![]() ![]() Because of this, I think I will be avoiding MIDI notes to VEDA until I figure it out. One thing I have not been able to get working is specifying the channel to use with the MIDI notes. ![]() I think reading more into GLSL will make this more clear. I’m not entirely sure what this significance of this is but Amagi-San said “ midi ` texture is sized 256×128″. ![]() The other thing to note is the ‘/256 and /128’. Regardless, you will need to put the values from the monitor in. I suspect this has to do with how the numbers in Tidal correspond to notes which have different values in MIDI, I think I need to read up on MIDI more to find the answer to this. This is one area where watching the MIDI monitor helped out quite a bit. If you take a look at the Tidal code below, you’ll see that we are using note numbers “60 62 64 65”. In the ‘k’ block we have called out ‘note’ and the note numbers are being used. There are a couple things to point out here. ‘k’ is used when sending MIDI notes and ‘m’ is for sending CC values. The float k and float m have two different uses for our tests. Gl_Position = vec4(pos.x, pos.y, pos.z, 1) I tried running the code and still came up with nothing happening, so through monitoring MIDI messages using the MIDI web console, we were able to match up numbers and resolutions to get things working. So assuming we are up to speed with that, the first piece of code to test out is something that Amagi-San posted up on Gist in order to help me out. In a previous post I discussed how wonderfully stable SuperDirt MIDI has been using the 1.0-Dev branch. Going back to the original topic here, I wanted to be able to control VEDA using Tidal. So if you have things looking like the above examples, then you are ready to rock and roll with GLSL. Once you get that going you should see something like this Next, I would suggest trying to run the example vertex shader. That will be for some future posts as I dive into the GLSL language. This is probably the simplest fragment shader you could run (maybe) and I’m not going to dissect the code here. Although if you stare at this long enough, you might puke. Pretty cool right? It’s like mushrooms without the stomach ache and stinky bedroom. Once toggled you might have to hit ctrl+enter in the window to get things started. Once you’ve finished installation you should open up a new project in Atom, and paste in some of the example code, save the file with the. Installation issues can likely be dealt with at the Lurk #veda channel. This is pretty painless and the instructions are on the VEDA page, it’s pretty much a brew, an apm, and then answer yes to the things that Atom want’s to install afterwards. ありがとうįirst things first, you need to install VEDA. It would have taken me quite some time to troubleshoot things without his help and I’m extremely thankful to him. Most of what came about here was from help in the Lurk channel by the developer Takayosi Amagi. Once I found out that VEDA had MIDI capabilities I started digging in more This kind of became a something I really wanted to check out since I’m using Atom for all of my Tidal patterns. Through the Lurk chat I stumbled on VEDA which GLSL runtime environment for the Atom editor. This was great, but the resources used by Resolume are not light, and really it seemed a bit overkill for what I’m wanting to do. Previously I’ve been using Resolume Arena for doing some video transformations, and eventually using it’s FFGL plugins to kind of generate visuals based on MIDI. Part of my latest evolution in art projects has been the desire to generate and control visuals. ![]()
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