True. If he could give us a couple of hints though we could fill in a lot of the blanks for him.Howard wrote:The problem is, there's not nearly enough documentation about the script language for me to even consider trying. I wish... but Urs has more important things to do
The Zebra Scripting Thread
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- KVRAF
- 2875 posts since 28 Jan, 2004 from Da Nang, Vietnam
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- KVRian
- 595 posts since 20 Jan, 2006
I have starting doing some scripting work and have discovered some bugs and/or limitations that I think need to either be fixed or noted. The question is whether it is best to put that here in this thread, in a new thread (at KVR), or put it on u-he.net (the tech site). Something along the lines of "Scripts that Maybe Probably Should Work But Don't (Yet)".
- u-he
- 30213 posts since 8 Aug, 2002 from Berlin
Just put them here, in this threadbillstei wrote:"Scripts that Maybe Probably Should Work But Don't (Yet)".
- u-he
- 30213 posts since 8 Aug, 2002 from Berlin
Not yet. Because there is no char type. But I'm contemplating to add a way to initialize arrays of integers with chars, and then have them manipulated and printed if needed. Just don't do this once realtime script execution is addedbillstei wrote:Is there a printf() statement of some sort that Zebraspeak understands so I can get messages on stdout?
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- KVRian
- 595 posts since 20 Jan, 2006
I suppose the same limitation applies to setting the "Info" text (or "Patch Information", "Description" when doing a Save) via a script, or is that possible now?Urs wrote:Not yet. Because there is no char type. But I'm contemplating to add a way to initialize arrays of integers with chars, and then have them manipulated and printed if needed. Just don't do this once realtime script execution is addedbillstei wrote:Is there a printf() statement of some sort that Zebraspeak understands so I can get messages on stdout?
- u-he
- 30213 posts since 8 Aug, 2002 from Berlin
Sheesh... nope, that isn't possible either...billstei wrote:I suppose the same limitation applies to setting the "Info" text (or "Patch Information", "Description" when doing a Save) via a script, or is that possible now?Urs wrote:Not yet. Because there is no char type. But I'm contemplating to add a way to initialize arrays of integers with chars, and then have them manipulated and printed if needed. Just don't do this once realtime script execution is addedbillstei wrote:Is there a printf() statement of some sort that Zebraspeak understands so I can get messages on stdout?
(I'm contemplating to fully switch to Javascript though, but this would defeat the purpose to unleash it for audio processing in the future)
- KVRAF
- 5948 posts since 19 Jun, 2008 from Melbourne, Australia
There are two things that have stopped me from writing scripts for Zebra. Once is not knowing why my script won't compile and run, when it looks like it should, but it's a bit much to ask for compiler output from a synthbillstei wrote:I suppose the same limitation applies to setting the "Info" text (or "Patch Information", "Description" when doing a Save) via a script, or is that possible now?
The other is being able to get information from the user at run time, and I thought the info area of a patch would be an excellent place to let the user set variables e.g. to specify the minimum and maximum tune values for an oscillator when generating random values.
If you introduce a character variable type, or move to Java script, one or both of these wishes might be possible.
Peace,
Andy.
... space is the place ...
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- KVRAF
- 1629 posts since 11 Dec, 2005 from Malmö, Sweden
Javascript... hm... Wouldn't Ruby or Python or some other script language be a better shot? For example the game Sid Meier's Civilization IV uses Python as the script language which the developers have exposed to the gamers to use to modify the behaviour of the game.Urs wrote:(I'm contemplating to fully switch to Javascript though, but this would defeat the purpose to unleash it for audio processing in the future)
I'm just so not in love with Javascript.
- KVRAF
- 4141 posts since 11 Aug, 2006 from Texas
Mmmmmm, Python. I love that language.
I know a lot of games use Lua as the embedded language due to it's simple syntax and small memory footprint. WoW is probably the most famous for doing so.
I know a lot of games use Lua as the embedded language due to it's simple syntax and small memory footprint. WoW is probably the most famous for doing so.
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- KVRAF
- 1629 posts since 11 Dec, 2005 from Malmö, Sweden
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- KVRian
- 595 posts since 20 Jan, 2006
If you watch stdout there is quite a bit of compiler output, including the exact line number that is bugging it, but I have not tried this in MS Windows. I use a different OS, that rhymes with "The MS Windows Console Sux".ZenPunkHippy wrote:There are two things that have stopped me from writing scripts for Zebra. Once is not knowing why my script won't compile and run, when it looks like it should, but it's a bit much to ask for compiler output from a synthbillstei wrote:I suppose the same limitation applies to setting the "Info" text (or "Patch Information", "Description" when doing a Save) via a script, or is that possible now?
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- KVRian
- 595 posts since 20 Jan, 2006
I know nothing about Lua, but any language that reminds me of tropical island parties gets my vote.
- KVRAF
- 5948 posts since 19 Jun, 2008 from Melbourne, Australia
That's brilliant, thanks for the info. Fortunately, my OS of choice is a similar flavour to yoursbillstei wrote:If you watch stdout there is quite a bit of compiler output, including the exact line number that is bugging it, but I have not tried this in MS Windows. I use a different OS, that rhymes with "The MS Windows Console Sux".
Peace,
Andy.
- Beware the Quoth
- 35449 posts since 4 Sep, 2001 from R'lyeh Oceanic Amusement Park and Funfair
Javascript gets used in similar places, including MAX/MSP, and the game design engine Unity.jensa wrote:Javascript... hm... Wouldn't Ruby or Python or some other script language be a better shot? For example the game Sid Meier's Civilization IV uses Python as the script language which the developers have exposed to the gamers to use to modify the behaviour of the game.
I'm just so not in love with Javascript.
An idiot on Set Theory:
"In some cases there is an object called red that contains everything that is red. In much the same way a pot is a plate."
"In some cases there is an object called red that contains everything that is red. In much the same way a pot is a plate."
