Jazzmutant Lemur
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Lemur First Ride
Congratulations for your Lemur adoption ! This guide will accompany you on your first ride with your new pet. Whenever you feel like going deeper inside the Lemur, refer to the User Manual.
1. Hook up your Lemur
The Lemur is not your average MIDI controller. Indeed it can talk at more than 1000 times the speed and 4 times the resolution. Thats why you wont nd the usual 5-pin connector on the back of the machine, but a standard Ethernet port : the Lemur is actually a network device, that has its own address and can integrate smoothly inside a Local Area Network. The network conguration of your system should be quite straightforward. The simplest setup is to connect your Lemur directly to your computer using the provided Ethernet crossover cable, and set your Lemur IP settings (top left hardware button) to Automatic using DHCP. If youre using routers or want to integrate the Lemur inside a LAN, please refer to the Network Conguration guide in the User Manual. We also recommend disabling any rewall on your system as it may prevents your computer from detecting your Lemur. We want to get into Lemuring madness as quickly as possible, so once youve installed the JazzEditor and JazzDaemon on your computer, well load a project to the Lemur from the JazzEditor and have some fun. Please have a look at Chapter 4 of the User Manual if you havent installed the JazzEditor and JazzDaemon yet and need guidance. When we talk about projects, we refer to the electronic les describing sets of Lemur interfaces. Projects can be edited with the JazzEditor, and stored on your hard drive as well as in the Lemurs internal memory. For instant pleasure, the Lemur comes with a series of examples bundled in the Example package folder. This QuickStart also comes with two small projects: the rst is called MIDIProject and the second OSCProject. Now leys open the JazzEditor and load the MIDIProject.jzml le located in the QuickStart folder. To transfer the project on your Lemur, press the Connect button (the Play icon) located in the top right corner of the JazzEditor. A window should then appear listing the Lemur(s) connected to the network. Select your Lemur and click on Connect: the interface is instantly loaded and comes up on your Lemur screen.
2. Play with your first MIDI project
Since this project uses MIDI, we must make sure that the JazzDaemon is running ( its icon appears in the System Tray Bar on Windows, or the right side of the menu bar on Mac) and set up some virtual MIDI cables on the computer, needed to transfer MIDI locally from the JazzDaemon to your applications. On Mac, theres nothing to be done, since the JazzDaemon automatically provides you with 8 MIDI Inputs and 8 MIDI Outputs. They are named Daemon Output and Daemon Input. On Windows you need to install third-party drivers such as MIDI Yoke or Maple Virtual MIDI Cable. Its important to remember that the JazzDaemon must be running at all times on the computers whose MIDI ports you want to access from the Lemur. Please refer to the User Manual for more information on the JazzDaemon. Now that its running, you can go back to the Lemur and set it up to connect your project to individual MIDI ports. Press the rst physical button on the Lemur : you are now in the Settings panel, where you can access all kinds of, well, settings. On the bottom you see a row of 4 buttons that let you select the kind of settings you want to tweak. We want to set up some MIDI Targets, so push the third one to access the JazzDaemon Targets conguration page.
Objects in an Lemur interface can be mapped to up to 8 pairs of MIDI Inputs and Outputs ports available on a computer on the network. In our rst MIDI project, well only want to spit out MIDI to a single port on the computer. The project well play with has been set up to send MIDI to the Lemurs Output 0, so lets press the corresponding button and choose an actual destination for it.
What appears is a list of all computers on the network running a JazzDaemon service. All those computers provide their MIDI ports for the Lemur to connect with.
The screenshot above shows the selection of the port Daemon Input 0 running on a computer named ordinateur de hugues as the destination for all messages coming out of the Lemur JazzDaemon Output 0. Once youve selected the appropriate port, just hit the Connect button for the link to be made : this is it ! You can now select the Daemon Input 0 port in any of your MIDI applications, and it will receive MIDI from the Lemur.
You may now save the JazzDaemon Targets settings by pressing the Save Cong button. This way the connections will be restored each time you boot your Lemur. Now close this panel and go back to the interface you loaded before. Everything is now set up to play it ! Just launch a MIDI synthesizer of your liking on your computer, and set it up to listen to to MIDI on the Daemon Input 0 port. Now have some fun with your Lemur before we move on with this walkthrough. The most important lesson we learned here is how a lemurized MIDI setup works. Lets sum it all up : The Lemur has 8 MIDI inputs and 8 outputs that you can virtually cable to any MIDI port available on any machine of your network. The JazzDaemon service runs on those machines, and is responsible for making these connections possible.
3. Play with your first OSC project
Good, now lets load up another project that will demonstrate the controlling of an OSC compliant software from the Lemur, a most interesting and powerful feature of your new pet. Go back the to the JazzEditor and load the OSCProject.jzml le located in the QuickStart folder. Press the Connect button to load the interface on your Lemur. You can move around the objects, but it wont produce any sounds until youve set up an application that listens to the Lemurs OSC messages and react accordingly. On your bundled CD, open the FMSynth executable located in Quick Start/OSCProject/Mac Standalone or Quick Start/OSCProject/PC Standalone. This is a standalone application created from a Max/MSP patch, one of the Lemurs best mates when it comes to OSC control. This patch is set up to receive messages coming from different objects on your Lemurs interface, and send them to different sound-producing modules.
OSC is the Lemurs native network-based protocol. As with MIDI, the Lemur allows to send OSC messages to up to 8 OSC Targets, identied by their IPs and ports. Well set one up on the Lemur to communicate with the FM Synthesis patch we just opened. This can be done from the Lemur itself : go the Settings panel, and this time press the OSC Targets button.
In the rst line, corresponding to OSC Target 0, enter the IP of the computer running the FM Synth application. Enter 8000 as the target port, as its the OSC Reception port of our target patch. Save the conguration, it will be loaded at each boot. Youre done, now click on the Audio On/Off toggle, and play around with the graphical objects on the Lemur. You might need to click on the Audio Setup button in the patch to congure your Audio soundcard routings and settings. Lets sum up how OSC communication works. The Lemur has 8 possible destinations for raw OSC messages generated by your interfaces. To drive an OSC-aware application on your computer, you need to ll in the IP of the computer and the port the application is listening to.
4. Whats next ??
End of the ride ! Here are some suggestions for your next steps with the Lemur : - have a look at the provided Example Package along with the accompanying documentation - delve into the Lemur User Manual and learn to create your interfaces - if youre more the DIY kind of person, spend some time on the JazzEditor application, your headquarters for interface edition, and discover the power of the Lemur at your own pace
Enjoy !
1.1. 1.2.
Knowing Your Lemur...9
The Anatomy of your Lemur... 9 Inside your Lemur's brain....10 Projects, Interfaces and Containers..10 Objects....12 Modules....13 Variables....13 Targets....14 Cuddling your Lemur...14 Living with your Lemur...15 Walking your Lemur...15 Your Lemurs Hygiene...15
1.2.1. 1.2.2. 1.2.3. 1.2.4. 1.2.5. 1.3. 1.3.1. 1.3.2.
The daily life with your Lemur...14
1.3.2.1. 1.3.2.2.
Chapter 2
Installing your Lemur...16
2.1. Software Installation...16 Mac OS Software Installation...16 WindowsTM XP Software Installation..17 Three steps...20 The JazzDaemon on WindowsTM XP..21 The JazzDaemon on MacOS X...21 2.1.1. 2.1.2. 2.2. 2.3. 2.2.1. 2.3.1. 2.3.2.
Network configuration direct connection..19 The JazzDaemon....21
Chapter 3
Working With Your Lemur..22
3.1. The JazzEditor Workspace...22 The Toolbar...23 Editing and file I/O...23 Configuration tools...24 3.1.1.1. 3.1.1.2. 3.1.2. 3.1.3. 3.1.4. 3.1.5. 3.1.6. 3.1.7. 3.1.1.
The Project Browser...25 The Editing Area...28 The General Properties...28 The Behavior Properties..29 The Script Panel...30 The OSC Panel...30
The Lemur User Manual 3.1.8. 3.1.9. 3.2. 3.2.1. 3.2.2. The MIDI Panel....30 Workspace Configuration...30 Connecting your Lemur...31 The Settings window...32 Editor setting...32 Lemur Settings...33 OSC Settings...33
Interface building...31
3.2.2.1. 3.2.2.2. 3.2.2.3. 3.2.3. 3.2.4. 3.2.5. 3.2.6. 3.2.7.
Creating an interface...33 Creating Objects...34 Saving your project...36 Changing Object appearance...37 Basic Interface Work...37 Copy, Paste & Co....37 M....39
3.2.7.1.
3.2.7.2....39 3.2.8. 3.2.9. 3.2.10. 3.3. 3.3.1. 3.3.2. Configuring Objects behaviour...40 Using Containers...45 Import and Export of Modules...47 OSC Settings...47 MIDI Settings...49 Lemur MIDI Settings...50 MIDI Daemon Settings...51 MIDI Setup Example..52 Virtual MIDI Ports on Mac...56 Virtual MIDI Ports on WindowsTM XP...56
MIDI and OSC Target Setup...47
3.3.2.1. 3.3.2.2. 3.3.2.3. 3.3.2.4. 3.3.2.5. 3.4. 3.4.1. 3.4.2. 3.4.3.
Use your Interface...57 The send mode....57 Setting up OSC mappings...57 Setting up MIDI messages...59 Using the MIDI window..59 Simple MIDI Mapping...61 Multiple Controller Mappings...62 Mapping MIDI Note Messages...63 Using the Midi Mapping window...64
3.4.3.1. 3.4.3.2. 3.4.3.3. 3.4.3.4. 3.4.3.5. 3.4.4. 3.5.
Trigger Modes....64
Advanced features....65
3.5.1. 3.5.2. 3.5.3. 3.5.4. 3.5.5. 3.5.6. 3.5.7. 3.5.8.
The Lemurs memory for Projects...65 Control your Objects with your Objects..66 Making your own Variable...69 Using Vector Variables...72 Using Custom MIDI Messages...74 Bi-directional Control...76 Defining and Using Functions...77 Vector Datacrunching....79
Chapter 4
Object Reference...80
4.1.1. 4.1.2. 4.1.3. 4.1.4. 4.1.5. 4.1.6. 4.1.7. 4.1.8. 4.1.9. 4.1.10. 4.1.11. 4.1.12. 4.1.13. 4.1.14. 4.1.15. 4.1.16. Guide to Object Reference Pages...80 Container....81 Custom Button...81 Fader...83 Knob....85 Leds....86 Monitor....87 MultiBall...89 MultiSlider....92 Pads...93 Range....95 RingArea....96 SignalScope...98 SurfaceLCD...99 Switches....100 Text....101
Chapter 5
Parser Reference... 103
5.1.1. 5.1.2. 5.1.3. 5.1.4. 5.1.5. 5.1.6. 5.1.7. Value Colouring...103 Vectors, Singletons and Operators..103 Functions....104 Expressions...104 Accessing Variables....105 Lemur internal clock...105 Lemur Time...106 Time Code Example...106 LFO Example...107 Arithmetic...107 Logic....108
5.1.7.1. 5.1.7.2. 5.1.8. 5.1.8.1. 5.1.8.2.
Operators and Functions Reference...107
The Lemur User Manual 5.1.8.3. 5.1.8.4. 5.1.8.5. Others....109 Trigonometric...110 Vector...110
Chapter 6
MIDI Message Reference... 113
6.1.1. The MIDI Messages...Note Off....Note On....114 A0 Key Pressure (Polyphonic Aftertouch)..114 B0 Control Change...115 C0 Program Change..115 D0 Channel Pressure...116 E0 Pitch Bend....116 F0 System Exclusive...117 F2 Song Position..117 F3 Song Select...117 F5 Bus Select...117 F6 Tune Request...118 F8 Timing Tick...118 FA Start Song...118 FB Continue Song...118 FC Stop Song...119 FE Active Sensing...119 FF System Reset...119 6.1.1.1. 6.1.1.2. 6.1.1.3. 6.1.1.4. 6.1.1.5. 6.1.1.6. 6.1.1.7. 6.1.1.8. 6.1.1.9. 6.1.1.10. 6.1.1.11. 6.1.1.12. 6.1.1.13. 6.1.1.14. 6.1.1.15. 6.1.1.16. 6.1.1.17. 6.1.1.18.
Chapter 7
Appendices
7.1. 7.1.1. 7.1.2.
1.3. The daily your Lemur
1.3.1. Cuddling your Lemur
The Lemur loves to be touched. After all, it is its main purpose in life. But as its the case with all primates, the nature of the touch will affect the outcome. The multitouch technology used in the Lemur combines high resolution with high sensitivity. You dont have to use excessive force to control the objects on your interfaces. Extremely light touch, on the other hand, wont work either. Just practice a bit with your Lemur and you will quickly find the right balance combining precision with tactile feedback.
The Lemur User Manual The best technique is using the fingertips and not the flat underside. It leads to a maximum of precision and ensures good agility for the various multifinger gestures you will develop when working with the Lemur.
1.3.2. Living with your Lemur
There are a few elementary rules that need respecting carefully if one want to have a pleasant and durable life with ones Lemur.
1.3.2.1.
Wal ki ng yo ur L e mur
When transporting the Lemur, please ensure it is pro perly packed to protect it from shock and damage. A good idea is using a sturdy laptop case (15 or 17 should fit). Place an additional protective layer over the display. There are two types of power cables enclosed with your Lemur. One is of the European type and one works in the USA. If you take your Lemur abroad to other countries, please make sure you get the appropriate power cable for the respective country.
1.3.2.2.
Yo ur L e murs Hygie ne
The Lemur is a sturdy creature. If you follow some basic guidelines concerning care and feeding it will be your companion for years and years to come. For everyday cleaning wipe the unit with a soft, dry cloth or one that has been slightly dampened with water. To remove stubborn dirt, use a cloth with a mild, non-abrasive detergent. Afterwards, be sure to wipe the unit thoroughly with a soft, dry cloth. Never use gasoline, thinners, alcohol or solvents of any kind. Chemicals may cause fading of colors and/or deformation of the surface. When working with the units buttons, display, or other controls or when using its cords and cables try to be reasonably gentle. Rough handling can lead to malfunctions. Never strike or apply strong pressure to the display. When connecting/disconnecting all cables, grasp the connector itself. Never pull on the cable. This way you will avoid causing shorts, or damaging the cable's internals. Use the Ethernet cable supplied with the unit. If using some other cable, please make sure it is of the correct type. When you connect the Lemur directly to a computer it has to be a crossover Ethernet cable. The JazzMutant Ethernet cable you received with your Lemur is of that type. If you connect your Lemur to a hub or switch, please use a high quality, non-crossover Ethernet cable (CAT5 or better).
The Lemur User Manual As its name may suggest, the object list window displays all available objects, sorted by alphabetical order. To create a new object, we just have to choose one among the list, to give it a name of our liking then to click the Ok button. For our first experience with interface building, I would suggest to start with the most common: the Fader. Once created, our newbie Fader appears on the upper left corner of both the editing window and the Lemurs screen. Its also referenced in the project browser.
As a reward of our effort, lets have some fun with the fader. When you touch the Fader on the Lemur, you will notice that the actions are not mirrored in JazzEditor.
Click the Synchronization button to change this. Now everything you do on the Lemur will be reflected on your Computer. This helps if you have to save a Project in a defined state for future use. Are you already bored with your lonely fader? Thats no problem; lets provide it with a few fellow objects. By repeating the very same procedure described above, were going to create a Switch and then a MultiBall.
Working with your Lemur Not surprisingly, these will appear on both the editing window and the Lemur screen. And as good news never come alone, the two objects are also listed in the project browser, sorted in alphabetical order.
3.2.5. Saving your project
You might want to keep this work of art ready for future loading and editing. Just hit the S ave b ut to n in the toolbar and give a name to your project.
When you do that, all the interfaces, objects and variables contained in your work session are saved in a single.jz ml file. All files the JazzEditor produces, be it Project files or Modules, reside on your hard disk. The Project files have the extension extension.jzlib.
.jzml and Modules have the file
Now, lets open our project again, by hitting the O pe n b utt o n. You might have noticed that the Connect Button has changed is status. Thats a normal behaviour. When opening a new Project in JazzEditor (either by loading an existing one from disk or by creating an empty Project), the connection to the Lemur is dropped. If you connect the Lemur again, the Project loaded in JazzEditor will automatically be transferred to the Lemur, overwriting the one on the Lemur. Theres currently no way to recover a Project residing on the Lemur. Make sure to save your work in the JazzEditor before closing the Project. Once your Project is transferred to the Lemur, you can close the JazzEditor and use the Lemur to produce OSC data. It will happily connect to all defined OSC Targets.
3.4.3. Setting up MIDI messages
3.4.3.1. Usi ng t he MID I wi nd ow
On the top of the MIDI panel, youll find two menus. The left one is the Variables menu and the right one is for choosing one of the MIDI Targets defined in the MIDI Settings.
Working with your Lemur Choose any of the MIDI messages from the Message Menu. You find a great variety ranging from Note messages over Controllers to System Realtime messages, like Song Start/Stop or Active Sensing. They are preceded by their MIDI status byte.
Depending on the message type you get various parameters to tweak. Please have a look at the MIDI details. The communication with MIDI Targets is bi-directional. You define the pairing for both incoming and outgoing MIDI data with the various parameters of your Objects on the MIDI panel. Thats why you also find Variables on the menu that do not output values.
Message reference appendix for
You might already have noticed the different colors for the Variables in the menu.
Have a look at Chapter 3.3.2 for more information about the Trigger Mode menu. It allows for choosing when and how often the messages are actually transmitted (triggered).
3.4.3.2.
Simpl e MI DI Ma ppi ng
In order to generate MIDI messages from the objects you touch on the Lemur, you have to establish a mapping between the 0-1 values transmitted by the Lemur and MIDI values, which are typically integers (whole numbers) between 0 and 127. This is done on a per Variable basis on the MIDI panel of the Object. Well start with a simple example. Select a Fader in your project. To assign a MIDI message to this fader, click the MIDI panel of the Fader.
Change the settings of the dialog to those shown above (Message is Control Change, controller number is 7, and value is x). The Scale fields should be set from 0 to 127. Set the MIDI channel according to the channel of the desired Target, which is
Working with your Lemur chosen via the Target Menu to the upper left. These settings configure the Fader to transmit MIDI controller 7 (volume) with the faders 0-1 floating-point values mapped to 0-127. Verify the MIDI assignment by clicking on the JazzEditor window.
M IDI Map icon at the top of the
The MIDI Mapping window will appear. It displays the assignment we just configured.
3.4.3.3.
Multi ple Co ntr oller M appi ngs
The Container is a utility Object helping to structure your Interfaces. You can enclose any number of Objects including other Containers. A Container can be transparent, meaning that anything lying under the contained Objects will show. A transparent Container also loses its frame. You can also lock the Container, making it impossible to edit the Objects inside. The contained Objects also wont show up in the Project Browser anymore, unless you unlock the Container again. Variable s none Di me nsi o ns Default Minimum Name Lock Transparent 60 x 60 pixels 32 x 32 pixels
Ge ner al Pr oper ties The name of the Container. Must be used as a prefix for addressing the Objects inside of the Container (as in Container/Fader.x) A locked Container prevents editing and display of its content in the Project Browser. If checked, the Objects lying under the Container (but not belonging to its content) are shown and the Containers frame is not displayed anymore. Drag the color bar to change the frame color of the Container. OSC Dat a Lemur->Host Host->Lemur none none
4.1.3. Custom Button
The Custom Button can act as a pad or switch. You can set the text of the button for on and off state. Another option is to have the state displayed by two different geometric forms to be chosen among. Variable s
Object Reference x A list of the envelope (brightness) values of the pads in the Object. 60 x 60 pixels 32 x 32 pixels
Di me nsi o ns Default Minimum Name
Ge ner al Pr oper ties The name of the Custom Button Object thats also used as its address.
Style Off
A menu for choosing how the Off state is depicted. Choose between Text and 12 different symbols. If you choose Text, whitespace can be used in the text entry. A menu for choosing how the On state is depicted. A menu for choosing the font size for the text. The font size ranges from 8pt to 24pt. A graphical menu for choosing the position of the text within the boundaries of the Object. You get a choice between 9 different positions. This feature does not work for the symbols. Dial in the color for the two respective button states. Can be a constant or any mathematical expression and controls the luminosity of your button. -2 means black, +2 means white, and you get to choose any decimal number in-between. Be havi or Pr oper ties A menu for choosing if the Button works as a Switch or a Pad. A Switch changes state on touch and doesnt change back on removal of the finger. A Pad changes its state back if you remove your finger.
Style On Font Alignment
Color Off/On Light
4.1.4. Fader
The F ader tracks your finger with a virtual cap and transmits one value corresponding to the position of the cap on the fader. The Fader can be oriented vertically and horizontally. Just grab a corner and drag it to change orientation. Variable s x The location of the cap. When the cap is at the top or right-most position of the fader (depending on orientation), the value is 1 by default. When it is at the bottom or at the left-most position, respectively, the value is 0. A flag variable for detecting if the Fader is being touched. 1 if touched, 0 if untouched. This is useful to emulate fader touch of control surfaces. Di me nsi o ns Default Minimum Name Label grid Value 60 pixels wide by 200 pixels high 53 pixels wide by 200 pixels high
Ge ner al Pr oper ties The name of the Fader thats also used as its address. If checked, the Objects name is displayed on the Interface. If checked, the range of values produced by the Fader is quantized into [grid] steps. The maximum number of steps for the Fader is 33. If checked, the current value of the Fader is displayed on the Interface. In addition, you can enter a formula for how the value is displayed. This does not affect the actual value sent by the Fader, which remains between 0 and 1. This user-specified text is appended at the end of the value display. Use it to specify the type of value, as in dB or ms. Specifies the number of decimal places for the value display. The default value is 3 and the maximum number is 6. This setting has no influence on the actual output of the Object. You have to scale the output using expressions or on the Target side. Drag the colour bar to change the background colour of the fader. The cap always keeps a pink outline. Prop erti es E xa mpl e
Unit Precision
Colour
Object Reference This collection of General properties can be used to configure a fader that displays values in decibels, where 0 dB is considered the maximum.
The resulting Fader Object looks like this:
Be havi or Pr oper ties Capture If Capture is checked, an Object will only react to cursors that were created inside its area. Even if the cursor later leaves the Object for another position, it will remain in control of the original Object, until it is destroyed eventually. When Capture is off, the old school way from previous versions is restored, meaning an Object will react to whatever cursor is present at any moment in its area. If set to Limited , the Fader will respond to a new cursor only if the original one has been destroyed (i.e. finger is raised)
Cursor Mode
Get Newer means that whenever a new cursor appears inside the
Objects area, it gains full control of the Object In Barycentric mode each cursor, old and new, has the same amount of influence on the Object In Cap Only mode, the Object acts like a conventional fader that doesnt react to cursors outside of the cap area Physics Can be one of three settings: None, Interpolate, or Mass-Spring.
Color Off Color On Light
Attack
The Attack value specifies the number of seconds over which the x variable (pad brightness) increases from its initial value of 0 to a maximum of 1 after you touch the screen. As an example, if the Attack value is 0, the pad will be at full brightness the moment you touch the screen. An attack value of 10 means the pad will take 10 seconds to reach the full value. The Decay value specifies the number of seconds over which the x variable (pad brightness) will decrease after the initial Attack portion of the envelope has completed. During the Decay portion of the envelope, the x variable (pad brightness) will decrease from 1 to the level set by the Sustain value.
The Lemur User Manual Sustain The Sustain value is the level (between 0 and 1) at which the x variable (pad brightness) will remain as long your finger is touching the pad. The Sustain level is reached after the Attack and Decay portion of the envelope have completed. If your finger lifts up from the touch surface before the completion of the Attack and/or Decay portion of the envelope, the Release portion of the envelope is triggered immediately after the Decay portion completes, and the brightness ultimately goes to 0. The Release value specifies the number of seconds over which the x variable (pad brightness) will decrease from its Sustain level to 0, starting at the moment that you lift up (release) your finger from the touch surface. Its effect is similar to a sustain pedal, freezing the Objects state as long as its value is 1. When set to 0, if has no effect. This means this parameter should be used with a mathematical expression depending on other Objects. For instance, if you have a Switch Object named Sustain in your interface, you can set the hold parameter of a Pad to Sustain.x so the Switch gets the ability to freeze the current lightness.
4.1.11.
The R ange Object is a slider with adjustable length. Touch either end to change the width/height of the range. Variable s x A list of the vertical positions of all the individual sliders. Di me nsi o ns Default Minimum Name grid 60 x 120 pixels 20 pixels wide x 120 pixels high (vertical mode)
Ge ner al Pr oper ties The name of the Range Object thats also used as its address. If checked, the range of values produced by the Sliders is quantized into [grid] steps. The maximum number of steps for the Range Object is 33. If checked, the Objects name is displayed within the Objects boundaries. Drag the color bar to change the thematic color of the sliders. The foreground uses a gradient based on this color, and the background is a darker version of the color.
Ge ner al Pr oper ties The name of the RingArea Object thats also used as its address. If checked, the Objects name is displayed above the circular space. Drag the color bar to change the background color of the circular space. The ball and attraction point are lighter variants of this color. Be havi or Pr oper ties Capture If Capture is checked, an Object will only react to cursors that were created inside its area. Even if the cursor later leaves the Object for another position, it will remain in control of the original Object, until it is destroyed eventually. When Capture is off, the old school way from previous versions is restored, meaning an Object will react to whatever cursor is present at any moment in its area. A value from 0-1 representing the speed of the ball from its attraction point to your finger when you touch the Object, and from your finger to the attraction point when you release your finger. A value from 0-1 representing the stickiness of the movement to either your finger or the attraction point. Lower values of friction make the ball overshoot the attraction point when it approaches, causing bouncing and/or oscillation. A value from 0-1 representing the horizontal location of the attraction point within the Objects rectangle. A zero value of Attractor X is at the left edge and a value of 1 is at the right edge. A value from 0-1 representing the vertical location of the attraction point within the Objects rectangle. A zero value of Attractor Y is at the bottom edge and a value of 1 is at the top edge.
Attraction
Attractor X
Attractor Y
The exact position values transmitted by the Lemur when the ball arrives at the attraction point is partially dependent on the size of the RingArea. The ball never leaves the circular area, but as the Object grows larger in size, the attraction points can be located outside the circular area when Attractor X and Attractor Y are given very large or very small values.
4.1.13.
SignalScope
The SignalScope displays values of other Objects and variables on your Lemur. The trace shows a recent history of the value of what you are monitoring. The SignalScope is transparent to touch, meaning that you can place it on top of Objects and still interact with them. Variable s None Di me nsi o ns Default Minimum Name Label Mode XY Color X= Y= 100 x 100 pixels 32 x 32 pixels
Ge ner al Pr oper ties The name of the SignalScope Object thats also used as its address. If checked, the Objects name is displayed in the scope area. If checked, the signal scope shows both an X and Y value plotted against each other. If unchecked, the X value is time, shifting Y values to the left. Drag the bar to change the color of the scope and its frame. Be havi or Pr oper ties If Mode XY is enabled, X can be the value of a variable or a constant, otherwise it is assigned to time against which the Y value will be plotted. A variable or constant expression that will be periodically evaluated and plotted against X. For example, to plot the x variable of a Fader Object called chan1, enter chan1.x in the text field. Corresponds to the time (in seconds) displayed on the scope. As the Time base increases, individual elements of the graph will decrease in width as more of the past is shown. The picture below shows a SignalScope displaying a tenth of a second of history. It is set to time base of 0.1:
5.1.7.2.
LFO Ex a mple
This is an Expression using the time Variable that generates an LFO.
LFO = sin(time * 2) *0.5 + 0.5
You can display this in a SignalScope. You can assign time-based variables to properties in Lemur Objects (such as Friction or the ADSR envelopes) to create Objects that change over time. However, you cant assign them to the values of Objects (other than the Monitor and SignalScope), so you cant use the time variable to animate the purple ball in an Area.
5.1.8. Operators and Functions Reference
The following is a list of all internal Functions and Operators the Lemur parser understands. Try them out by creating a monitor Object and enter an Expression using the Functions and Operators in the value field.
5.1.8.1.
Arithmetic
absolute value abs(-2) = 2
abs(x) :
ceil(x) :
rounded value to higher integer ceil(1.2) = 2 ceil(1.8) = 2
floor(x) :
rounded value to the lower integer floor(1.2) = 1 floor(1.8) = 1
max(a,b) :
max of a and b
Parser Reference max(0.1, 0.8) = 0.8 min(a,b) : min of a and b
min(0.1, 0.8) = 0.1 pow(a,b) : pow(2,4) = 16 round(a) : round(1.2) = 1 round(1.8) = 2 sign(a) : sign(-12) = -1 sign(0) = +1 sign(12) = +1 sqrt(a) : sqrt(64) = 8 operators : -a, a%b, a*b, a+b, a-b, a/b, a^b square root of a -1 if a<0, +1 if a>=0 rounded value to the closest integer a at the power of b
note : a^b = pow(a, b)
5.1.8.2.
When using logic and conditions in the parser, (not 0) is true and 0 is false. !a : 1 when a = when a!=0 a!=b 1 if a!=b (i.e a=2, b=4) 0 if a==b a&&b : 1 && 1 = 1 logical AND not a
The Lemur User Manual 1 && 0 = 0 a<b 1 if a < b 0 otherwise a>b 0 otherwise a==b 0 otherwise a>=b 0 otherwise a<=b 0 otherwise a || b : 1 || 0 = || 1 = 1 a?b:c This one is a conditional statement. It translates as: logical OR 1 if a<=b 1 if a>=b 1 if a==b 1 if a>b
if (a is true) then b else c You can put anything in a, b and c. Example: Creating an Expression "e" in a MultiBall and setting its value to Pad.x?x:y will mean that : if Pad.x != 0 (i.e Pad is pressed), e=x if Pad.x == 0 (i.e Pad is not pressed), e=y You could for example map the e Expression to a control change that will be mapped to the x axis when pad is pressed, and y axis when pad is released
5.1.8.3.
Ot hers
Constrain a between min max clamp(Fader.x, 0.2, 0.3) = 0.2 if Fader.x<=0.2
clamp(a, min, max) :
Parser Reference 0.3 if Fader.x>=0.3 Fader.x otherwise rand() : Returns a random value between 0 and 1at each frame (one frame is 16ms, the parser evaluates every Expression at each frame and send out MIDI or OSC if a mapped value has changed) Stretch a Variable that normally goes from 0 to 1, to range [min, max] range(Fader.x, 10, 100) = 10 if Fader.x == if Fader.x == 100 between 10 and 100 otherwise
range(a, min, max) :
5.1.8.4.
Trigo no metric
acos, asin, atan, cos, sin, tan, log, log10, exp are the same as their mathematical counterparts. angle(x,y) : Returns the angle in radians formed by a vector of coordinates (x,y) to the positive x axis Example: Create a RingArea Create a variable inside : a = angle(x-0.5, y-0.5) this returns the angle position of the ball from the centre of the RingArea norm(x, y) : Example : create a Multiball with 2 balls variable inside : distance = normal(x[1]-x[0], y[1]-y[0]) this returns the distance between ball 0 and ball 1 Length of a vector of coordinates (x,y)
5.1.8.5.
Vector
Returns a vector with "size" items
fill(a, value, size) :
the vector is filled from the left with n items = "value" the number of items set to "value" depends on the a argument : a threshold between 0 and 1 when a = 0, there's no filling at all, and the vector is full of zeros
The Lemur User Manual when a = 1, the vector is completely filled with items = value when a = 0.5, the vector is half filled Examples : fill(1, 0.524, 4) = {0.524, 0.524, 0.524, 0.524} fill(0, 0.524, 4) = {0, 0, 0, 0} fill(0.5, 0.524, 4) = {0.524, 0.524, 0, 0} firstof(a) : Returns the position of the first non-null item in a vector
this is often used with switches in radio mode : firstof(x) returns the position of the enabled switch in the matrix Examples: firstof({0,0,1}) = 2 firstof({1,0,0}) = 0 if the vector only contains null items, the function returns the size of the vector firstof({0,0,0}) = 3 replace(a, b, position) : position with b Examples: replace({0,0,0,0}, {12,2}, 0) = {12, 2, 0, 0} replace({0,0,0,0}, 0.15, 3) = {0, 0, 0, 0.15} If position is not an integer, the parser converts it using the floor function (next lower integer) set(a, value, position) : "value" position can be an array or a singleton Examples: set({0,0,0,0}, 12, 0) = {12, 0, 0, 0} set({0,0,0,0}, 12, {0,2}) = {12, 0, 12, 0} If position is not an integer, the parser converts it using the floor function (next lower integer) sizeof(a) : singleton) Returns the size of an vector (or 1 if applied on a Takes an array, and change the item at "position" to Takes an array, and replace the items starting at
key: pressure: Scale: Channel:
Dial in the MIDI note number. If the value is a vector the second field will be extrapolated automatically. You can always override this setting by putting in your own value. The Variable chosen from the Variable menu that is converted to key pressure values is shown here. Type in the desired target scaling for the MIDI messages. Possible values range from 0 to 127. Dial in the MIDI channel. If the value is a vector the second field will be extrapolated automatically. You can always override this setting by putting in your own value. Possible values range from 0 to 16.
6.1.1.4.
to 127).
B0 Co ntr ol Cha ng e
The Control Change data is used to produce pseudo-continuous data (ranging from 0
controller:
Dial in the MIDI controller number. If the value is a vector the second field will be extrapolated automatically. You can always override this setting by putting in your own value. Possible values range from 0 to 127 The Variable chosen from the Variable menu that is converted to the controller values is shown here. Type in the desired target scaling for the MIDI messages. Possible values range from 0 to 127. Dial in the MIDI channel. If the value is a vector the second field will be extrapolated automatically. Possible values range from 0 to 16.
value: Scale: Channel:
6.1.1.5.
C0 Progr a m C ha nge
Used to change the patch number of synthesizers.
preset: Scale: Channel:
The variable chosen from the Variable menu that is converted to program change values is shown here. Type in the desired target scaling for the MIDI messages. Possible values range from 0 to 127. Dial in the MIDI channel. If the value is a vector the second field will be extrapolated automatically. Possible values range from 0 to 16.
6.1.1.6.
D0 Cha nnel Pr ess ur e
Another continuous controller used on a per MIDI channel basis.
pressure: Scale: Channel:
The Variable chosen from the Variable menu that is converted to channel pressure values is shown here. Type in the desired target scaling for the MIDI messages. Possible values range from 0 to 127. Dial in the MIDI channel. If the value is a vector the second field will be extrapolated automatically. Possible values range from 0 to 16.
7.3. Upgrade your Lemur
The Lemur is fully reprogrammable by upgrading its firmware. You will always find the most recent upgrade on our website. An upgrade can contain bug corrections or new features.
To upgrade your Lemur to a a different firmware than the one its running, download the corrsponding L e mur Updat er application, and run it as you would run the JazzEditor, with your Lemur on and connected. Select the Lemur you want to upgrade in the List and click Upgr ade. The new firmware will be uploaded to the Lemur. The Lemur will then reprogram itself and reboot with the new firmware. Should the upgrade process fail, you can boot the Lemur in fact ory mode and try again. To boot in fact ory mod e, turn off the Lemur and switch on while holding the leftmost button. If all things fail, contact your reseller for help.
7.3.1. Lemur hardware settings
The leftmost button on your Lemur opens the Hardware Settings. Choose between Network Settings (discussed in Chapter 2 and in the Appendix about Network Configuration) , OSC Settings (discussed in chapter 3.3), MIDI Settings (also to be found in chapter 3.3) and the Screen Settings. The Screen Settings are opened by touching the Hardware Settings Window.
Settings Button on the
There are two sliders for controlling you Lemurs screen hardware:
LCD Brightness controls the brightness of your Lemurs screen. It may be useful to dim the
display if you want to work under dark stage conditions where too much light may not be desirable.
The TouchScreen Filtering is for controlling the sensitivity of the Lemurs touch screen. If you experience multiple triggering or other touch artefacts, try a higher Filtering level.
7.4. The FTP Server
Yep, the Lemur runs an FTP server. This can be helpful for uploading large numbers of Projects to the Lemur without having to channel them through the JazzEditor. It can also come in very handy for retrieving Projects that you lost due to a mishap with the JazzEditor, e.g. if you accidentally closed it without saving. Simply save the Project to the internal memory of the Lemur, download it via FTP to your computer and everything is cool
The Lemur User Manual again. As we dont want everybody on the Net work to log into our Lemur and fill it up with trash, the FTP server is deactivated by default. Push the Settings button on your Lemur and you are presented with various Setup options. Touch the Enable FT P flag to activate the FTP server.
Now you can use you favourite FT P cli ent to connect to the Lemur on its IP address. A web browser also does the job.
The logi n and pa ssw ord is arbitrary, use anything you like, the Lemur doesnt care. You have to type something, though. You can see the list of Projects saved on your Lemur. Download and upload them from / to your computer to your hearts content.
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