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new Deere effects units with meta knobs #1063
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can you add a screen capture of the same effect racks using the french language ? (this is our test language for longest strings). |
Is there a consensus that this is generally a good way forward? I'd like to clarify that before I spend time refining the UI details. @ferranpujolcamins , thoughts? |
After some refinements and PR #1064: |
For an example of how to map this to a controller, refer to the Hercules P32 mapping. I have created a generic ControlContainer object to make it easy to map controllers with similar controls for effects in the same way. It's really fun! :D |
Thank you for your work here. I like it and it should work very nicely, especially with controllers that features an effect region per deck. I am just writing, because I was involved in the discussion when we have originally introduced the effect units, and the ideas implemented here where explicit rejected because of future plans towards using EffectChains instead of single Effects and Effect Racks per deck instead of EffectUnits. The original Idea was to have an offline effect chain editor, where you can combine some atomic effects to an EffectChain which can then be selected by the GUI/Controller. The LatNight Skin tries follows this route and consequently hides the single effects. I am in doubt if the original plan still fits, but we should be clear that they will never fit if we continue here. Forced by the controller layouts, we are heading directly towards the effect model found in Trakt0r. Is this OK for us? |
At this point, I don't understand the point of the EffectRacks separate from the EffectUnits.
If you don't get hung up on the terminology, I think that is what is going on here. All effects in chains, each deck can have its own. To use a single effect, only enable one of them in a chain.
The expanded view here can serve as that offline editor. When the backend capability is ready, all that needs to be added are save and open buttons.
LateNight only shows single effects, confusing users and controller mappers, leading many to not understand they are separate EffectUnits that can have more than one effect under the hood.
This is actually not exactly the same as Traktor. In Traktor's simpler effect unit view, it exposes the individual parameters for one effect. This shows the meta knob for 3 effects in a chain. Controllers designed for Serato and Rekordbox also use similar controller layouts, replacing a dry/wet knob with an encoder labeled "Beats". |
Currently we have only one effect rack with four effect units. Since we have also a QuickEffectRack and an EqualizerRack it will be probably sufficient. Looking at the H P32, it could have make also sense to map each effect control to a whole EffectUnit with the original super knob, and don't have single parameter knobs accessible. Since you can assign Each EffectChain freely to one or more positions in the signal path, it could make sense to have 6 or 8 of them. But as said, I like the new, fixes deck association with an "on the fly" chain editor. |
I'd be in favor of getting rid of EffectRacks and aliasing
That is what I helped @timrae come up with for the Denon MC4000, but it doesn't really make sense and provides only limited control. That's what inspired me to implement this approach.
You can? I was not aware of that. AFAIK no skin makes this possible. Also, I am not sure how a controller could provide any control over individual parameters with that approach.
Playing with the new P32 mapping is the most fun I've had with Mixxx in quite a while. :) |
I am sure you are. It is the "Master" "Head" "CH1" CH2" "CH4" button grid in LateNight and Deere. |
Oh, I misunderstood what you meant by assigning effect chains freely in the signal path. I thought you were saying EffectUnits (which can have chains within them) could be chained together arbitrarily. |
If you enable lets say CH1 an all four effectUnits, The containing chains are chaint to a kind of mega chain. |
I was under the impression the EffectUnits work in parallel in this case, not in series. |
My stance is pretty much the same as back in 2014. I prefer a per-effect meta knob to a "first effect parameter is the effect metaknob" approach and I'm still holding out for the dream that effect chains would be a fun and useful feature for power users. Though admittedly I haven't been pushing on making them real (i.e. the effect chain editor, load/save support). :-/ I agree the chain selectors in Deere are confusing -- removing them until chains are a real feature SGTM. |
Likewise. This approach provides the same benefits but is more flexible. |
as discussed in PR mixxxdj#1062
Thanks for the changes -- @sblaisot could you try the latest changes on Windows just ot make sure it didn't break? |
Great, looks good to me! |
We don't do a polish/unpolish when the focus control is changed via MIDI controller, so I'm not surprised that it wouldn't refresh -- I am surprised that it's flaky though -- I would expect it to either happen or not happen consistently (assuming the mouse is not over it so that it gets restyled b/c of hover state changes) I think BindProperty could use an additional option like "repolish" or something so that if we want to style something via a property, we can make sure that when the property is changed via a control connection, we also unpolish/polish the widget. |
I have not experienced any issues with the focus border. If there are reproducable issues, they can be fixed later, but I don't think merging this should be delayed any longer. The new UX and changes to the effects need wider testing and controller mappings need to be updated. Keeping this unmerged makes that cumbersome. |
Ok, @daschuer please file a bug with some repro steps. |
@daschuer do you want to update Shade with this interface? |
I have thought about it and I am unsure what suites for Shade. Shade is targeted for a Netbook with 1024 x 600 and low power CPU. That was the reason, I haver reduced the options to just four effects for 2 decks only, but with the preview by headphone feature. Adopting then new effect region, introduced here, will finally require to have the effect region always visible, which is not a good option on a Netbook. How about this:
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All skins must expose the same ControlObjects or controller mappings will continue to be tied to skins. The metaknobs allow the skin to show 3 effects in each chain without having to show the detail of all the parameters all the time. This will save space.
The effects units introduced in this PR can fit into a small area about the same size as the current effect units in Shade: With #940 Deere fits quite well into a netbook sized area. If the only reason for Shade is to have something that is usable on netbooks, we may consider retiring it, unless you (or another contributor) commits to maintaining it. What do you think?
The focus is for controller mappings and should only be shown if a controller mapping makes use of it. |
The issue here is that current Shade does not require to show the effect region at all, because it has an always visible effect region above the mixer. The current effect region of Shade is only used to setup single effects. So it is basically the single effect view of Deere. Not the meta knob view as shown in the screen-shot. In the screenshot you cannot alter the effects without showing the effect region. |
You could keep the deck assignment switches, superknob, and dry/wet knob in the mixer area. The effects section could be hideable as it is now. IMO that is not good UX to have some effects controls in a different part of the screen from other controls. If you think it makes sense that is okay, but I encourage you try to think of another way. What is important is that all the skins expose the same controls; how they are arranged and how they look is up to the skin designer. |
That bugs me as well, that the effect region above the mixers is a bit out of sight. I have unfortunately not a good idea how to fix it. How would you continue with Shade? It should on one hand follow the unified Effect GUI, on the other hand it should be usable on a low end 1024 x 600 Netbook without a controller. What is your ideal Shade Skin? Maybe you could Scribble an Idea? |
You could try moving the dry/wet and superknobs to the bottom of the mixer to bring them closer to the effect units. It would probably look better to move the knobs in the top row below the EQs and volume faders together with that. You could try arranging the effect units like Deere but with the metaknob next to the effect combobox instead of stacked vertically. Without having the superknob and mix knob in the effect unit, there might be enough horizontal space for that. |
This doesn't seem to work as expected when I run it on my old Ubuntu 14.04. Here's a screenshot, compiled with the latest master: and the run log: |
gcc (Ubuntu 4.8.4-2ubuntu1~14.04.3) 4.8.4 |
It looks you're using this skin with a version before #1135 was merged. Fetch master and recompile. |
I did git log before sending the email and it was showing the latest master
commit. I'll try recompiling later, though it takes a really really really
long time on this piece of expletive deleted
…On Sat, Feb 11, 2017 at 9:36 AM, Be ***@***.***> wrote:
It looks you're using this skin with a version before #1135
<#1135> was merged. Fetch master and
recompile.
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Sorry maybe I screwed something up, when I compiled and ran the #1117 branch it looks as expected |
@Be-ing |
That was not intentional. I cannot reproduce the effect selectors getting focused with tab on GNU/Linux though. I don't think this is an issue with the skin. There is probably a way to prevent the effect selectors from being tab focusable by putting something in |
This is on Ubuntu 16.10 (QT version 4.8.7). Here's a video (watch the FX drop downs from left to right while I'm mashing the up/down keys -- especially the left one from 14s - 16s) |
Oh, I can reproduce that now. I wasn't using the up/down arrows before. I had tried tabbing without going up/down and did not see a focus border for the effect selectors so I didn't notice they had tab focus. |
This is a proof of concept for a GUI making use of per-effect meta knobs introduced in PR #1062. There is definitely room for improvement with the finer details of the layout, but the basic layout is there.
The attached screenshot shows an EffectUnit in expanded mode on the left and collapsed mode on the right. Expanded mode is similar to how it has been with the addition of meta knobs. Text sizes have been increased for readability. Button parameters and knob parameters have been separated so effects on top of each other are presented in a more visually cohesive way. Collapsed mode shows the meta knobs for each effect, plus enable, eject, previous, and next buttons.
The effect chain name and next/previous chain buttons have been removed. These have been causing confusion because users press them and do not understand the difference between EffectUnit chains and individual effects. When support is added for saving customized chains, I think it would make sense to add those back.
There are only two EffectUnits shown. IMO 4 EffectUnits with 3 effects each is really overkill. AFAIK no controllers are designed for 4 effect units; they're typically designed for 2. Cutting the number of EffectUnits down to 2 makes space for increasing text sizes.