The Zebra Scripting Thread

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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 :(
True. If he could give us a couple of hints though we could fill in a lot of the blanks for him.

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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)".

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billstei wrote:"Scripts that Maybe Probably Should Work But Don't (Yet)".
Just put them here, in this thread :)

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Is there a printf() statement of some sort that Zebraspeak understands so I can get messages on stdout?

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billstei wrote:Is there a printf() statement of some sort that Zebraspeak understands so I can get messages on stdout?
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 added :hihi:

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Urs wrote:
billstei wrote:Is there a printf() statement of some sort that Zebraspeak understands so I can get messages on stdout?
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 added :hihi:
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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billstei wrote:
Urs wrote:
billstei wrote:Is there a printf() statement of some sort that Zebraspeak understands so I can get messages on stdout?
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 added :hihi:
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?
Sheesh... nope, that isn't possible either...

(I'm contemplating to fully switch to Javascript though, but this would defeat the purpose to unleash it for audio processing in the future)

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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?
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 synth ;)

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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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)
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. :)

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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.

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Ah Lua. You can run Lua in Reaper. :)

http://forum.cockos.com/showthread.php?t=22068

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ZenPunkHippy wrote:
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?
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 synth ;)
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".

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jensa wrote:Ah Lua. You can run Lua in Reaper. :)

http://forum.cockos.com/showthread.php?t=22068
I know nothing about Lua, but any language that reminds me of tropical island parties gets my vote.

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billstei 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".
That's brilliant, thanks for the info. Fortunately, my OS of choice is a similar flavour to yours :cool:

Peace,
Andy.

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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. :)
Javascript gets used in similar places, including MAX/MSP, and the game design engine Unity.
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."

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