Deactivate Select CHOP if scene not selected in sceneChanger palette

Hello,

I am using the sceneChanger from the palette to setup a live show with 19 different networks/tox/videos to play through and interact, one at a time.
It works pretty well cooking-wise (ie. when a scene is not playing, it isn’t cooking)…

However, I also have a midiinmap at the root, connected to my midi controller, and each scene has a Select chop, linked to the midiinmap to pull the controller values… So every time I change a slider to do a fade out (for example), suddenly all 19 scenes start cooking at the same time (as witnessed by the Probe palette), which results (not always but often) in a fps drop.
For now I have just programmed a fader, but I plan on using my controller for many interactions, so I can’t have all scenes cooking every time I press a button or move a slider.

What I’m thinking is, if there would be a way to deactivate/bypass the Select CHOP (pulling the midi changes) inside each scene unless it is the selected scene in the sceneChanger. That way my controller will always only interact with the active scene.

Maybe there is another easier solution?

Thanks for your help.
Damien

Hey Damien - I don’t know the answer but thanks for the heads up about this sceneChanger issue. I am pretty sure with one thing I did with it last year the other scenes stopped cooking when I used TouchOSC on an iPad to control my set, so if that is an option for you instead of direct MIDI you might give that a try. BTW, the charging cable for ipad can plug DIRECTLY into your PC to control it (which took me a long time to discover). Or you can just do it wirelessly - not as reliable on location.

You do have a Play-parameter on your scene. You could use the play-state to switch between a constantCHOP holding all the default-values (create it using the snap-parameter, could even be done dynamicly on the end of the scene) and use this instead of the midi-in-data.

Thanks @gordharris that’s good to know, unfortunately using Touch OSC is not an option for this project.

Thanks @alphamoonbase I tested your method and it does help tremendously with the cooking of each scene ! However I am having trouble changing the switch automatically when the play-state is switched on…
I tried a couple of different things… last try was adding an OP Execute DAT with the Monitor OPs code:

parent.Scene.par.Play

And the code inside the DAT:

def onOffToOn(channel, sampleIndex, val, prev):
op(‘switch2’).par.index = channel.name
return

But that doesn’t seem to do the trick… any idea?
Thanks again!
Damien

grafik

There is a French saying that goes “Why do simple when you could do complicated?”… I always obviously scratching my head for nothing!

It’s brilliant, thank you! And I just changed all the scenes with the new setup, and now it’s all optimized and I have no more fps drop!

I can finally start playing around with each scene to actually work on visuals now. Thank you very much.
Damien

In german it is
“warum einfach wenn’s auch kompliziert geht”, which transölates to exactly the same :slight_smile:
Glad it worked out and enjoy your setup.

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