What type of the track is selected (MIDI/Audio/any)? Can you reproduce it on 1 track project without plug-ins?

I have tried it so far on X2 32bit and SPlat 64bit, in "Play" and "Rec" mode. It worked as expected. While stock plug-in does that exactly the same way, it can do this with a bit different timing or in another sequence (for example, arming pan first and volume next, doing that not in "one go", etc). But I should be able to reproduce it to change something.

Quote
Some suggested/requested Faderport default button functionality (based partially off original Faderport and partially on test use):
  - Have 'Mix' button open and close console view
Do you know a key combination which has the same effect? I have found only "View Console", but it does not close it.

Quote
  - Have 'Proj' button open and close PC window (Ctrl+I)
Done

Quote
  - Have 'Trns' button open and close the Multidock
Done.

Quote
Requested add-on's to current functionality
  - For 'Rewind' and 'Fast Fwd' buttons, have single click move transport to Previous and Next marker positions.  Holding down buttons would perform normal FF and Rewind functions (currently behavior).  Not sure if this is possible.
Prev/Next marker are on "Shift+Punch/User" (as indicated on Faderport). I am not supporting fancy timing differences ("short" press/hold/double click) since I think that is too error prone to be "stage safe".

Quote
  - When 'Loop' button is pressed, loop selection defaults to current timeline selection
It is enabling/disabling loop. I have modified it to catch current selection when switching to On. But you still need to press it twice to move currently looped region to selection (the first time it will turn Loop off, next time On with new region).

Test version with changes is uploaded.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: watercourse on April 19, 2015, 05:42:24 PM
Quote
I have changed the default to 'direct'. But I am not sure that is a good solution for "Motor Off" case.

For "Motor Off", the PreSonus plugin disables the fader altogether (will not change track volume) so this shouldn't be a problem for the general user.

Quote
There should be significant difference... I have no faderport, tested with my MPK Mini. It is like 10 times in "speed". Open overview Tab, select "Resolution" from States. Press (and keep pressed) Bank, do you see "Hi"/"Low" changes? Note, that hi resolution is set in case you use Bank as shift, so when you hold it (reverted back when released, independent from Mix/ACT mode).

Ok, I didn't realize I needed to hold down 'Bank' while turning the pan.  I tested again and the default pan behavior is "faster" and the 'Bank' shifted behavior is "slower".
Quote

Bugs:
That is serious... Can you be more specific? What you mean by "transport is engaged", Play, Record? What type of the track is selected (MIDI/Audio/any)? Can you reproduce it on 1 track project without plug-ins?

It happens on an audio track when the transport is in Play.  I tested with a single audio track project with recorded audio and the bug didn't appear.  It is showing up on two ongoing projects (one at mixing stage, one tracking) that contain multiple tracks and buses.  It's likely a Sonar or audio plugin issue--it's just strange that it's not happening with the original Faderport plugin. I'm currently investigating it further and will get back to you as soon as I can pin down the specific conditions.

Quote
Do you know a key combination which has the same effect? I have found only "View Console", but it does not close it.

I don't. I assumed you did ;).  That explains why the original plugin only opened the Console view and never closed it.  I'm finding I can use 'Mix' to open the Console-specific view in the Multidock and then 'Trns' to close the Multidock altogether.  I can also use 'Trns' to open the last Multidock plugin used (say Melodyne).  I don't find having both buttons necessarily redundant.

Quote
Prev/Next marker are on "Shift+Punch/User" (as indicated on Faderport). I am not supporting fancy timing differences ("short" press/hold/double click) since I think that is too error prone to be "stage safe".
Understood.  That makes sense.

I think everything looks great--nothing more to add or change feature-wise.  I'm going to continue troubleshooting the crash issue and will let you know as soon as I have useful info.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 19, 2015, 06:27:51 PM
I think everything looks great--nothing more to add or change feature-wise.  I'm going to continue troubleshooting the crash issue and will let you know as soon as I have useful info.
Thanks. I have potential "time bomb" in the plug-in since I do not use thread-safe interlocks. There is no evidence that is a problem, I have assumed SONAR does not create such situations (trigger "refresh" and "MIDI Input" at the same time). But in heavy project, who knows. In practice if that happens with that particular preset/button reaction, I do not see what can crash in the code. Also I would expect some other crashes, especially during fader movements. It can be that SONAR itself is not thread-safe in hope plug-in locks everything. But stable crash, in that particular operation (and only in it), really strange...

To understand the difference between stock plug-in and my preset: what exactly is "armed" by stock "Write" button? Just "volume"+"pan" or everything? "w" button in SONAR is "diagonal half red" in the first case and "complete red" in the second.

Quote
I don't. I assumed you did  ;)
There are parts of API which I have not adopted. And there are parts which I have implemented but I do not know all possible variations. "Command" Action is a good example. SONAR declare some "commands" and how they are named and what they do is up to SONAR. There is a set of "undocumented" commands (you see them with strange capital names and "*" at the beginning), most of them do not work, but some of them do (and produce reaction you can not get other way, I have learned that looking into MCU source code). I have not tested all of them.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: watercourse on April 20, 2015, 04:05:25 AM
Quote
To understand the difference between stock plug-in and my preset: what exactly is "armed" by stock "Write" button? Just "volume"+"pan" or everything? "w" button in SONAR is "diagonal half red" in the first case and "complete red" in the second.

Good point.  I had noticed before that the stock plugin uses the "complete red" vs. AZ's "diagonal half red".  I tried changing 'Select Strip Parameter' to 'All' for the 'Write' button.  The crashes stopped and the plugin works perfectly now!  I don't think the plugin was the cause of the problem--I think the different automation method just revealed some other issue that was already lurking.

I think we're good to go.  Let me know if there's any other testing you'd like me to do.  If it's ok with you, I was planning to put up a glowing post about AZ Controller on the Sonar forum with details on the Faderport improvements.  Or, if you have a specific rollout plan, let me know and I'll be happy to help out in any way I can.

There are not enough Thank You's in "Thank You".
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 20, 2015, 10:14:37 AM
Quote
To understand the difference between stock plug-in and my preset: what exactly is "armed" by stock "Write" button? Just "volume"+"pan" or everything? "w" button in SONAR is "diagonal half red" in the first case and "complete red" in the second.

Good point.  I had noticed before that the stock plugin uses the "complete red" vs. AZ's "diagonal half red".  I tried changing 'Select Strip Parameter' to 'All' for the 'Write' button.  The crashes stopped and the plugin works perfectly now!  I don't think the plugin was the cause of the problem--I think the different automation method just revealed some other issue that was already lurking.
I have uploaded modified version. I am glad you have found how to modify the preset yourself!

Most probable reason for the crash: I ask to automate 2 parameters in one go. I do not think any other plug-in ever tried to do the same. And SONAR was confused under some conditions. "Full red" is done just in one call, that action can be activated by many plug-ins and SONAR itself. So it is stable.

Quote
I think we're good to go.  Let me know if there's any other testing you'd like me to do.  If it's ok with you, I was planning to put up a glowing post about AZ Controller on the Sonar forum with details on the Faderport improvements.  Or, if you have a specific rollout plan, let me know and I'll be happy to help out in any way I can.

There are not enough Thank You's in "Thank You".
Thank you! With your help it was possible to create the first full scale working preset for particular device.

I have noted the preset inside my "You can..." endless thread. But dedicated post, not from me and in English (I think you know what I mean  ;) ) can help other to find it. I guess forum members have a feeling that "free" software can not be good, and "Russian free" is dangerous  8)
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: MarKo on April 20, 2015, 02:04:46 PM
I guess forum members have a feeling that "free" software can not be good, and "Russian free" is dangerous  8)

Oh NO!
i think this genius software is far too good to be free!
if possible i would really like to donate a decent amount.
i know that you must have spent 100´s of hours, i can not "thank you" so much.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 20, 2015, 02:59:26 PM
I guess forum members have a feeling that "free" software can not be good, and "Russian free" is dangerous  8)

Oh NO!
i think this genius software is far too good to be free!
if possible i would really like to donate a decent amount.
i know that you must have spent 100´s of hours, i can not "thank you" so much.
I plan some targeted donation next month, there will be 1 year since the first release. Not really for direct support of AZ Controller... but I think you understand the idea once I publish it  ;)
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 20, 2015, 03:11:41 PM
Quote
Oh, and in case I didn't mention before, I do have an Alphatrack and would be happy to do the testing for the preset  ;).

You have mentioned that before, so I have done some "researches" already.

It has complete MIDI specification, so we do not need guess what it expects. That was the only good news.

The bad news. Unlike Faderport, I do not see it on the market. I mean it is discontinued and not widely spreader here (may be because of bad score on amazona).

I am busy this and the next weeks. But I let you know when something is ready for tests.

EDIT. Sorry, I have pressed wrong button and modified your post instead of replay... Admin power  :(
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: watercourse on April 21, 2015, 02:05:21 AM
Ok, my post is almost ready.  I was going to add a link to the main download but it looks like the test version is the only one with the FaderPort preset.  We're you planning to update the main download or keep it in test mode for now?
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 21, 2015, 08:49:13 AM
I think the best way is to link this thread,  http://www.azslow.com/index.php/topic,163.0.html

I put the version into release section later today, so the instructions are going to be "download the latest release", or "available since v0.3.6 build 185".
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: watercourse on April 21, 2015, 03:08:03 PM
link to Sonar forum post:

http://forum.cakewalk.com/AZ-Controller-has-made-the-FaderPort-awesomeAlphaTrack-is-on-the-way-m3209687.aspx
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 21, 2015, 07:41:33 PM
link to Sonar forum post:

http://forum.cakewalk.com/AZ-Controller-has-made-the-FaderPort-awesomeAlphaTrack-is-on-the-way-m3209687.aspx
Nice text! Easy to read and understand, I can not say the same about my own texts when I read them after a while...

Thank you!
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 28, 2015, 05:39:17 PM
I have updated the preset.

While working with Alphatrack, I have found nice feature it its stock plug-in documentation, "Save/Recall" current strip. So I generalized it as "Save/Recall" current parameter. With that feature it is possible to use "ACT Speed Dial" with more than one encoder (make sense for Alphatrack for example).

While coding, I decide to check one other possibility with API... and I have introduced a bug in my code... which happened to be a FEATURE in Sonar API! So it is possible to get/set currently focused strip type (Bus/Track, does not work with Master for some reason). So, I have modified Faderport preset to take the advantages of new founds: WAI follows focus, even if the focus is moved to/from track/buses and switching focus by "Output" should work better (at least works better in X2).
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: watercourse on May 06, 2015, 01:18:05 AM
I like the new feature where the Faderport follows the bus/track focus based on which pane the mouse clicks.  However, I noticed I no longer can use the 'Output' button to switch Sonar's focus from Track to Bus reliably.  Now, if Sonar is in Track focus and I use Faderport's 'Output' to switch to Bus focus, Sonar doesn't follow to Bus focus--I have to click on the Bus pane and then it switches over.  The same thing happens in reverse when switching from Bus focus back to Track using 'Output'.

If I had to choose between the current and previous behaviors, I'd choose the previous.  I still have the other preset saved so it wouldn't affect anything for me personally.  I wonder if it's possible to have both the new behavior where Faderport follows the focus set by mouse click AND also keep the previous behavior where the Faderport can switch the focus using the 'Output' button...

All that said, it's not a crisis--the thing still works great  :)
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on May 06, 2015, 11:03:23 AM
I have noticed that during tests, but for me it works after 1-3 output pushes.

The reason is Open/Close Bus pane. There is no command to "Open" or "Close" it nor any way to find out either it is closed, only "Toggle". So, in case the status is not in sync (bus pane is opened and you switch to bus), it does not work.

So, I do not see a way to follow mouse and open/close bus pane reliably...
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on May 19, 2015, 12:20:18 AM
I like the new feature where the Faderport follows the bus/track focus based on which pane the mouse clicks.  However, I noticed I no longer can use the 'Output' button to switch Sonar's focus from Track to Bus reliably.  Now, if Sonar is in Track focus and I use Faderport's 'Output' to switch to Bus focus, Sonar doesn't follow to Bus focus--I have to click on the Bus pane and then it switches over.  The same thing happens in reverse when switching from Bus focus back to Track using 'Output'.

If I had to choose between the current and previous behaviors, I'd choose the previous.  I still have the other preset saved so it wouldn't affect anything for me personally.  I wonder if it's possible to have both the new behavior where Faderport follows the focus set by mouse click AND also keep the previous behavior where the Faderport can switch the focus using the 'Output' button...

All that said, it's not a crisis--the thing still works great  :)
Thanks to Symetrk, I have understood the problem. And I have applied new solution, which in my tests always works. The change is in the test version by now, it will go into the next release.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: Bruceqld on July 14, 2015, 05:33:32 PM
Hey Azslow3.

I previously had AZ control installed and running on Sonar Platinum X64 with my Faderport and it ran perfectly. I recently rewired my studio and switched some midi ports around. Upon restarting Sonar, the Faderport no longer worked. I have uninstalled and reinstalled AZ control and the Faderport as per Sonar and Faderport instructions, but I still can't get it to work.

I have assigned the Faderport as a midi port in Sonar. When I open the AZ controller properties page and push the buttons on the faderpoort the last midi event readout changes accordingly. Neither the fader nor the buttons, however, will control anything in Sonar.

If I remove AZ control and reinstall the original Faderport control surface it begins to work, so the hardware seems to be fine.

Just wondering if you could point me at any possible solutions? When I uninstall AZ control, is there anywhere that settings could be stored that are not removed and could be messing with the plugin even though I have done a complete uninstall/reinstall?

Thanks for your help!


Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on July 14, 2015, 07:21:40 PM
Have you loaded Faderport preset into AZ Controller? I mean in case you switch to the "Logic" Tab, do you see some controls/actions?
You can regenerate it in the Options tab.

In case the preset is loaded and you see "Last MIDI event" messages but you do not see associated control after it (the control name should be more or less the button name), can you write me exact message you see and which button you have pressed?
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: Bruceqld on July 14, 2015, 07:54:47 PM
Thanks for the response Azslow3!

I just found the solution in another one of your posts. I deleted ctrlsurface.dat and then reinstalled AZ Control. All working fine now.

Thanks again for all of your work - it is a brilliant control plugin :)
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: bbergen on January 30, 2016, 03:54:02 PM
Is it possible to have the User button toggle ProChannel view, the same as clicking on ProCh in track view?
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on January 30, 2016, 05:15:42 PM
It is possible to send "Ctrl+I" which does that.

In the "Logic" tab, "Logic Control" select "(Ch:1 KP:0) User".
Press "New" button.
In the "Action conditions" select "Shift", right of it change "Any" to "-".
In the "Action configuration" change "Undefined" to "Keyboard".
Change "Next" to "I", "Ctrl" should be checked.

Before testing, click somewhere in Sonar window. Keyboard shortcuts are not working when AZ Ctrl is in focus.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: bbergen on January 30, 2016, 08:31:32 PM
Thank You!
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: kingbee on March 08, 2016, 03:53:34 AM
Hi! Love your work. Would it be possible to add dual functionality to one button depending on focus?

I want the "Proj" to show the Pro-Channel in Track view when that is in focus, but the same button to show Pro-Channel on console view when that is in focus.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on March 08, 2016, 09:46:49 AM
Hi! Thank you for the comment, it is good to know someone is using the project ;)

Depend action from current view is possible, there is "Context" system state. So in the Proj Logic, you can add "Context":"Track" Action condition for "Ctrl-I" action. And duplicate it with "Context":"Console" with some other key combination.

The question is in the Shortcut/Command to open ProChannel in the Console view. I am not aware of such combination and I can not find it in the documentation.

And so: if you know the shortcut than yes, it is possible (and I can make the modification for you in case you are not ready for preset editing). But if there is no such shortcut, I can not do this (may be Feature Request for Sonar?). I am limited by what Sonar allows to do.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: kingbee on March 08, 2016, 02:29:25 PM
Thanks for your prompt reply.

There is a shortcut for console view ProChannel. It is Show/Hide ProChannel in the Console "Area" of key bindings

However I will attempt it myself as I wish to learn more about programming your AZ Controller!

Thanks.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on March 08, 2016, 06:08:43 PM
Nice found!

Theoretically, there is a Command "* SHOWCONSOLE PROSTRIP" (toward the very end of the list). I can not test is for the moment.
But imitating the key combination should work (as the key combination).

Let me know if you have difficulties to program that. Do not forget that keys combinations work with Sonar in focus only, I mean you can not use "Play" for test and you can not have AZ Controller in focus during test. It also seems like tricky where the key is working depending what was last "clicked" by mouse...
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on April 15, 2016, 01:16:02 AM
I got the az plug downloaded and installed, FaderPort working fine so far.  Is there a list of buttons & functions with default assignments?  Can I figure this out looking in the plug?  Any generic plugin info?

I have the FP running in Reaper with customized buttons and it is capital H Handy.  I would like to get the same setup in Sonar (Platx64).

Any "go look here" I'm pointed to will be greatly appreciated.

Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 15, 2016, 09:18:45 AM
I got the az plug downloaded and installed, FaderPort working fine so far.  Is there a list of buttons & functions with default assignments?  Can I figure this out looking in the plug?  Any generic plugin info?

I have the FP running in Reaper with customized buttons and it is capital H Handy.  I would like to get the same setup in Sonar (Platx64).

Any "go look here" I'm pointed to will be greatly appreciated.
The first post in this thread list all assignments. But you can (re)define everything.

To understand how that works in general, check my "ACT MIDI explained" post. For the list of available functionality check the Manual. For inspiration you can have a look at BCR2000 thread.

I can answer on questions like "how to do ...?" by providing simple examples.

I can also make the complete modifications for you in case you provide the list of wishes, but that will take a while. I already have HUI preset and OSC in the queue.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on April 15, 2016, 08:01:27 PM
I got the az plug downloaded and installed, FaderPort working fine so far.  Is there a list of buttons & functions with default assignments?  Can I figure this out looking in the plug?  Any generic plugin info?

I have the FP running in Reaper with customized buttons and it is capital H Handy.  I would like to get the same setup in Sonar (Platx64).

Any "go look here" I'm pointed to will be greatly appreciated.
The first post in this thread list all assignments. But you can (re)define everything.

To understand how that works in general, check my "ACT MIDI explained" post. For the list of available functionality check the Manual. For inspiration you can have a look at BCR2000 thread.

I can answer on questions like "how to do ...?" by providing simple examples.

I can also make the complete modifications for you in case you provide the list of wishes, but that will take a while. I already have HUI preset and OSC in the queue.

Thanks ... I prefer self-sufficiency whenever possible.  Maybe a couple of examples to get me started.  The FaderPort with the original dll would move fwd/back one measure when unshifted FF/RWD were pressed.

What would I change where to make them work this way?

With that info I will try to figure out other changes.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on April 15, 2016, 10:34:17 PM
Thanks ... I prefer self-sufficiency whenever possible.  Maybe a couple of examples to get me started.  The FaderPort with the original dll would move fwd/back one measure when unshifted FF/RWD were pressed.

What would I change where to make them work this way?

With that info I will try to figure out other changes.
Lets try by words (I can prepare an example, but it will be either out of context or hard to spot the difference). For RWD:
* in the "Logic" tab, select "<<" Control (it is the first one, so it should be selected by default)
* here several combinations are defined, using "Shift", "Stop" and "Loop" conditions (they are switched in the corresponding buttons, by default they are "-" (off))
* You are interested in "Loop:-", "Shift:-", "Stop:-" reaction.
* At the moment, it is defined as "Shift:-", "stop:-", "Loop:-" - "Rewind on". Select this action (it is the second in the list)
* In the lower part, you need to change:
 1) "Function" -> "Command". Available parameters will be changed, and there you change
 2) "<Menu>" -> "Go to start of this measure or start of prior measure". The list of commands is long and commands are not sorted, but  you should be able to find it. This command is not so far from the beginning.

For FWD the change is the same, except you should select "... next measure" command.


PS. If you are using the latest Sonar 2016 update 3, please download the latest test version of AZ Controller. Current release is working fine with up to 2016 (Sonar version prior 22.x).
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on April 15, 2016, 10:38:24 PM
Thanks.  I can work with that   :)
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on April 17, 2016, 03:46:52 PM
Hmmmmm .... that was almost painless   ;)

Thanks for the quick start
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on May 28, 2016, 08:35:59 PM
A couple of things:

1.  When I exit Sonar, the FP doesn't clear or reset.  Whatever buttons are lit stay lit.  In other words, no cleanup on exit.

2.  How the heck do I keep the bus window from opening in TV when I press [Output]?  That's very annoying.

One more thing - this is really great for the FP in Sonar!  Thanks for your efforts
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on May 28, 2016, 10:01:31 PM
A couple of things:

1.  When I exit Sonar, the FP doesn't clear or reset.  Whatever buttons are lit stay lit.  In other words, no cleanup on exit.
I do not have "on exit" processing. Also I do not know either "clear" command exist for FP, but that can be implemented as "turn off all lights".
The real problem is that I already have some crashes during Sonar exist. I have no idea either they are AZCtrl related, but I had some crashes during startup/project loading till I have completely "silenced" AZCtrl till the project is indicated as loaded. So, while technically possible, I would prefer to avoid "on exit" actions to avoid possible stability problems.

As a work around, it is possible to reserve some key combination to turn of lights. That will need: "TurningOff" state with "No" as the default, set to "Yes" during that special key action, setting "TurningOff:No" condition for all Monitors which transfer lights, the list of MIDI sends to set off all lights (24 MIDI messages, in fact can be done with 2-3 "SysEx/MIDI" actions in MIDI mode). If you think that can be useful, I can make an example.

Quote
2.  How the heck do I keep the bus window from opening in TV when I press [Output]?  That's very annoying.
There are 2 methods to switch Bus<->Track. One is using Sonar "Command" (the same as for keyboard shortcut). It has "a bug", but it switch in all sonar versions and situations as expected. But it always open bus part in TV when switching to bus.

There is also special ACT call to change the focus. It does not open buses part in TV. But it was not always working, depending either console is open and may be some other conditions... I have just tested, and it works (may be I just forgot what was the bug, may be they have fixed that in some 2015-2016 version...). So, you can try to replace the actions in "Output" to the (complete list, the first 2 actions are unchanged):
* - State Monitor
* - Next Strip (loop)
* 'Strip:Bus' - Function, Focus Strip type, Buses
* 'Strip:Track' - Function, Focus Strip type, Tracks

Quote
One more thing - this is really great for the FP in Sonar!  Thanks for your efforts
Thanks  ;)
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on October 30, 2016, 06:40:07 PM
In Cakewalk forum, there was reports that FaderPort someone does not work right at the beginning with AZ Controller, till some other method to start it is used (like with other DAW).

I guess that FaderPort can be in different mode, which according to documentation can be switched on device itself. But since I see original plug-in send "something" at the beginning,  I decide to add this "something" to my preset as well. May be someone with that problem can test attached preset and five definitive answer either my initialization guess was correct.

Note v0.5r3b342 or later is required to load this preset (at the moment it is the latest test version, can be found in Downloads section).

EDIT: attachment removed, see later posts
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on October 31, 2016, 03:20:08 PM
A -

Thanks for doing this.  My FaderPort preset is attached.  To verify I have exported the correct preset, check that [User] executes the Input Echo command
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on October 31, 2016, 03:39:27 PM
Here is modified version (not different file/preset name).
I have checked it has "Echo" command

EDIT: attachment removed, see later posts
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on October 31, 2016, 03:46:09 PM
Thanks A.  I'll get it loaded up and we'll see how it goes.

Your generosity and willingness to help is commendable.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on November 02, 2016, 12:37:30 PM
Here is yet another test:

1. try to use it after complete power off. I think power off for FaderPort should be sufficient, I do not think computer shutdown is requited. But check that is really the case before testing this preset: so make FaderPort NOT working in Sonar, then switch to this preset
2. Even if it makes FaderPort recognized under all conditions, please still check (3)
3. In the "Overview" tab you should see "Initialization". What you on right of it? ("Pending" or "Done")
4. If FaderPort is recognized and you can see "Done", you can stop here and just let me know it works.
5. If you see "Pending" but FaderPort is working, I do not think FadePort was not working before... please power cycle and try again.
6. If FaderPort is not working...
6.1. Do you see "Pending" or "Done" ?
6.2 Switch to the "Logic tab", you should see "((None)) Init Test". Select the very first action (with "2000" at the end), press "Play" (in this dialog, not Sonar). Is FederPort recognized now?
6.3 If still no luck, select the 4th action (with "... 31 20 f7"), press "Play". If you see any changes in the "Last MIDI event", please notice what you see (exactly). Repeat the procedure with the last action.
6.4 Finally, repeat the procedure with the third action ("6 1 f7"). Do you see something in the "Last MIDI event?", does the action list has switched from "Init test"?

Thank you in advance for testing.

EDIT: test attachment removed
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on November 02, 2016, 01:49:55 PM
This latest preset won't import.  Plug-in manager goes thru the motions, but it doesn't end up in the list.

Yes ... I renamed it prior to attempting import :)
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on November 02, 2016, 02:43:43 PM
I think I have it sorted out, but the FP remains unresponsive and there is nothing in "Overview" about Initialization

See the attached image


I initially had a name collision with the new version that renaming the file didn't seem to resolve.  I selected a different preset in AZ_Control and deleted the original via PIM.  I then imported this new version.

I had powered down the whole machine, restarted and opened SONAR.  Lit [Write] and no response.  I changed presets to this new version.  The attached shows the results ... still unresponsive.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on November 02, 2016, 02:59:02 PM
Sorry, you in fact was unable to test even the first version. As I have mentioned, you need 0.5r3b342 or later to use that preset (the latest TEST version of AZ Controller). When preset can not be loaded, AZ Controller keeps absolute silence and does nothing... I just think that in case you get "AZ Controller could not load preset for future version" during Sonar startup is more confusing than silence, but may be I am wrong.

Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on November 02, 2016, 03:49:20 PM
OK, says "Done" but still non responsive.  See inline results below

Here is yet another test:

1. try to use it after complete power off. I think power off for FaderPort should be sufficient, I do not think computer shutdown is requited. But check that is really the case before testing this preset: so make FaderPort NOT working in Sonar, then switch to this preset
2. Even if it makes FaderPort recognized under all conditions, please still check (3)
3. In the "Overview" tab you should see "Initialization". What you on right of it? ("Pending" or "Done")
4. If FaderPort is recognized and you can see "Done", you can stop here and just let me know it works.
5. If you see "Pending" but FaderPort is working, I do not think FadePort was not working before... please power cycle and try again.
6. If FaderPort is not working...
6.1. Do you see "Pending" or "Done" ?

FP not working, but says DONE

6.2 Switch to the "Logic tab", you should see "((None)) Init Test". Select the very first action (with "2000" at the end), press "Play" (in this dialog, not Sonar). Is FederPort recognized now?

The display is (UNRT 7f 6 2 0 1) Init ... I manually select ((None)) Init Test
No changes when I [Play] first action

6.3 If still no luck, select the 4th action (with "... 31 20 f7"), press "Play". If you see any changes in the "Last MIDI event", please notice what you see (exactly). Repeat the procedure with the last action.

Still no response, no change in Last MIDI event

6.4 Finally, repeat the procedure with the third action ("6 1 f7"). Do you see something in the "Last MIDI event?", does the action list has switched from "Init test"?

No change in Last MIDI event
Display changes to (UNRT 7f 6 2 0 1 ) Init
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on November 02, 2016, 03:52:25 PM
You might find clues here -- > http://forum.cockos.com/showthread.php?t=170036

Source link is at the bottom of the first post
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on November 02, 2016, 05:09:05 PM
Thank you for testing!
Please try one more time with preset attached. No other tests, just check either it works or not.

Thank you for the link! Reaper does it the same way as Ardour. Reaper does that without "handshake" at all, just with "Switch to native". Ardour check that FaderPort exists with "Is someone there?" (yes, just with generic question). It looks like Sonar original preset tries to do something else with specific SysExes , Reaper nor Ardour do not use them. FP does not reply on these SysExes (from your tests), so it is unclear for what they are good.

My mistake in the last preset was a typo... I forgot to convert "64" from HEX to DEC, so it has to be "100" inside my interface. Unlike humans, digital devices do not forgive such mistakes  :(

PS Looking at the Reaper and Ardour sources... programming AZ Controller is simpler  ;)
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on November 02, 2016, 05:22:04 PM
I'll check it out right away.

From the user perspective (me), the configuration of the FaderPort XT controller in Reaper is VERY simple.  In part that's due to Reaper exposing every possible thing to use for custom actions.

The ONLY thing the Reaper version won't do is move properly back/forth with the [Output] button
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: BobF on November 02, 2016, 05:31:37 PM
SUCCESS!

I deleted/reimported the new preset prior to shutting down, leaving my old preset selected in Az_Ctrl

Upon startup, the FP went to [Write] lit as always.  I started SONAR and opened Az_Ctrl and selected the new preset BEFORE loading a project.  The status was pending

As soon as I opened a project, the FaderPort went active matching the current track and the Az_Ctrl status went to Done.
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on November 02, 2016, 05:53:08 PM
SUCCESS!
Great! I will update build-in preset for other.

Quote
Upon startup, the FP went to [Write] lit as always.  I started SONAR and opened Az_Ctrl and selected the new preset BEFORE loading a project.  The status was pending
That is a bit unexpected... Recent versions of AZCtrl was thought to work without project loaded. Thank you for that observation.

From the user perspective (me), the configuration of the FaderPort XT controller in Reaper is VERY simple.  In part that's due to Reaper exposing every possible thing to use for custom actions.
That is from END user perspective, in assumption "someone else" has written a plug-in for particular controller, the plug-in you have mentioned in your previous post. The situation with Sonar is different. At the moment, there is a single person which tries to create such plug-ins, me. And I do not have devices for which I do that. As with CW API, Reaper API is "traditional" one: even with C++ experience, the code should be programmed, then compiled, then loaded for tests. Not only I will be unable to proceed with such approach without device in the near, one single "cycle" with such development schema takes a lot of time. "Quick planing", f.e. add one more "shift" key, rearrange strip types, test something remotely with TeamViewer is only possible within interactive environment.

I completely agree that exposed by Sonar operations are far from complete. They have stopped updating "Commands" long time ago, also commands available under particular views are "forgotten" (they expose only "Global" bindings). Quick and dirty "hack" to make VS-700 work with ProChannel is a joke. And there are too many bugs in what is already there. But nothing prevents improving that part of Sonar ;)
Title: Re: [AZ, Watercourse] PreSonus Faderport
Post by: azslow3 on November 02, 2016, 06:58:13 PM
I have updated last attachment (cleaned Init Test and changed one action...). I do not think the change is significant.

I have also changed generator code inside AZController.

Thanks for improving the preset!
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: BobF on November 03, 2016, 04:16:57 PM
Thanks again, Alexey.  I'll download again to make sure I'm in sync.

Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: BobF on November 14, 2016, 06:16:55 PM
Alexey -

This latest version has been thru many reboot/cold starts now and continues to perform error free.
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: bbergen on January 14, 2017, 07:44:24 AM
Was using Faderport tonight in Sonar (with AZController) and just noticed that pan is not working and the stop button doesn't work. The only way to stop playback is to hit the play button.
Using 0.5r3.
I tried recreating the preset but the same.
Any ideas?
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: azslow3 on January 14, 2017, 10:18:07 AM
Was using Faderport tonight in Sonar (with AZController) and just noticed that pan is not working and the stop button doesn't work. The only way to stop playback is to hit the play button.
Using 0.5r3.
I tried recreating the preset but the same.
Any ideas?
That is very strange. Please install the latest test version from the Downloads, 0.5r4, just to be sure we you the same. Regenerate the preset, switch to the Overview tab. Watching the "Last MIDI event":
1. press Play, you should see "Ch:1 KP:6 ...". Now press Stop. You should see "Ch:1 KP:5". If you see that, look at "Lost control actions" lower. There should be 3, the middles one "Command Stop"
3. turn the encoder. You should see "Ch:1 PB ...".

If you do not see these messages, for some reason Faderport is not sending them or Sonar blocks them. In Sonar preferences/MIDI/Playback and recording check that "Pitch Wheel" is checked. But for the "Stop" button the reason is hard to imagine...

If you see these messages but Sonar is not reacting on commands from AZ Controller, I will write another instructions to test.

I am sorry it does not work. But if the device is ok, we will make it work again.
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: bbergen on January 14, 2017, 04:14:43 PM
Play shows a command in the overview tab, stop shows nothing, pan to the right shows nothing, pan to the left does.
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: azslow3 on January 14, 2017, 05:52:10 PM
That is not good... Encoder working in one direction only can be an indication of broken hardware, the same for the button. The encoder in both direction should send the same MIDI message, just with different value. The button can theoretically be blocked by some software, each button sends different message.

But before any conclusions, please check with the original plug-in or even better with another DAW if you have some.
If controls are not working anywhere, you can try to upgrade the firmware, Presonus has instructions.

Excuse me for pessimistic replay, I wish the problem is in my code so I can fix it. But only fader touch message is not shown in the Last MIDI event by design. All other should be reported even if not assigned. While I can not exclude some bug which prevent incoming message from be shown/processed, I have never observed that so far.

Reaper script for the Faderport has a workaround for "half broken" encoder, I guess that problem is not unusual. But in such case it is flipping, I mean when you turn it right it periodically report it was turned left. Your observation is different.
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: bbergen on January 14, 2017, 06:47:31 PM
Ok, time for some contact cleaner.
Kept pressing hard on the stop button and now it works correctly.
Time for some maintenance!
Thanks!

BTW, Presonus has changed their site and removed the installer for Faderport.
The only way to get the dll is on this page:
http://support.presonus.com/hc/en-us/articles/210040173

The page is not easy to find either.
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: azslow3 on January 14, 2017, 07:28:14 PM
Good that you could bring the button back. Usual Russian way to fix any equipment: hit it hard  ;)

Cleaning encoders on my StudioMix is still in my plans (all 16 of them plus the jogger are "left oriented", I mean they send turned left on almost all movements). Back in time, I remember how "fixing" the opto-pairs in mouse was required every half an year: just by moving them close to each other. I do not know how encoders are constructed internally, but I guess the same way. So can be dirt or loose of sensitivity/emission.
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: bbergen on January 14, 2017, 09:31:05 PM
Good that you could bring the button back. Usual Russian way to fix any equipment: hit it hard  ;)
Funny that you should say that, 15 years ago I had a business with my Dad and brother where we rebuilt close tolerance machinery.
He had a hammer that we called "The Russian Hammer", it was a 10lb sledge with a metal handle.
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: Peltz on April 09, 2018, 07:39:28 PM
First of all: Thank you for your efforts, time and goodwill. People like you restores faith in humanity.

Being a Sonar user for years, it has been extremely frustration never finding controllers that really integrates well with the DAW. For some reason I didn't come by your plugin before a couple of days ago.

I'm now scratching the surface and fiddle with some of your excellent presets, that is Faderport and the phone preset.

I have one question however. I can't really get the zoom function to work out of the box. I have pressed 'Bank' and 'Loop', but the Pan rotator doesn't do anything. Is this a known bug, or something  am missing?

Btw, I'm using Sonar Platinum.

Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: azslow3 on April 09, 2018, 09:57:19 PM
I have one question however. I can't really get the zoom function to work out of the box. I have pressed 'Bank' and 'Loop', but the Pan rotator doesn't do anything. Is this a known bug, or something  am missing?
From what I can see in the preset, 'Bank' is not related. While 'Loop' is pressed, turning Pan should zoom in/out horizontally.

If that does not happened, open the GUI, switch to the "Overview" tab. Select 'Loop' in the "Current Software state". When you press 'Loop', does it show '+'?
While keeping the loop pressed, turn the encoder. Without releasing loop, check "Last control actions". You should see what preset tries to do.
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: Peltz on April 10, 2018, 09:58:48 PM
Ahhh. I completly misunderstood the instructions. I thought it was enough to "activate" 'Loop', turning the lights on. I didn't hold the button pressed. Thank you so much for the clairification.

And now to some coding!

Right now I want to make some buttons in TouchOsc that enables me to select different tracks and opening the pianowiew. BRB in a couple of years....

Again, thank you so much for your reply and hard work!
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: Sandbass on November 05, 2018, 04:33:43 PM
Hello there

I just discovered AC Controller while I was looking for a way to use a Faderport Classic with Cakewalk by Bandlab. After some disappointments (Presonus apparently no longer providing the needed .dll to use the Faderport with Cakewalk) I ended up here.

Sadly it does not work as it should. I do get the fader and the pan knob to work, but none of the buttons actually do anything. They're also not recognized in the "Last MIDI event"-window. However there is a notification in the taskbar (I guess that comes with Sonar), that shows MIDI in/output and recognizes the pressed buttons as input.

Is this a known issue?

The Faderport is running on the latest firmare, 1.45, the PC is running Win 7 home x64.

Thanks a lot!
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: azslow3 on November 05, 2018, 05:14:01 PM
That is known issue.
In the CbB preferences, MIDI, Playback and recording, enable Key aftertouch.
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: Sandbass on November 05, 2018, 05:17:42 PM
That absolutely did the trick!

Thank you very much!
Title: Re: [AZ, Watercourse, BobF] PreSonus Faderport
Post by: azslow3 on November 05, 2018, 05:27:43 PM
You are welcome.

Note that there was reports there can be issues when you switch DAWs. If FP stop working after switching from/to CbB, disconnect and connect it again.
Also note that using different USB ports is looking for troubles in CbB. Try to always use the same port (for any MIDI device).