![]() Four Channels: Duty 1, Duty 2, Wave and Noise. ![]() ![]() The first icon in the toolbar allows to change views.Įditor Sidebar: Allows to edit the song title, artist name and tempo and also shows the instrument or effect editor when selected. Navigator: Contains the list of songs and instruments for the selected song The Music Editor is divided in three parts: uge files can also be edited using hUGETracker Getting Started The editor also allows to create new songs by pressing the + button on top of the Song list. Those files can be edited using the Music Editor by clicking the Project View Button and selecting Music. uge files in your project's assets/music folder. Not sure what how this works but it's probably my keyboard.If you have your Music Format in the Settings View set to UGE (hUGEDriver) (the default in GB Studio 3 and above) you can add music to your game by including. Even though, according to a key codes utility, I'm pressing the exact same keys, cmd-minus does some kind of macro where it sets the note volume to -1 and adds a newline. Unfortunately when using my external keyboard, I get some odd behaviour.cmd-+/- increases / decreases the instruments value for the selection when using my internal keyboard.cmd-shift-+/- increases / decreases the instrument value for the track when using my internal keyboard.Minus and equal are already mapped to SC_SS and SC_TICK which do "increase / decrease instrument in selection / track" depending on modifiers.My keyboard is ANSI / US so there is actually no way for me to hit the SC_WTF scancode without using Karibiner to remap the keyboard as ISO.+ (pp_uint16)toSC:(unsigned short) ke圜odeĬase kVK_ANSI_Y: return SC_Z // MilkyTracker scancodes are based on GermanĬase kVK_ANSI_Z: return SC_Y // keyboard layout so Y Z swap is correct here.Ĭase kVK_ANSI_RightBracket: return SC_PLUS Ĭase kVK_ANSI_Backslash: return SC_SHARP Ĭase kVK_ANSI_Grave: return SC_SMALLERGREATER Ĭase kVK_ISO_Section: return SC_WTF // WTF is actually a Section sign Converts Cocoa Event keycode to MilkyTracker Scancode :)Ĭase kVK_ANSI_KeypadMinus: return VK_ADD Ĭase kVK_ANSI_KeypadPlus: return VK_SEPARATOR Ĭase kVK_ANSI_KeypadEnter: return VK_DECIMAL Ĭase kVK_RightCommand: return VK_RMENU // MilkyTracker uses VK_RMENU for Play PatternĬase kVK_RightOption: return VK_RCONTROL // and VK_RCONTROL for Play SongĬase kVK_ForwardDelete: return VK_DELETE + (pp_uint16)toVK:(unsigned short) ke圜odeĬase kVK_ANSI_KeypadEquals: return VK_DIVIDE // See numpad Mac key mappingsĬase kVK_ANSI_KeypadDivide: return VK_MULTIPLY // in MilkyTracker docs to understandĬase kVK_ANSI_KeypadMultiply: return VK_SUBTRACT // why this looks messed up. Converts Cocoa Event keycode to MilkyTracker VirtualKey ActionĪnd here are the interesting parts of the code that maps Cocoa events to the Scancodes that MilkyTracker uses: Here's some notes I've taken on what exactly is mapped in src/tracker/PatternEditorControlKeyboard.cpp. So it would be a good idea to make sure whatever mapping you come up with works with at least the two main keyboards. I did some more research and it looks like there are 2 main Apple keyboards.īut the Milkytracker bindings are based on an archaic german layout, hence all the weird names for the keys like SC_SMALLERGREATER
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