Setting Up Midiyoke And Glovepie On Windows 7
Setting Up Midiyoke And Glovepie On Windows 7 Posted on: 25.05.2011 by Joan Kollmorgen I've had a few people asking for help getting Midiyoke and Glovepie working together on Windows 7 in order to run scripts for modded gear.I still like using XP but decided to install Windows 7 64 today to try and see why people were having problems. I can understand some of the confusion because it's so much easier to set up on XP. The problem is the lack of a midimapper in Windows 7. Anyway here's how to get them communicating. Edit: Because me and fbonito have had a similar problem with Midiyoke I'm going to recommend that you use LoopBe instead of Midiyoke as it seems to be more stable on Windows 7. 1, Download and install LoopBe1 from here http://www.nerds.de/en/download.html 4, Download and open Putzlowitsch's Vista MIDI Mapper Control Panel from here http://www.sierrahelp.com/Utilities/...DI_Mapper.html From the drop down menu select Loopbe Internal Midi then click apply 5, Download and install Glovepie from here. http://glovepie.org/poiuytrewq.php I used the top link. Now start Glovepie and load a script or make your own then run it Here is the script i made the other evening for 2 gamepads which works great on XP and 7 http://www.mediafire.com/?dyap2duo5025mo6 | |
Amalia Freemen 03.03.2013 |
Originally Posted by extraclassic
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Amalia Freemen 03.03.2013 |
Originally Posted by extraclassic
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Amalia Freemen 03.03.2013 |
Originally Posted by extraclassic
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Chasidy Heckenbach 12.07.2011 |
Originally Posted by fbonito
this is reminding me that i bought 8 arcade buttons a while ago and a soldering iron+solder but never got much further than that plus theres the glovepie script with super combo's... i need to find some free time for those asap. |
Chasidy Heckenbach 12.07.2011 |
Originally Posted by fbonito
Code:
midi.Control5 = MapRange(joystick2.x, -0.5, 0.5, 0, 1) Code:
midi.Control5 = MapRange(joystick2.x, -0.5, 0.5, 1, 0) |
Chasidy Heckenbach 08.06.2011 | without an analogue gamepad i can't debug that too much but i do know that you need to sey a value of 0 for midi.control* to get a midi value of 0 sent and 1 for a midi value of 127 (which sounds odd to me - why not just 0 to 127? but there u go...)
Originally Posted by fbonito
midi.Control5 = joystick2.x
you need to workout the minimum values for x/y/etc but wacking in a var.foo = joystick2.x and checking the variables or something and then plug them into this (i hope): Code:
midi.control5 = MapRange(joystick2.x, X_MIN, X_MAX, 0, 1) e.g: Code:
midi.control5 = MapRange(joystick2.x, -0.5, 0.5, 0, 1) |
Chasidy Heckenbach 03.06.2011 |
Originally Posted by fbonito
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Amalia Freemen 03.03.2013 |
Originally Posted by extraclassic
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Lisa Lochotzki 03.03.2013 | Yup, my favourite since a few months. Ethernet, Matrix, unlimited amount of cable, you can even modify the setup on a machine attached to your setup. Really nice. Seems to solve most issue for those having problem with MIDI Yoke on 64 bits O/S Fix the issue with those having PC/Mac setup. Install on both, then plug and play. BTW, did you tried to install with admin privilege (Run as Admin)? You always should do it anyways... |
Amalia Freemen 03.03.2013 |
Originally Posted by extraclassic
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Amalia Freemen 03.03.2013 |
Originally Posted by extraclassic
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Joan Kollmorgen 02.03.2013 | Give CopperLan a try. Works great on Windows 7 64 bit. http://http://www.copperlan.org/ |
Amalia Freemen 01.03.2013 | According to this thread, LoopBe1 is working on Win7 64bit. I tried it on my TOSHIBA Win7 Prof 64bit SP1. The driver doesn't start: Windows cannot verify the digital signature for the drivers required for this device. A recent hardware or software change might have installed a file that is signed incorrectly or damaged, or that might be malicious software from an unknown source. (Code 52) I also tried loopMIDI. It's the same. MIDI Yoke installation stopped in the middle. Anybody has encountered similar problem before? Thanks in advance, Phuoc |
Jacqualine Arroyos 12.07.2011 | yap, i'm still finetunning my project, and in the end i will have a lot of cool things (combos, etc) |
Chasidy Heckenbach 12.07.2011 |
Originally Posted by fbonito
this is reminding me that i bought 8 arcade buttons a while ago and a soldering iron+solder but never got much further than that plus theres the glovepie script with super combo's... i need to find some free time for those asap. |
Jacqualine Arroyos 12.07.2011 | i will try toevening , it's just for the faders, i'm believeing that if they work upside down it could be better, and i don't want to open the box and solder again... ;-) |
Chasidy Heckenbach 12.07.2011 |
Originally Posted by fbonito
Code:
midi.Control5 = MapRange(joystick2.x, -0.5, 0.5, 0, 1) Code:
midi.Control5 = MapRange(joystick2.x, -0.5, 0.5, 1, 0) |
Jacqualine Arroyos 12.07.2011 | zestoi, do you believe that it's possible in glovpie to invert the 0% and 100% in axis? i would like to have the possibility to control the faders to have 100% up or 100 down what do you believe? |
Jacqualine Arroyos 10.06.2011 | everything is working... here is the final script :-D Code:
//fbonito script for 2 gamepads //includes 32 buttons //2 hat-switch with diagonals //8 analog midi.DefaultChannel = 1 //gamepad 1 - buttons midi.fsharp4 = any1.Button1 midi.c4 = any1.Button2 midi.c5 = any1.Button3 midi.fsharp5 = any1.Button4 midi.e4 = any1.Button5 midi.b4 = any1.Button6 midi.asharp3 = any1.Button7 midi.f5 = any1.Button8 midi.f4 = any1.Button9 midi.b3 = any1.Button10 midi.asharp4 = any1.Button11 midi.e5 = any1.Button12 //gamepad 1 - hat-switch var.right = any1.DpadRight var.down = any1.DpadDown var.left = any1.DPadLeft var.up = any1.DPadup var.downright = var.right + var.down var.downleft = var.left + var.down var.upright = var.right + var.up var.upleft = var.left + var.up if var.downright then var.down = false var.right = false endif if var.downleft then var.down = false var.left = false endif if var.upright then var.up = false var.right = false endif if var.upleft then var.up = false var.left = false endif midi.d6 = var.right midi.csharp6 = var.down midi.c6 = var.left midi.b5 = var.up midi.c7 = var.downright midi.d7 = var.downleft midi.e7 = var.upright midi.f7 = var.upleft //gamepad 1 - analogs midi.Control1 = MapRange(joystick1.x, -0.5, 0.5, 0, 1) midi.Control2 = MapRange(joystick1.y, -0.5, 0.5, 0, 1) midi.Control3 = MapRange(joystick1.z, -0.5, 0.5, 0, 1) midi.Control4 = MapRange(joystick1.roll, -0.5, 0.5, 0, 1) //gamepad 2 - buttons midi.dsharp5 = any2.button1 midi.dsharp4 = any2.button2 midi.a3 = any2.button3 midi.a4 = any2.button4 midi.d5 = any2.button5 midi.g3 = any2.button6 midi.gsharp4 = any2.button7 midi.csharp4 = any2.button8 midi.gsharp3 = any2.button9 midi.d4 = any2.button10 midi.g4 = any2.button11 midi.csharp5 = any2.button12 //gamepad 2 - hat-switch var.right = any2.DpadRight var.down = any2.DpadDown var.left = any2.DPadLeft var.up = any2.DPadup var.downright = var.right + var.down var.downleft = var.left + var.down var.upright = var.right + var.up var.upleft = var.left + var.up if var.downright then var.down = false var.right = false endif if var.downleft then var.down = false var.left = false endif if var.upright then var.up = false var.right = false endif if var.upleft then var.up = false var.left = false endif midi.g5 = var.right midi.gsharp5 = var.down midi.a5 = var.left midi.asharp5 = var.up midi.c8 = var.downright midi.d8 = var.downleft midi.e8 = var.upright midi.f8 = var.upleft //gamepad 2 - analogs midi.Control5 = MapRange(joystick2.x, -0.5, 0.5, 0, 1) midi.Control6 = MapRange(joystick2.y, -0.5, 0.5, 0, 1) midi.control7 = MapRange(joystick2.z, -0.5, 0.5, 0, 1) midi.Control8 = MapRange(joystick2.roll, -0.5, 0.5, 0, 1) |
Jacqualine Arroyos 08.06.2011 | zestoi, thanks for the code, i will give it a try tomorrow ;-) |
Chasidy Heckenbach 08.06.2011 | without an analogue gamepad i can't debug that too much but i do know that you need to sey a value of 0 for midi.control* to get a midi value of 0 sent and 1 for a midi value of 127 (which sounds odd to me - why not just 0 to 127? but there u go...)
Originally Posted by fbonito
midi.Control5 = joystick2.x
you need to workout the minimum values for x/y/etc but wacking in a var.foo = joystick2.x and checking the variables or something and then plug them into this (i hope): Code:
midi.control5 = MapRange(joystick2.x, X_MIN, X_MAX, 0, 1) e.g: Code:
midi.control5 = MapRange(joystick2.x, -0.5, 0.5, 0, 1) |
Jacqualine Arroyos 07.06.2011 | but i have a problem... with the analog code midi.Control5 = (joystick2.x/261)+64 midi.Control6 = (joystick2.y/261)+64 midi.Control7 = (joystick2.z/261)+64 midi.Control8 = (joystick2.roll/261)+64 for example in ableton live, if i set a knob, and i turn it, it doesn't really change much (for example in volume it only changes 0.1 db) it seams that it doesn't go from 0% to 100% if change the code to midi.Control5 = joystick2.x midi.Control6 = joystick2.y midi.Control7 = joystick2.z midi.Control8 = joystick2.roll it works well, the knob goes from 0% to 100% but only in the middle up of the pot... it seams that is reading that left ; centre ; right and only working from centre to right is there any code that defines that left is 0% and right is 100% |
Jacqualine Arroyos 07.06.2011 | hello, here is my last version of the script Code:
//fbonito script for 2 gamepads //includes 32 buttons //2 hat-switch with diagonals //8 analog midi.DefaultChannel = 1 //gamepad 1 - buttons midi.fsharp4 = any1.Button1 midi.c4 = any1.Button2 midi.c5 = any1.Button3 midi.fsharp5 = any1.Button4 midi.e4 = any1.Button5 midi.b4 = any1.Button6 midi.asharp3 = any1.Button7 midi.f5 = any1.Button8 midi.f4 = any1.Button9 midi.b3 = any1.Button10 midi.asharp4 = any1.Button11 midi.e5 = any1.Button12 //gamepad 1 - hat-switch var.right = any1.DpadRight var.down = any1.DpadDown var.left = any1.DPadLeft var.up = any1.DPadup var.downright = var.right + var.down var.downleft = var.left + var.down var.upright = var.right + var.up var.upleft = var.left + var.up if var.downright then var.down = false var.right = false endif if var.downleft then var.down = false var.left = false endif if var.upright then var.up = false var.right = false endif if var.upleft then var.up = false var.left = false endif midi.d6 = var.right midi.csharp6 = var.down midi.c6 = var.left midi.b5 = var.up midi.c7 = var.downright midi.d7 = var.downleft midi.e7 = var.upright midi.f7 = var.upleft //gamepad 1 - analogs midi.Control1 = (joystick1.x/261)+64 midi.Control2 = (joystick1.y/261)+64 midi.Control3 = (joystick1.z/261)+64 midi.Control4 = (joystick1.roll/261)+64 //gamepad 2 - buttons midi.dsharp5 = any2.button1 midi.dsharp4 = any2.button2 midi.a3 = any2.button3 midi.a4 = any2.button4 midi.d5 = any2.button5 midi.g3 = any2.button6 midi.gsharp4 = any2.button7 midi.csharp4 = any2.button8 midi.gsharp3 = any2.button9 midi.d4 = any2.button10 midi.g4 = any2.button11 midi.csharp5 = any2.button12 //gamepad 2 - hat-switch var.right = any2.DpadRight var.down = any2.DpadDown var.left = any2.DPadLeft var.up = any2.DPadup var.downright = var.right + var.down var.downleft = var.left + var.down var.upright = var.right + var.up var.upleft = var.left + var.up if var.downright then var.down = false var.right = false endif if var.downleft then var.down = false var.left = false endif if var.upright then var.up = false var.right = false endif if var.upleft then var.up = false var.left = false endif midi.g5 = var.right midi.gsharp5 = var.down midi.a5 = var.left midi.asharp5 = var.up midi.c8 = var.downright midi.d8 = var.downleft midi.e8 = var.upright midi.f8 = var.upleft //gamepad 2 - analogs midi.Control5 = (joystick2.x/261)+64 midi.Control6 = (joystick2.y/261)+64 midi.Control7 = (joystick2.z/261)+64 midi.Control8 = (joystick2.roll/261)+64 |
Chasidy Heckenbach 03.06.2011 |
Originally Posted by fbonito
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Jacqualine Arroyos 03.06.2011 | well, the enconders will be sending sequences of two contacts like 1 2 112 211 121 etc and could the glovepie be coded to read this as increments? |
Chasidy Heckenbach 03.06.2011 | i don't remember too much about greycode (except what i remember from college and just read in wikipedia ) but you're saying the encoders are sending out gray code and that's what glovepie reads as HID data? if so then yep - it would be worth decoding it and converting it into a normal number sequence. |
Jacqualine Arroyos 03.06.2011 | just a thought... i don't really know how graycode are programmed, but could we have some type of grey code in glovepie? in a rotary encoder there are two contacts A and B and a rotary encoder gives diferent pulses sequences for A and B, couldn't we convert this information in glovepie? |
Jacqualine Arroyos 03.06.2011 |
Originally Posted by extraclassic
you and zestoi where preciouses help... thank you very much |
Joan Kollmorgen 03.06.2011 | That's great fbonito - good to here you got things working in the end |
Chasidy Heckenbach 02.06.2011 |
Originally Posted by fbonito
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Jacqualine Arroyos 02.06.2011 | that's it :-D it's working... thanks men tomorrow i will complete the script and post it here ;-) |
Chasidy Heckenbach 02.06.2011 |
Originally Posted by fbonito
this kind of thing should hopefully do what you want. it's just using 2 buttons on my gamepad for up and left to show how to send out only up, left or upleft as efficiently as possible (i believe): Code:
var.left = Joystick1.Button4 var.up = Joystick1.Button1 var.upleft = var.left & var.up if var.upleft then var.up = false var.left = false endif midi.c2 = var.up midi.csharp2 = var.left midi.d2 = var.upleft |
Jacqualine Arroyos 02.06.2011 | i give you an example. in my controller, i have two rotary encoders that send consecutive pulses rotary A sends consecutive pulses of down - translated as a midi note 1 rotary C sends consecutive pulses of right - translated as a midi note 2 both of this rotaries have a switch, so when i press the switch i get down + right diagonal - translated as a midi note 3 this way i got one extra button for this combination the problem is that when i press the swith i get midi note 1, 2 and 3 at the same time. i believe because glovepie doesn't assume the diagonals |
Chasidy Heckenbach 02.06.2011 |
Originally Posted by fbonito
also what happens if the LEFT latches a micro second before the UP? it'll probably end up sending out the note for LEFT followed by a note off for LEFT and a note on for UP/LEFT... so basically you're trying to get 4 extra buttons out of just the 4 then? i'll have some time to look at that tomorrow but not 100% sure it's a great idea |
Jacqualine Arroyos 02.06.2011 | i can you the code "and" example any1.DpadDown and any1.DpadRight but i also get 3 keypress dpaddown dpadright and dpaddown + dpadright at the same time |
Jacqualine Arroyos 02.06.2011 | i what to: push up -> A push left -> B push left+up -> C |
Chasidy Heckenbach 02.06.2011 |
Originally Posted by fbonito
not tricky to do anyway... my crappy gamepad does at least have an xy control so i can test that etc - not sure it triggers the any.Dpad* values tho... |
Jacqualine Arroyos 02.06.2011 |
Originally Posted by zestoi
i' using for the hatswitch the following code: midi.f2 = any2.Dpadleft midi.fsharp2 = any2.Dpadright midi.g2 = any2.Dpadup midi.gsharp2 = any2.Dpaddown but how can i code the diagonals? left+down for example? |
Chasidy Heckenbach 02.06.2011 | cool.... i was going to guess at that in the same way the joystick1/joystick2 and mouse1/mouse2 work etc awesome news it works now anyway! if a little odd this fixed it... |
Jacqualine Arroyos 02.06.2011 | i found it i cracked the code... after "any" you put a number and that is the number of the device, like this //Gamepad 1 - Buttons midi.csharp0 = any1.Button1 midi.d0 = any1.Button2 midi.dsharp0 = any1.Button3 //Gamepad 2 - Buttons midi.csharp0 = any2.Button4 midi.d0 = any2.Button5 midi.dsharp0 = any2.Button6 it's working :-) |
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