Posts by Clintos

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    No it’s not temp, thats ok and the GPU also at only around 25% load. Small ASUS ‘nuc’ style machine.

    Not a MA3 crash either, whole machine just dies and reboots. But it’s only MA3 software, any sort of hardware stress test runs fine for hours.

    Same style on an 11th gen is fine, this is the first 12th gen we’ve encountered and definitely does not like the software one bit.

    Although not officially supported, we have typically seen ok performance when running MA3 OnPC with sufficient shared graphics on Intel chips up to 11th gen.


    However I've observed on the 12th Gen chips with Iris graphics the whole PC just falling over after several minutes of OnPC running.

    Has anyone seen this and/or have a work around fix?


    Obviously in no way recommended for show use, but we do/will have people trying to run on their machines for simple offline editing, etc...


    Thanks

    One little known trick could be used is that you can run multiple instances of onpc at once on the same machine.

    So you could open a second instance, use the second midi device on that and place them both in a loopback session.

    I would STRONGLY advise against doing this.

    Plugins are one things, messing with the installed components of the console UI is another and should be avoided.


    I have done this for my own personal non show critical use however putting it out in the real world is going to pretty much render you unable to get official support when needed for anything on that show.

    I would probably do the opposite to what seems logical.

    I would create my ‘custom form’ phaser using absolute values.

    Then I would use a static relative value to adjust the high/level up or down.

    If I wanted a min low value the fixture doesn’t go below I’d run the ‘effect’ on a HTP executor with a min static value running underneath on a second executor.

    Totally spontaneous reaction as a programmer...

    How can func2() know about mybar?

    mybar was defined in func1()...

    My mind would read this as StopProgress(null) - unless mybar had been defined at an upper level and object-transferred when the functions were called. - of which the code does not show.

    It appears this may be the case. Like I said I’m coming from doing this in MA2 plugins where it would work this way, but seems the handle for the progressbar works different now.


    Will do some trial now after Andreas suggestions. So far I’m not doing anything else with my code on this because I didn’t get this working. Thanks

    Totally understand that about the access.

    But even if I run another function and call the handle the progress bar remains.


    function func1()

    mybar = StartProgress(‘this is my progress bar’)

    end


    function func2()

    StopProgress(mybar)

    end


    Running func2 doesn’t seem to get rid of the bar.

    Or is my head stuck in MA2 and I’m still getting it wrong?

    Hi Andreas

    I did try this but I don’t seem to have any luck closing the progress bar once open once the function that initially created it ends.


    So it’s possible if something goes wrong to end up with several stuck progress bars.

    Do you have any ideas how I might be going about this wrong? Does the progress bar handle die after the function that creates it ends?

    The ultimate goal here is to have a temp fader controlled via incoming BPM/Speed Master.

    The show has some SpeedMasters tied to the incoming audio to set BPM of effects.

    Now that want to also alter a Temp fader cue based on the rate (ie position) of the SpeedMaster, ie faster the BMP the closer to 100% the Temp fader is.

    This will be used to alter the speed attribute of a video fixture.


    Anyone have an elegant way to do this? Perhaps Hook the SpeedMaster?


    Thanks