Search found 987 matches

by IXix
Fri Sep 10, 2021 3:42 pm
Forum: Devs
Topic: Help! Store/restore whole machine state via CMachine pointer?
Replies: 14
Views: 384

Re: Help! Store/restore whole machine state via CMachine pointer?

UNZ wrote:
Fri Sep 10, 2021 2:36 pm
btw i assume you inherited from class CMachineDataOutput and implemented Write(void *pbuf, int const numbytes) yeah? and making sure there's enough backing storage obviously.
Yup, I'm almost competent. :lol:
by IXix
Fri Sep 10, 2021 1:38 pm
Forum: Devs
Topic: Help! Store/restore whole machine state via CMachine pointer?
Replies: 14
Views: 384

Re: Help! Store/restore whole machine state via CMachine pointer?

UNZ wrote:
Fri Sep 10, 2021 12:55 pm
is this code up somewhere, i might be able to take a look. Pretty sure we can figure this out looking at buzé.
Sorry, missed that sentence! :lol: I'll make a simple test machine for this and put it on GitHub.
by IXix
Fri Sep 10, 2021 1:20 pm
Forum: Devs
Topic: Help! Store/restore whole machine state via CMachine pointer?
Replies: 14
Views: 384

Re: Help! Store/restore whole machine state via CMachine pointer?

this is probably due to packing or alignment... Thanks, good advice. I was locking but hadn't considered putting it on a different thread, that could well be the problem. Or it might just be that I suck at programming. Either way, I think I'll branch Magic for trying to hack this out and see about ...
by IXix
Fri Sep 10, 2021 11:30 am
Forum: Devs
Topic: Help! Store/restore whole machine state via CMachine pointer?
Replies: 14
Views: 384

Re: Help! Store/restore whole machine state via CMachine pointer?

Spent a while playing with this and basically just managed to crash Buzz a lot. :lol: I got access to the Save/Load methods in 32bit but my attempts to load data back into a machine have been rather unsuccessful so far and the interface pointers aren't working at all in 64bit. It would be awesome to...
by IXix
Thu Sep 09, 2021 7:04 pm
Forum: Devs
Topic: Help! Store/restore whole machine state via CMachine pointer?
Replies: 14
Views: 384

Re: Help! Store/restore whole machine state via CMachine pointer?

oskari wrote:
Thu Sep 09, 2021 4:12 pm
i have moved on to rust
I don't know much about rust. Are you using it for audio stuff?
by IXix
Thu Sep 09, 2021 6:54 pm
Forum: Devs
Topic: Help! Store/restore whole machine state via CMachine pointer?
Replies: 14
Views: 384

Re: Help! Store/restore whole machine state via CMachine pointer?

oskari wrote:
Thu Sep 09, 2021 4:12 pm
i have moved on to rust
Ha, are you referring to the language or is that some kind of metaphor? :D

I hope you're fit and well in these weird times. Buzz has been keeping me sane. :D
by IXix
Thu Sep 09, 2021 11:11 am
Forum: Devs
Topic: Help! Store/restore whole machine state via CMachine pointer?
Replies: 14
Views: 384

Re: Help! Store/restore whole machine state via CMachine pointer?

from the buzé source code (i think..) class CMachine { ... }; Thanks UNZ! I wondered about some kind of hack. I think the old peerlib did something similar in the old days before oskari came back to Buzz. I was hoping there might be a non-hack way but it's very quiet around here these days. :(
by IXix
Tue Sep 07, 2021 6:16 pm
Forum: Devs
Topic: Help! Store/restore whole machine state via CMachine pointer?
Replies: 14
Views: 384

Re: Help! Store/restore whole machine state via CMachine pointer?

If I was in .NET I could use the preset system but I'm not. Could I get to that from my C++ machine somehow? I never managed to get my head around getting C++ and .NET to cooperate. :?:
by IXix
Tue Sep 07, 2021 11:09 am
Forum: Devs
Topic: Help! Store/restore whole machine state via CMachine pointer?
Replies: 14
Views: 384

Help! Store/restore whole machine state via CMachine pointer?

The peer code can capture machine states by taking a snapshot of the params and attributes but that doesn't work for VSTs. It can work to an extent if you've mapped all the VST controls to machine parameters but even then, many VSTs have extra state information that can't be stored by just looking a...
by IXix
Mon Aug 23, 2021 1:56 pm
Forum: Devs
Topic: 64bit envelope.ocx?
Replies: 3
Views: 229

Re: 64bit envelope.ocx?

Done a bit more searching on this and I'm getting the impression that using the existing ocx in a 64bit dialog is not going to fly.

@oskari do you still have the code for envelope.ocx?

Is anyone in contact with Stygmate?
by IXix
Mon Aug 23, 2021 8:58 am
Forum: Users
Topic: fsex300.ttf
Replies: 12
Views: 397

Re: fsex300.ttf

I don't think FSEX300.ttf is part of the Buzz installation. It's not on my machine and I've got Buzz installed twice.

edit: Oh, nope, wrong. It's there. :roll:
by IXix
Sun Aug 22, 2021 6:31 pm
Forum: Devs
Topic: 64bit envelope.ocx?
Replies: 3
Views: 229

Re: 64bit envelope.ocx?

Did you mean c++ code ? No, I've got that code. I need to persuade the envelope control to work in 64bits. It really doesn't like it. I tried making a new MFC project to see if it was some legacy code causing the problem but it's exactly the same. Works fine in 32bit but in 64bit it crashes as soon...
by IXix
Sun Aug 22, 2021 10:52 am
Forum: Devs
Topic: 64bit envelope.ocx?
Replies: 3
Views: 229

64bit envelope.ocx?

I'm trying to get PeerCtrl working as a 64bit machine. It builds and loads into Buzz without errors (lots of warnings) but when I try to open the Assignment Settings dialog, it crashes. I had a hunch it might be because of the ActiveX envelope control and if I remove that from the dialog, the dialog...
by IXix
Sun Jul 18, 2021 8:01 pm
Forum: Users
Topic: donations
Replies: 32
Views: 9904

Re: donations

Done. Sorry it's not much. :oops:
by IXix
Sun Jul 11, 2021 11:32 am
Forum: Devs
Topic: new pvst beta (updated 4-Sep-2021)
Replies: 535
Views: 784098

Re: new pvst beta (updated 11-Jul-2021)

Thanks polac! I can't afford much but I sent a little donation. Hopefully it's enough to buy a beer or two.
by IXix
Thu Jul 01, 2021 12:12 pm
Forum: Devs
Topic: Info
Replies: 3
Views: 445

Re: Info

Thanks! TBH I forgot the F10 screen even existed. :lol:
by IXix
Sun Jun 20, 2021 11:54 am
Forum: Users
Topic: IX Magic 1.16 - May 4th, 2021
Replies: 338
Views: 81054

Re: IX Magic 1.16 - May 4th, 2021

River Cricket wrote:
Sun Jun 20, 2021 4:09 am
Is it possible to have Magic route Poly Aftertouch (or Channel Aftertouch, for that matter) to PVST synths?
Not at the moment.
River Cricket wrote:
Sun Jun 20, 2021 4:09 am
They show up, kinda-sorta, in Magic MIDI view - though it's a bit weird...
I'll look into that.
by IXix
Thu Jun 10, 2021 4:05 pm
Forum: Devs
Topic: Peer Control load issue
Replies: 2
Views: 334

Re: Peer Control load issue

That's a Microsoft C++ redistributable problem, probably you're missing the necessary package if your on a new machine. Not sure which one you'll need off the top of my head though.

A PeerCtrl build is next on my todo list FWIW.
by IXix
Fri Jun 04, 2021 10:11 pm
Forum: Users
Topic: Peer machines not working with Buzz64
Replies: 6
Views: 712

Re: Peer machines not working with Buzz64

River Cricket wrote:
Thu Jun 03, 2021 12:06 am
I would definitely test an x64 PeerCtrl if iX put one out... just sayin' :D
Yeah, I'll be on that soon. I need all the peers to behave properly on x64.

Magic should be fine as long as you're actually using the x64 version. If not, let me know of any problems.
by IXix
Fri May 07, 2021 8:26 am
Forum: Users
Topic: IX Magic 1.16 - May 4th, 2021
Replies: 338
Views: 81054

Re: IX Magic 1.16 - May 4th, 2021

if by an improbable chance I find a bug . Haha, yes, no chance you'll find any bugs at all. Definitely no bugs, honest. :lol: I did forget to mention one thing. A few times there was a crash, either when closing Buzz or when pressing the new song button. I couldn't reliably reproduce it so I'm not ...