The instruments background image is called “wallpaper”. Its’ the basic background texture where all UI elements (knobs, buttons etc) get layered on top. Just to give you an example: we could take our default graphic software and design a realistic synth surface wallpaper (png file) containing “sockets” for some knobs and buttons with detailed shadows, light reflections etc. After that, we can create the individual knobs & buttons and place them exactly inside the designated sockets and areas by layering them on top of our background wallpaper.
CONTENT: 2x Bass, 2x Lead, 2x Pad. Download for free below
FILE NAMES: BS – FattyMoog (applause).nmsv, BS – Thinna (applause).nmsv, LD – ImPulsive (applause).nmsv, LD – Slimma (applause).nmsv, LD & PD – MeGaga I (applause).nmsv, LD & PD – MeGaga II (applause).nmsv
Like with any other programming languages in KSP there are also variables, arrays and constants.
They can only be declared inside the on init callback and can then be used throughout the whole script. So they are all on global scope by default and can even be used inside custom functions.
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The Basic code structure is very simple. We basicaly put most of our code into callbacks
All callbacks look like this on <callback> ... end on
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 instrument and are mostly needed to communicate with different parts of the Kontakt engine.
CONTENT: Bass, Lead, Kick (wav). Download for free below
FILE NAMES: BS – Meat I (Need Your Love).nmsv, BS – Meat II (Need Your Love).nmsv, LD – SawPulse I (Need Your Love).nmsv, LD – SawPulse II (Need Your Love).nmsv, Kick01_ch-need-love_yummybeats.wav