SA MMopp & MMocc
for justifying PatchMIX
change of session
as wav mini files unlooped played
through Windows Media Player
Notes
What essentially happens is:
SA MMopp | only
one pop/glitch at launch of next session | MMocc
... but WMP is usually
set to loop mode: can you deal with a looped MMocc that loops?
Or can you deal with WMP set to unloop: do you
really play files such as XZNN 777wbu SUSJE flst.wav long enough
until they loop?
Can you create these MMoccc & MMopp in wma or
aiff, say, and Always open this type of file in another player such as WinAmp
while keeping WMP for, appart other utilization, DJZNN XZNN CD Projects
spinning?
BUT THIS IS NOT REALLY WORKING WELL
INSTEAD, FOR, NOW, JUST MAKE SURE THE
SUMMATIVE SONIC TAIL, IN THE PATCHMIX, IS COMPLETELY EXTINGUISHED BEFORE
RELOADING THE NEXT PATCHMIX SESSION, THUS TRANSLATING THE VARIOUS SESSIONS
EXPOSED INTO SONGS OR MOVEMENTS OR LIVINGHIGHLANDS,
THAT'S IT !
This shall not be an issue anymore as
soon as the many patchMIX sessions will be handled by the many Markers of such
a mixer as Samplitude or
ntrack or Logix ...
JAVASCRIPT Pseudo Code
Click next desired NPMe Hyperlink in GLOBAL Master Level Activationals debug
file.html
>
launch associated
MMocc (played back once, because Repeat diasbled on WMA)
>
timer set to duration of Mmocc + any desired silence [long enough, maybe 20sec, to insure complete extinguisment of any
possible residual queues in either ZOOM or XIO or SDLY1500]
>
launch associated PatchMIX session
>
launch associated Mmopp (played back once, because Repeat diasbled on WMA)
[Mmopp duration long enough to give time to manually select associated FCB1010
patch]
>
send MIDI PC to FBC1010 [so even the Guitar is setup!]
NPMe: Natura Phylltyka Mecanism element
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