More MIDI in Unreal (immense frustration)

So after a couple days I gave myself time to relax before recording the demo for today's class. Everything was flowers and champagne until yesterday night, when I realized it is not only not sending the signal, but also, the solution I had previously suggested is nor working at all. It is actually giving me a big error everytime I run it ..... weeheee


So, exploring the error it is basically telling me that the variable I'm generating that contains the MIDI output device address to which all messages are being sent to is returning "None". After checking for a few more hours of my limited time on earth trying to unplug and replug every thing I thought would work I realized a couple things. 1. The error only appears when I call the "Find All MIDIDevice Info" function, but not if I just try and send messages with the original configuration, which suggests the problem may be in the calling of several devices, not necessarily in the device per se. 2. If we ignore this big error and assume the problem is not with unreal, you will realize that every other device is ALSO not working. 

Opening the configuration of LoopBe1 and having it on your screen reveals that the cable is ..... muted?


So, easy, unmute and try it again, but then a new error appears.

But I'm not sending and receiving from the same blueprint. I'm not even receiving anything anywhere but in VCV. Okay, we are getting somewhere, after looking for a few minutes I finally found this forum in which a person (designer for LoopBe1 I think) explains that LoopBe1 can get overloaded with information, which means that too many messages being sent through it at the same time will make it trigger its "Feedback" functionality (aimed at protecting your device in case you are sending and receiving information on the same channel), which automatically mutes the cable. 

It is at this moment that I realized the only difference between the previous time and when I tried this, was that now an "Event Tick" added (as part of the same process I built in TD more on that next post) was updating all messages every frame, which seems like a lot. So after finding different timers to solve the issue I ended up just adding a "Delay" function next to the Event Tick, slowing down the 60 messages every second to only 5. And now it works ... again... weeheee



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