Hog3 Console Sound Control Panel Issue

Good day!

I am working on a full Hog3 Console. When you bring up the Sound Control Panel, it automaticly defaults all the audio inputs and outpus to 0.

When you make changes to the levels, neither the OK or APPLY button will light up but the changes do take effect. Now once I close the window with "X", the changes stay. But if I open the window again, the changes stay but the fader levels had dropped back to 0. Once I make a change, all the level drop to 0 and I have to reset all the levels again.

I have several shows that use the CD timecode to track lighting to audio. It's not a big issue as long as no one makes any changes. It would be better if once changes are made, then we can hit OK or APPLY and know the changes have stayed. And then if the window is opened again, we know where the levels are as well.

Let me know what you think. Take care!:hogsign:
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  • Indeed the sound level adjustments are not applied preferences. In other words, when you set them, they are set. There is no need for okay or apply. That is expected.

    The issue with all of your fader levels defaulting and then jumping to 0 is not expected and I see what you are talking about. What is happening is the console is inverting the display fader levels each time you make a change and then close and reopen the window. So when you set it to Full and close/reopen it shows up at 0 even though the level is still at full. I am logging a bug for this right now.
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  • Indeed the sound level adjustments are not applied preferences. In other words, when you set them, they are set. There is no need for okay or apply. That is expected.

    The issue with all of your fader levels defaulting and then jumping to 0 is not expected and I see what you are talking about. What is happening is the console is inverting the display fader levels each time you make a change and then close and reopen the window. So when you set it to Full and close/reopen it shows up at 0 even though the level is still at full. I am logging a bug for this right now.
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