For both these things set up your mic cues as 1 ch starting at x
Re false triggering: you can insert a couple of AUs to EQ and control the dynamics of the mic signal. These could be Apple AUs like bandpass filter and dynamics, These in combination with the gain control of your mic input should be able to sort out your triggering. Bear in mind though that the threshold is purely an audio level. So if the mic receives a louder signal, for instance if the skateboarder jumps 5m from the mic, than when the skateboard glides over the mic, it will trigger on the jump.
If you can’t get consistent audio thresholds for the triggering, then you would have to resort to electromechanical devices like pressure mats, breaking light beams or proximity detectors and comvert those signals to MIDI with external hardware.
Re multiple instances: You can just duplicate the cues and put a number suffix after the q numbers e.g TRIG1, NET1, KNOCK1 etc.
Then change:
The starting ch of the Mic cues so you get a different mic for each grouo
The OSC in the NETx cue to refer to NETx and TRIGx
The script in the threshold cue to refer to NETx and KNOCKx (it would make more sense to rename the knock audio cues to SOUNDx and change the script cue to start these q names)
Good luck!
Mic
On Saturday, March 16, 2019 at 2:34:05 AM UTC, Cait P. wrote:
> Thanks for this method! I'm wondering if this can work for multiple cues at the same time? ie if there are a few different mics used to trigger different sounds, what would need to change to have those running at the same time?
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> To put this into context, I'm currently designing a show that features skateboarders and an array of ramps etc. and it would be great if each ramp had a contact mic (or some other input device) that could trigger off certain sounds when "activated" by a skater moving over it.
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> Any thoughts on how that might be achievable? I've used your method with one plate mic set up so that the threshold only activates when a skater hits the edge of the ramp, however sometimes it doesn't trigger or will trigger before the skater gets there.. Not sure why this is, but I'm going to try with a contact mic instead and hopefully that'll help. I'm not familiar enough with NET/OSC/Scripts etc. to finesse it to suit this specific job.
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> TIA if you have any thoughts!
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> On Wednesday, 17 October 2018 08:26:46 UTC+11, micpool wrote:
> OK, as promised...
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> Here's a method that works really well and only requires QLab
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> I have a Microphone connected to IP 1 of my interface
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> I want this to meter fully on cue output 1 but I don't want to hear it. You can set the device routing for microphone cues independently to the device routing for audio cues so I matrix microphone cue output 1 to Octa-capture output 1 at -59dB (effectively off)
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> (You could also use a cue output that is going to an interface channel that has no amp connected to it.)
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