KSP is a rather simple procedural scripting language for Native Instrument’s Kontakt e.g. to create your own Instruments like those you are probably using all day long already.
Posts Tagged: ksp
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.
This tool shows all available key colors. Simply select one color from the dropdown menu. And copy the Variable name from the field below with
The Key Color Viewer works with Kontakt 5, Kontakt 6 and above. Each key color has also been visualized with a keyboard-screenshots-table (below in this article)
If working on big Kontakt projects with large code segments inside the on init you may get confronted with the “parser stack overflow” error. This simple workaround shows how to avoid this error.
Animations via image sprite sheet let your Kontakt instruments feel more organic and vivid. Sprite sheets can also be used for displaying dynamic info like note names or other information. This article is kept simple for a better understanding. The download contains a more advanced version of an oscilloscope, reacting on note height & velocity, easing out on note release, and displaying the note numbers (see video)
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: