OnClock Sequencer Test and issues
Posted: 30 Mar 2014 15:15
I have attached a file where a StepSwitch Sequencer runs agains an On Clock scripted Sequencer.
I tried to keep it simple, so they just put out two different notes and play a 4on the floor pattern.
The only special thing that is in the On Clock Squencer is its ability to run backwards which is the only reason i try to do an On Clock Sequencer - not the backwards playing alone but being able to control the step of the sequencer in general.
I have setup Reason so they trigger both the same Rimshot to see if they play along in sync.
The main Coding for the OnCLock Sequencer sits in the script runtest3() and some code for resetting in the Reset Button of transport.
Now while it plays along nice when you hit play there are a couple of issues:
1.)
the two running lights are not exactly in sync. Not sure if my code is flawed or it can even be achieved. The note triggers seem to be fine though.
The weird thing though is: If both sequencers are set to 1/8 the On Clock running light is a bit aheead. But when you set both to 1/64th the StepSwitch Sequencer running light is ahead. The Problem with that is: I want to set my on Clock script to 1/64th and have a counter which counts down the actual rate. So eg if i want to have a 1/16th rate i count to 4 until i increase the step. But with a clock of 1/64th the lights just dont match up so good.
2.)
What makes me a bit worried is the fact that when i change the BPM the two are likely to fall out of sync and i have no idea why that is.
Now i wouldnt normally play around with the BPM but eventually i want to slave this to Midi Clock and this causes the BPM to constantly
change a bit. So my fear is this will affect sync in the long run.
3.)
When i switch from internal clock to slaved clock weird things happen. Like the BPM gets set to 2000 or most of the time both sequencers wouldn't even catch the clock and everything just stands still. Sometimes i have to kill Lemur and load it again to be able to catch the Clock Signal.
Edit: Then BPM weirdness is a Reason issue. With Midi Ox as a Clock Sender, it all behaves a bit better. But still switching from internal to slave mode there seems to be a bit of luck involved wether Lemur catches the clock or not. It really seems as if something within Lemur crashes/ceases to work because killing Lemur and reloading fixes it and Lemur receives the clock signal again.
4.)
When slaving to Clock i need some way to catch start, stop, pause signals from the Sending Program. I am not sure how i can get to this.
The only idea i had so far is an onframe script that checks if clock is running and resets everything if not. But then i cannot pause.
To test the template in slave mode the script clockstop in the Switches object should be turned on. It resets everything if the clock is not running.
5.)
How is peoples timing in Slave Mode?
6.) Older Problem: how do i get the OnClock sequencer to swing.
7.) When letting everything run synced for a longer time, i notice that the StepSwitch Sequencer sometimes drops a trigger the OnClock doesnt do so.
Thought it could even be my midi interface but after watching the screen for 10 Minutes it is only the StepSwitch that drops a note once in a while.
I tried to keep it simple, so they just put out two different notes and play a 4on the floor pattern.
The only special thing that is in the On Clock Squencer is its ability to run backwards which is the only reason i try to do an On Clock Sequencer - not the backwards playing alone but being able to control the step of the sequencer in general.
I have setup Reason so they trigger both the same Rimshot to see if they play along in sync.
The main Coding for the OnCLock Sequencer sits in the script runtest3() and some code for resetting in the Reset Button of transport.
Now while it plays along nice when you hit play there are a couple of issues:
1.)
the two running lights are not exactly in sync. Not sure if my code is flawed or it can even be achieved. The note triggers seem to be fine though.
The weird thing though is: If both sequencers are set to 1/8 the On Clock running light is a bit aheead. But when you set both to 1/64th the StepSwitch Sequencer running light is ahead. The Problem with that is: I want to set my on Clock script to 1/64th and have a counter which counts down the actual rate. So eg if i want to have a 1/16th rate i count to 4 until i increase the step. But with a clock of 1/64th the lights just dont match up so good.
2.)
What makes me a bit worried is the fact that when i change the BPM the two are likely to fall out of sync and i have no idea why that is.
Now i wouldnt normally play around with the BPM but eventually i want to slave this to Midi Clock and this causes the BPM to constantly
change a bit. So my fear is this will affect sync in the long run.
3.)
When i switch from internal clock to slaved clock weird things happen. Like the BPM gets set to 2000 or most of the time both sequencers wouldn't even catch the clock and everything just stands still. Sometimes i have to kill Lemur and load it again to be able to catch the Clock Signal.
Edit: Then BPM weirdness is a Reason issue. With Midi Ox as a Clock Sender, it all behaves a bit better. But still switching from internal to slave mode there seems to be a bit of luck involved wether Lemur catches the clock or not. It really seems as if something within Lemur crashes/ceases to work because killing Lemur and reloading fixes it and Lemur receives the clock signal again.
4.)
When slaving to Clock i need some way to catch start, stop, pause signals from the Sending Program. I am not sure how i can get to this.
The only idea i had so far is an onframe script that checks if clock is running and resets everything if not. But then i cannot pause.
To test the template in slave mode the script clockstop in the Switches object should be turned on. It resets everything if the clock is not running.
5.)
How is peoples timing in Slave Mode?
6.) Older Problem: how do i get the OnClock sequencer to swing.
7.) When letting everything run synced for a longer time, i notice that the StepSwitch Sequencer sometimes drops a trigger the OnClock doesnt do so.
Thought it could even be my midi interface but after watching the screen for 10 Minutes it is only the StepSwitch that drops a note once in a while.