Sounds good, I'll implement both adding and editing as options to the
context menu. I'm in the middle of implementing an old request that
I've finally gotten around to, which is to save all window settings
and also settings within the windows. So, for instance, I just
finished up the main frame and when it saves its values, it now will
save the x, y, width, and height as before, but also the locations of
the splitters in each of the editors. The framework for the
WindowSettings came together today and is pretty easy to use so
shouldn't take longer than a couple hours tomorrow to finish doing all
the dialogs. I should be able to get that and your requests in this
weekend, and will look to put something out early next week, unless I
accept any other requests that come in in that time.
Thanks for the discussion on the features and glad we worked out a
good solution!
steven
On 3/17/06, t grey <tgrey1@...> wrote:
> Definitely have a way to add effects straight to a project.
>
> I would leave the gui for tweaking an effect as the default behavior.
> Either have the code brought up by the context menu, or perhaps "tab" the
> gui tweak windows and have the code in a tab. Personally, I prefer the
> latter.
>
>
> On 3/17/06, Steven Yi <stevenyi@...> wrote:
> > Hi Kevin,
> >
> > I guess for me, the idea is that you make an effect that is very
> > configurable and only concern yourself with the configuration when you
> > go to use it, and not so much about editing code then. As for seeing
> > code, you can always import to library to do that. But anyways, I
> > think it's a good idea to have editability too as it makes it a bit
> > more transparent as most of the rest of blue is as well.
> >
> > Do you think it's better then to replace the interaction of having the
> > GUI for the Effect show up when you double-click with full Effect
> > Editor, or do you think it better to have it as it is now and to add a
> > popup menu option to show a Full Effect editor for the effect? (I
> > think I'd prefer the latter as the code editing seems like something
> > that would happen on occasion while configuring the Effect seems like
> > something that would happen more often).
> >
> > Also, should I add a "Add New Effect" option to the popup menu so
> > that you can add Effects directly to the project? (Seems to make
> > sense)
> >
> > Thanks,
> > steven
> >
> >
> > On 3/17/06, t grey <tgrey1@...> wrote:
> > > I think the ability to edit the effect in a project is a given.
> Generally I
> > > have "standard" effects and will reuse them, modifying them to suit m=
y
> > > individual needs, rather than having a large number of very similar
> effects
> > > in my library. As it is now, I think it can be a little confusing. =
If
> you
> > > open a project that you didn't write, ther eis no visible code for
> effects.
> > >
> > >
> > > On 3/17/06, Steven Yi <stevenyi@...> wrote:
> > > > Hi Kevin,
> > > >
> > > > WIth the current system, when you add effects into your project fro=
m
> > > > the library it will make a copy of the effect. Editing the one in t=
he
> > > > library should not affect what is in the project. If you add the sa=
me
> > > > effect five times into your project, you will have five separate
> > > > copies of the effect that are independent of each other. Currently=
,
> > > > once an effect is added to the project, you can only open it to
> > > > configure the path via its GUI, but can not change the code for tha=
t
> > > > effect. If you find that your effect is not what you would like it=
to
> > > > be, you'll have to modify one in your library (importing to the
> > > > library if it is not there already), edit the code and whatever you
> > > > like, and then bring the newly edited one back into the project,
> > > > removing the old effect to replace it.
> > > >
> > > > So currently no way to edit code for an effect that's been added to
> > > > the project without replacing it with a new one. I thought about
> > > > adding the capacity to do so, but I thought it made sense that you
> > > > would create an effect in the library and work it out there, and on=
ce
> > > > you had it down, you wouldn't ever touch the code again, just use i=
t
> > > > as-is and configure via GUI, and if you really wanted to edit the
> > > > code, you could bring it to the library and readd to the project.
> > > >
> > > > If it's desirable, I can modify the popped open effect editor to be=
an
> > > > instance of the Effect Editor panel that is in the Effects Library
> > > > instead of just the GUI panel so that one *could* edit the code of =
an
> > > > effect that's already added to the project, but it wouldn't be as
> > > > focused on usage. Perhaps an extra option on the popup menu for "E=
dit
> > > > Effect" would popup modally an Effect Editor to edit in place, but
> > > > keep the general usage as just double-click and show GUI editor (as=
it
> > > > is now). Would adding the second option be useful?
> > > >
> > > > steven
> > > >
> > > > On 3/16/06, t grey <tgrey1@... > wrote:
> > > > > Ok. I think I was expecting it to behave differently. I was
> expecting
> > > the
> > > > > effect library to work similarly to the instrument library. If I
> import
> > > an
> > > > > effect, I was looking to be able to modify the code for that effe=
ct
> in
> > > the
> > > > > current project, without affecting any other projects that might
> have
> > > > > imported the same effect. It seems this is not so, and effects
> behave
> > > more
> > > > > like the sound objects library?
> > > > >
> > > > > -Kevin
> > > > >
> > > > >
> > > > > On 3/16/06, t grey <tgrey1@...> wrote:
> > > > > >
> > > > > > Steven, it popped up the gui widgets for tweaking the instrume=
nt,
> but
> > > had
> > > > > no way of editing the actual code. I think you fixed this in the
> new
> > > new
> > > > > version ;)
> > > > > >
> > > > > > Thanks
> > > > > >
> > > > > >
> > > > > >
> > > > > > On 3/15/06, Steven Yi < stevenyi@...> wrote:
> > > > > > > David mentioned about reverbsc being a Csound5 opcode. As fo=
r
> the
> > > > > > > effects, to open up the editor for the effect, double-click t=
he
> one
> > > in
> > > > > > > in your effects bin you'd like to edit. This pops open the
> effect
> > > for
> > > > > > > editing. (Should be documented in the manual in the workflow
> > > section;
> > > > > > > the docs were done rather quickly and probably need a bit of
> > > work...)
> > > > > > >
> > > > > > > steven
> > > > > > >
> > > > > > >
> > > > > > > On 3/15/06, t grey < tgrey1@...> wrote:
> > > > > > > > Honestly, I can't find where the code for the effect is in
> that
> > > > > project. I
> > > > > > > > can see code of effects if I import it to my library, I can
> then
> > > edit
> > > > > it and
> > > > > > > > import it back into the project. But where do we play with
> the
> > > > > effects in a
> > > > > > > > current project?
> > > > > > > >
> > > > > > > >
> > > > > > > > On 3/15/06, t grey < tgrey1@...> wrote:
> > > > > > > > >
> > > > > > > > > I have errors with the example as well:
> > > > > > > > >
> > > > > > > > > Using /usr/local/share/csound/csound.xmg
> > > > > > > > > 0dBFS level =3D 32767.0
> > > > > > > > > Csound Version 4.23f13 (Sep 25 2005)
> > > > > > > > > UnifiedCSD:
> > > > > > > >
> > > > >
> > >
> /usr/local/share/blue_0.104.0/examples/features/tempCsd26580.csd
> > > > > > > > > STARTING FILE
> > > > > > > > > Creating orchestra
> > > > > > > > > Creating /tmp/filezedgeL.orc (0x81ac208)
> > > > > > > > > Creating score
> > > > > > > > > orchname: /tmp/filezedgeL.orc
> > > > > > > > > scorename: /tmp/filesID8z7.sco
> > > > > > > > > orch compiler:
> > > > > > > > > 172 lines read
> > > > > > > > > error: no legal opcode, line 74:
> > > > > > > > > aout1, aout2 reverbsc ain1, ain2, 0.85, 8000.0
> > > > > > > > > error: input arg 'aout1' used before defined, line 76:
> > > > > > > > > aout1 =3D (ain1 * 0.3) + (aout1 * (1 - 0.3))
> > > > > > > > > error: input arg 'aout2' used before defined, line 77:
> > > > > > > > > aout2 =3D (ain2 * 0.3) + (aout2 * (1 - 0.3))
> > > > > > > > > 3 syntax errors in orchestra. compilation invalid
> > > > > > > > > inactive allocs returned to freespace
> > > > > > > > > end of score. overall amps: 0.0
> > > > > > > > > overall samples out of range: 0
> > > > > > > > > 0 errors in performance
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > On 3/15/06, Steven Yi < stevenyi@... > wrote:
> > > > > > > > > > Hi All,
> > > > > > > > > >
> > > > > > > > > > About the new release, I thought I'd mention that if yo=
u
> tried
> > > 104
> > > > > > > > > > beta, I changed the behavior of opening up the editor f=
or
> each
> > > > > effect
> > > > > > > > > > to not be modal, meaning you can open as many of the
> editors
> > > for
> > > > > the
> > > > > > > > > > effects as you like.
> > > > > > > > > >
> > > > > > > > > > Also, has anyone had problems running the
> > > > > examples/features/mixer.blue
> > > > > > > > > > file? Menno has reported a bug but I have not been abl=
e
> to
> > > > > reproduce
> > > > > > > > > > on Linux or Windows.
> > > > > > > > > >
> > > > > > > > > > Thanks!
> > > > > > > > > > steven
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >
> > > > >
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