Closed mixxxbot closed 2 years ago
Commented by: daschuer Date: 2017-01-13T08:32:35Z
We have this already in the engine. You just need to shift you mind one point up.
You propose to rename "effects" to "macro effects", which can consist of more than one lets say "atomic effects".
So we will finally have
EffectRack is unused and the Effect Unit N channel capacity is also not used.
This means we have to get back to the LateNight effect usage where we switch effect chains instead of single effects and introduce 3 Effect Units per Deck.
We have to also rethink your latest meta knob changes. From this point of view we need a meta knob at the EffectRack level.
Commented by: daschuer Date: 2017-01-13T09:02:26Z
An other alternative target you use case is a super to meta mapping enables witch + some more effect slots.
Commented by: Be-ing Date: 2017-01-13T19:37:18Z
EffectRack doesn't really do anything in the engine, so no, we don't already have this. I am not proposing to make use of the "EffectRack" naming. IMO it should be deprecated and EffectRack1_X should be aliased to just X.
Macro effects would not have the same mix and dry/wet controls that EffectUnits have, they'd just have their superknob exposed as the metaknob of the effect slot. Perhaps we could allow the macro effect to choose specific parameters of effects within it to expose, but that wouldn't really be necessary.
the Effect Unit N channel capacity is also not used.
I don't understand this.
This means we have to get back to the LateNight effect usage where we switch effect chains instead of single effects and introduce 3 Effect Units per Deck.
Kind of, but instead of switching the whole EffectUnit, effect chains would be able to be switched out within an EffectUnit's chain.
An other alternative target you use case is a super to meta mapping enables witch + some more effect slots.
My initial idea was to make EffectUnit chains arbitrarily expandable and let the user hide specific effects so only 3 were showing. (That would not require a new super-meta enable switch; users would just have to unlink hidden effects' parameters if they wanted to set and forget them.) However, this would not make it as easy to reuse and rearrange specific sequences of effect chains.
Commented by: Be-ing Date: 2017-12-28T02:39:53Z
I think after saving and loading effect chains is implemented (Bug #1707961), I may not care about implementing this really complicated idea anymore. We can already extend effect chains by assigning a channel to multiple effect units.
Issue closed with status Won't Fix.
Reported by: Be-ing Date: 2017-01-13T06:50:25Z Status: Won't Fix Importance: Wishlist Launchpad Issue: lp1656189 Tags: effects
As an example use case for this feature, I like to have a low pass filter after a bitcrusher in a chain. The low pass filter is used in a set-and-forget manner whereas the bitcrusher is what I am interested in manipulating while mixing. It would be great if I could combine the bitcrusher and filter effect into a macro effect, so I could free one of my 3 effect slots and its metaknob for a different effect that I am interested in changing while mixing. In the macro effect, I would set the filter effect's LPF parameter to my liking then unlink all the filter effect's parameters from the macro effect's superknob, so turning that knob only manipulates the bitcrusher.
Designing an intuitive GUI for this will be tricky.