Before we start scripting we should create a resource container where we put in all our files we need for our instrument (e.g graphic files or impulse responses etc.)
Never check “Absolute path” when publishing your instrument. Because with absolute paths, your customers/users are barely able to use your instrument. Learn more why…
The Basic code structure is very simple. We basicaly put most of our code into callbacks
In general the code inside callbacks gets executed when specific events happen. For example playing a note on our keyboard always executes the “on note” callback.
So callbacks build a framework for our ui and for communicating with different parts of the Kontakt engine.
Like in other programming languages in KSP there are variables, arrays and constants. These can only be declared inside the on init callback but can be used throughout the whole script then.
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The set_engine_par() command is used to control or set almost any engine parameters like volume, pan, tune, fx, lfo’s, envelopes and more. It is mostly used in combination with the on ui_control callback whenever we use custom knobs or buttons to control Kontakt’s FX, Modulators or any other engine parameter. Read more »
with the new ui_panel from Kontakt 6, things became a little easier when it comes to complex ui’s with multiple screens or panels in one script tab.
In this tutorial we will learn the basics of ui_panel before we move on to a simple ui (coming soon) followed by a simple synth making tutorial (see video). The latter tutorial is coming later.