hi there, yeah, sure it'd be cool, but plug is the only way i found for different triggers to sound simultaneously... didn't work for me with the "if(button.pressed)", thou i'm sure there should be a way... but i'm far from a good coder
i was thinking now about building a graphic interface, adding variables to the midi messages i use to send midi notes inside the plug methods. This way i can place for example, a couple buttons that load different pressets. or even put a know or something so you can select midi channel, pitch and velocity for each trigger button. I'll try this using NETbeans.
(i've already triggered buttons and both axis to handle filters or knobs in reason)
Quote:i haven't used to midibus & midi yoke and don't know very much about reason. i use live, and haven't any connection from an app to it(seems to have no osc or win midi synth), is it because there are only visible in live if i start the app with midibus or yoke ?
once you've installed midi yoke (or other virtual midi like loopbe1 or maple) you have to set up the MIDI in/out on your sketch... you can first see what devices you have available with MidiBus.list(); then set the in/out (for example MIDI YOKE IN 2, and MIDI YOKE OUT 1 using myBus = new MidiBus(this, 4, 30);
Then in Live, go to options, preferences, and inside de midi sync tab, activate the ins/outs, and set up a controller, for example a trigger finger; set the input (if you put midi yoke 1 as output in your sketch, then you have to put midi yoke 1 as input here), and output.
then, left click on a button or parameter, for example, the S (solo) button... clik edit midi map (ctrl+m) and with you scketch running, press the button you want to trigger.
exit the midi map edit view, and you got the S button mapped to a gamepad button.
cheers!