The best I've come up with is a separate cuelist ("Debounce"), which is triggered by the MIDI message and looks like this:
What I've done in the past is this:
1 <Start Cue> "Main Cue List Go" Target= Main Cue List; Trigger=MIDI
message from your "Go" button [LINK]
2 <Disarm Cue> "Disarm Trigger" Target=Cue 1 [LINK]
3 <Arm Cue> "Debounce then Rearm" Target=Cue 1; Pre-wait=desired debounce time
The only potential problem I now see is that in your example of four
bounces, this could multiply the debounce time by 4. (The times I had
to use this, I was worried more about double Go than about debounce.)
Is there a way to pop a script cue in there between 2 and 3 to not
re-trigger the Arm cue if it's already currently running? An "If Arm
Cue != already running, start Arm Cue" sort of thing? AppleScript is
next on my list to crack, but I'm already floating between Mac OS X
Support Essentials to work on becoming an ACSP and learning Objective
C/Cocoa, on top of reading a novel, LOL, so I haven't made it there
yet!
--Andy
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> What I've done in the past is this:
>
> 1 <Start Cue> "Main Cue List Go" Target= Main Cue List; Trigger=MIDI
> message from your "Go" button [LINK]
> 2 <Disarm Cue> "Disarm Trigger" Target=Cue 1 [LINK]
> 3 <Arm Cue> "Debounce then Rearm" Target=Cue 1; Pre-wait=desired debounce time
>
> The only potential problem I now see is that in your example of four
> bounces, this could multiply the debounce time by 4. (The times I had
> to use this, I was worried more about double Go than about debounce.)
> Is there a way to pop a script cue in there between 2 and 3 to not
> re-trigger the Arm cue if it's already currently running? An "If Arm
> Cue != already running, start Arm Cue" sort of thing?
You can't re-trigger a cue if it's running, so I don't see the problem. If you set your debounce time to something absurd (like 10s) you can see that your version is apparently immune to any number of GOs during the debounce period.
Rich
> You can't re-trigger a cue if it's running
I realised that this means that the most elegant solution is probably this, in a separate cuelist:
A single Start Cue, targeting Main Cue List, triggered via MIDI; the Post Wait sets the debounce
Andy's Arming & Disarming appears to be unnecessary, and anything that relies on triggering a cuelist breaks every time you press Esc!
Provisional testing seems OK. What have I missed?
Thanks.