Creating complex firmware for existing hardware is often complicated by unforseen ( or ignored by the hardware designer ) human-interface issues. One example of this situation comes up when a project requires more settings than there are physical controls for. Modern cameras provide examples of the problem, and also of its solution.
[Read More...]Category: Open Effects Box
Audio Effects Link Farm
As I develop firmware for the open effects box, and explore its musical possibilities, I will periodically update this page with interesting or important links.
[Read More...]OpenEffectsBox v4 is underway
I’ve created objects for a footswitch, a bat switch, a potentiometer; I’ve created an object for the open effects box itself, with 4 pots, 2 bats, and 2 foot switches.
[Read More...]Struggles with callbacks between c++ objects
In my plan to have an object for the open effects box as a whole, including the firmware and the overall structure of the user interface, and another to wrap the physical object including the pin assignments, switch handling, etc., I wanted to have the hardware wrapper able to call back to the overall object when a switch changes state or is held to auto-repeat. The callback cannot be a static function, as it needs to modify member variables.
[Read More...]Modular firmware for open-source audio effects box
I have been working, both for myself and for my UMass classes, with the Open Effects Project as instantiated by Øyvind Mjanger’s company OnkartGromt.
Being more of a software geek than a hardware geek, I started by writing code to exercise all the hardware stuff – switches, knobs, relays, and jacks. Having gotten this under my belt, I’m now refactoring the code into object-oriented modules to make it clearer and cleaner and just all-around easier to work with.