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 »
in this tutorial we will work with sublime 3 and macros. A macro works almost like a function. You have to call it like a function and you can use arguments and pass variables to alter or individualize several parameters inside. But instead of returning any values or executing any code, a macro is “printing” the whole code inside it whenever and wherever it gets called. So we can use macros to even create functions, callbacks or any other code. At best whenever we got similar code patterns so that we don’t have to write the same lines of code again and again. Read more »
this tutorial is based on the Wallpaper and the Dynamic Wallpaper (via label element) tutorial. Actually once the initial wallpaper is set we can’t change it anymore but we can move the wallpaper image vertically via
set_skin_offset(). So if we create a wallpaper sprite which is as double as high as our ui_size (in this case 2 x 608px) we can put 2 wallpapers into this one image file like shown on the left. The visible area is only from 0 pixel to 608 pixel.
We can now set a button for example which moves the background skin 608 pixel vertically to put the second wallpaper into the visible area. This short demo video shows how it works:
please note this blog also covers the original KSP syntax. At the top of the each article you can see weather the Sublime Syntax is used or not.
With the increase of complexity of your code Sublime saves lots of time and trouble so it is highly recommended.
You get Sublime 3 from https://www.sublimetext.com/3
Note: you can use it without any restrictions but you still need to buy a license. It’s really worth it!
Thx to Nils Liberg and using Sublime is almost essential when it comes to complex scripts since it simplifies things a lot (like structuring our code and saving lots of code-lines). It also helps us to better reveal some errors. Read more »
in this tutorial we will create “animated” buttons for Kontakt 5 or 6 with the following states:
- pressed off
- pressed on
- mouse hover off
- mouse hover on
CONTENT: 70 Massive Presets – Basses, Leads, SFX, arpeggiator
BONUS: Sylenth Preset, Battery Kit Read more »
In this Complex User Interface tutorial we will build a fully functional UI with multiple Screens: main screen, FX screen and about screen. Whereas the FX screen holds a sub menu for two different FX: a LoPass filter and a LoFi FX.
In this article we only create the GUI with a functional Navigation, the FX Knobs are not working! Refer to the engine par article to make them work.
You can skip this article:
- If you are already working on Sublime and more advanced. Just move to working with macros
- If you are on Kontakt 6. Also check out the ui_panel article which simplyfies a lot now.
Better not skip this
- If you are new to kontakt scripting because this article still helps to better understande the other articles.