After looking at the source code for the amazing randomizer script, I started wondering if there is any documentation for the Zebra scripting language. I looked in the Zebra manual and searched the forum, both without any joy.
My main question is about the Global and Parameter objects. Are there properties or methods that identify the effects? I was hoping to change the randomizer so that it wouldn't modify the effects. Or maybe just mess with one of the oscillators? Stuff like that. Any documentation will be greatly appreciated.
And, thank you Urs for the randomizer!
Scripting Documentation?
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- KVRAF
- 4229 posts since 9 Apr, 2003 from Right here, in front of my computer...
- KVRian
- Topic Starter
- 649 posts since 18 Dec, 2004
Thanks for the chuckle and quick response beej.
Where are the code examples? I'm using Windoze and I've look in \Program Files\u-he\Presets but I only see, uh, presets. The Data\Scripts folder only has files that look like they're for the GUI.
- u-he
- 30213 posts since 8 Aug, 2002 from Berlin
It's here:
http://www.u-he.com/scripting (uhm, at least it's set up...)
I just had more fun writing a non-keygenable copy protection than filling the docs...
If you are on Mac, the scripting stuff outputs to Console.app. You can obtain the module ID from the first effect (ModFX1?) and then restrict parameters to be property of a module with a lower ID. Hmmm... or maybe that's not a good idea.
Or assign parameters to XY targets. This way you can find out parameters for their IDs. It may change though from revision to revision. Hence it's always encouraged to use the non-global objects. Such as OSC[ 1 ].Tune or something.
Oh. First ParamID of FX-stuff might be ModFX1.Type.ID (I think). There you cans et your constraints.
Urs
P.S.: Next revision of scripting might read out controller values so that the strength of randomization could depend on current position of ModWheel.
http://www.u-he.com/scripting (uhm, at least it's set up...)
I just had more fun writing a non-keygenable copy protection than filling the docs...
If you are on Mac, the scripting stuff outputs to Console.app. You can obtain the module ID from the first effect (ModFX1?) and then restrict parameters to be property of a module with a lower ID. Hmmm... or maybe that's not a good idea.
Or assign parameters to XY targets. This way you can find out parameters for their IDs. It may change though from revision to revision. Hence it's always encouraged to use the non-global objects. Such as OSC[ 1 ].Tune or something.
Oh. First ParamID of FX-stuff might be ModFX1.Type.ID (I think). There you cans et your constraints.
P.S.: Next revision of scripting might read out controller values so that the strength of randomization could depend on current position of ModWheel.

