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Page 1: TABLE OF CONTENTS - KONTAKT INSTRUMENTSrigid-audio.com/RA_Kontakt_GUI_Maker_Manual_EN.pdf · Instruments™ witout the need for complex scripting. ... Kontakt script file, that includes

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Page 2: TABLE OF CONTENTS - KONTAKT INSTRUMENTSrigid-audio.com/RA_Kontakt_GUI_Maker_Manual_EN.pdf · Instruments™ witout the need for complex scripting. ... Kontakt script file, that includes

TABLE OF CONTENTS

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Page 3: TABLE OF CONTENTS - KONTAKT INSTRUMENTSrigid-audio.com/RA_Kontakt_GUI_Maker_Manual_EN.pdf · Instruments™ witout the need for complex scripting. ... Kontakt script file, that includes

INTRODUCTION

Thank you for purchasing „KGM“ - the Kontakt GUI Maker!

KGM is a powerful tool that lets you create and design virtual instruments for the Kontakt™ sampler developed by Native Instruments™ witout the need for complex scripting.

Core features:

• Drag and drop GUI design.

• Expandable factory library with 500 action scripts.

• Importing of custom PNG files.

• Full control over filters, envelopes and effects.

• Supports tables, waveform displays and more.

• Built-in note sequencer.

• Includes ready-to-rock Kontakt 5 template.

• Automatic script update in the background.

• Available for Windows and OS X

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SYSTEM REQUIREMENTS

KGM requires the following setup to run properly:

– A computer running Windows™ or OS X™.

– Windows™ 7 or higher.

– OS X™ 10.6.8 or higher. NOTE: Sierra is not supported!

– At least 2 GB RAM.

– At least 1 GB of hard drive space.

– Dual-core processor with at least 2 Ghz.

– A fully licensed N.I. Kontakt 4.2.4 or 5.5.1 (or better).

– Kontakt compatible DAW software optional.

– ASIO™ soundcard / audio-interface recommended.

– MIDI controller keyboard is strongly recommended.

– Optional: A good text editor. We recommend Nils Liberg´s excellent KScript Editor at http://www.nilsliberg.se/ksp/

Under rare occasions, you might need to edit a few lines in thescript file that KGM cooperates with.

This is why a good editor does come in handy.

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INSTALLATION

Attention: Carefully follow these steps!

Copy the folder called „KGM_100“ taken from the distribution archive's „Release“ folder to either your „AppData„ folder:

„<Drive>:\Users\<YourUserName>\AppData\Local\KGM_100“

or to your hidden „Application Support“ folder (OS X):

„~/Users/<YourUserName>/Library/Application Support/KGM_100“

It has to look exactly as in the following screenshot (OS X):

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On OS X you might as well need to run the included „showAllFiles“ Application before. It is located in „Release/OSX/showAllFiles.app“.

This will make hidden files and folders on your system visible.

Once you've done that, it's a good idea to create a shortcut (Windows) or an alias (OS X) to the „KGM_100“ folder.

You can then place that shortcut e.g. on your Desktop and have easy access to it whenever you need to.

To launch Kontakt GUI Maker itself, navigate to the distribution archive's „Release/Windows“ or „Release/OSX“ folder, depending onwhich operating system you are using.

Copy the either the „Windows“ or „OSX“ folder to any location on your harddisk (e.g. the Desktop). Launch KGM from there.

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SETTING UP KONTAKT

Before you can start designing your own Kontakt instruments, you will need to import the „reference“ (template) instrument into Kontakt itself. Note that we focus on the Kontakt 5 template.

To do so, load up Kontakt either in standalone mode or as a plugin into your DAW.

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Once Kontakt is loaded, click on the „Browse“ icon in the top section, and choose the „Files“ tab.

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From here, navigate to the location of the „KGM_100“ folder.

When using Windows, you might find this folder either as a link/alias on your desktop or it´s located at:

<drive:>\Users\<yourUserName>\AppData\Local\KGM_100

On OSX it would be:

~/Users/<yourUserName>/Library/Application Support/KGM_100

Note that you might need to copy the „KGM_100“ folder (and all its content) manually to these locations, depending on which Operating System you´re using.

Otherwise KGM won´t find its folder and cannot work properly.

If these steps are done, choose the „project“ folder inside the „KGM_100“ folder. Kontakt will show a list of *.NKI instruments in that folder. Note that we focus on the Kontakt 5 template.

Doubleclick or drag and drop „KGM Template Instrument.nki“ to open up the KGM template (reference) instrument to work with.

It should look similar to this:

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This is the default and empty KGM Kontakt 5 template instrument.

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HOW KGM WORKS

When you launch KGM for the first time it will read and interpret a Kontakt script file, that includes all the information about the GUI elements for the instrument itself.

This is the background image, the instrument height, the number ofitems (knobs, sliders, labels and so on), the positions of them, the assigned PNG images etc.

KGM does „communicate“ with Kontakt via constantly modifying a reference script file called „KGM_Script1.txt“, located in the „KGM_100/project/Resources/scripts“ folder.

This is also the script file that the template instrument is using.

That does mean whenever you change something inside KGM (e.g. drag and drop a knob onto the GUI area, adjust values or delete another item) it will auto-update the script file so that when you come back to Kontakt, all changes will be reflected once you press the „!“ icon in Kontakt to restart the engine:

Note that we put „communicate“ into quotation marks since this communication is one-way only. KGM only tells Kontakt what to do and to display – Kontakt doesn´t send any information back to KGM.

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MAIN GUI OVERVIEW

Locate the Kontakt GUI Maker program application and launch it.

Once it´s loaded, it should look like this:

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In KGM we have the following three main sections:

1) The library that contains all the available user interface items (PNG files + corresponding TXT information files).

2) The main GUI area, where you place (drag and drop) elements from the library.

Here you can also see a mockup of the Kontakt instrument header interface. The Kontakt buttons and option fields have no function.

3) The editing window for the currently selected item. This is where you adjust options and parameters for your GUI elements.

We´ll cover that later.

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OPTIONS MENU

KGM has an options menu, where you can set up some program properties, like changing the grid size among other settings.

To open up the options menu, click on the wrench icon in the Kontakt header area at the top.

The following options can be adjusted here:

1) Movement Lag (100ms, 200ms or 300ms)2) Grid (On or Off)3) Grid X (Horizontal Size) (8px, 16px, 32px or 64px)4) Grid Y (Vertical Size) (8px, 16px, 32px or 64px)5) Grid Brightness (Left=Black, Right=White)6) Grid Alpha (Left=Transparent, Right=Opaque)7) Enable History (Stores a copy of the current script file in a backup folder upon every change)8) Load Last Project (Currently always on)9) Anti-Aliasing (Improves graphics quality when resizing the main window)10) Hide Controls (Hides all control items on screen)11) Hide Labels (Hides all label items on screen)12) Bake Labels (Renders label items into the wallpaper)

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Let´s have a closer look at these options:

1) Movement Lag (100ms, 200ms or 300ms)

Whenever you click and move items in the GUI area, you might have noticed that a delay comes into play and wondered if that´s a program slowdown or even a bug. No, it isn´t.

We´ve introduced this delay to avoid the risk of unwanted item movement when clicking one to edit its properties.

If there wouldn´t be a delay there´s still a chance of accidentally moving an item even if you try hard keeping the mouse in place while doing so.

You can choose between 100, 200 and 300 milliseconds. The default value is 200ms.

2) Grid (On or Off)

KGM has a built-in grid that you can align interface elements to. This grid can be visually displayed if wanted. Whenever the grid is turned on, items on screen will „snap“ to it as soon as you move them around in the GUI section.

Note that you can also use your computer´s keyboard key „G“ to enable or disable the grid.

3) Grid X (Horizontal Size) (8px, 16px, 32px or 64px)

Here you can change the amount of pixels for the X coordinate.Note that you can also use your computer´s keyboard keys „1-4“ to select the pixel sizes 8, 16, 32 and 64px for both X and Y.

4) Grid Y (Vertical Size) (8px, 16px, 32px or 64px)

Here you can change the amount of pixels for the Y coordinate.Note that you can also use your computer´s keyboard keys „1-4“ to select the pixel sizes 8, 16, 32 and 64px for both X and Y.

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5) Grid Brightness (Left=Black, Right=White)

Some instrument background wallpapers might be very dark or very bright. To still see the visual grid properly, you can adjust its brightness using the Grid Brightness.

Moving the fader all the way to the left will darken the grid, centering it will result in a gray colour and moving it to the right willresult in a whiter grid.

6) Grid Alpha (Left=Transparent, Right=Opaque)

Looking at a grid at full colour and brightness can be quite distracting for the eye after a certain amount of time.To compensate for this, you can make the grid e.g. semi-transparent using this slider.

Simply move it to the left until you are happy with the appearance.

7) Enable History (Stores a copy of the current script file in abackup folder upon every change)

This is no undo history. Instead, this menu option, when checked, stores a copy of the current used Kontakt script in a „History“ folderinside the „KGM_100“ folder before applying changes that you havemade to any item on screen.

If you for example move a slider to a new position, this will store a copy of the current script with the current slider position (and of course everything else) in the „History“ folder.

Note that this option isn´t thought as a backup function, it is more or less designed as a personal reference in case you need to know what you have done to an item a few (or way more) steps before.

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8) Load Last Project (Currently always on)

In the future, you will be able to load a project from a list of available ones. Currently, KGM does always load the current („last“)project automatically.

9) Anti-Aliasing (Improves graphics quality when resizing the main window)

In case you have a very high screen-resolution, you can enlarge themain KGM window by dragging the outer edges:

In some cases checking this option will improve the picture quality.Oh, and by the way: To restore the KGM main window back to its original size, simply click this little button in the Kontakt header area top-right:

10) Hide Controls (Hides all control items on screen)

Sometimes you might want to hide items that you´ve placed on screen before to see what´s in the background at that position.(E.g. for pixel-perfect positioning of ite

ms). You can use this option to do so. Note that you can also press your computer´s keyboard key „C“ to hide or unhide control items.

Optionally, you can right-click (OSX: <OPTION>+Click) items to make them semi-transparent temporarily.

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11) Hide Labels (Hides all label items on screen)

This option is pretty much like the Hide Controls menu option.The only difference is that this one hides all on-screen items with an item type „label“.Note that you can also press your computer´s keyboard key „B“ to hide or unhide label items.

Optionally, you can right-click (OSX: <OPTION>+Click) items to make them semi-transparent temporarily.

12) Bake Labels (Renders label items into the wallpaper)

With this option you can render („bake“) all items of the item type „label“ that are currently on screen into the current wallpaper background. Labels can be static images like logos, GUI dividers, screws and fake venting slots.

This option is useful if you have designed a GUI layout that uses a lot of labels for composition. Once you consider your GUI as „done“ you can let run the bake process. This is also handy since it removes all label item declarations in the main Kontakt script, thus freeing up resources.

But be careful: This process is permanent and cannot be undone. To be safe, always have a backup of your wallpaper background image at hand. (Or (and also) back up a copy of the main script file).

In a nutshell, always see this as the last step in your GUI design.

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THE LIBRARY

The most important component of KGM is the library.

There you have access to all of your user interface controls and elements to design your instrument. These include buttons and switches, knobs and sliders, menus, labels, level meters, tables andso on.

KGM comes with a comprehensive library of over 340 items.

Each item in the library has to be made up of two components:

1) The PNG file (graphic) itself.2) The additional TXT file describing the item.

Important: Each PNG file, e.g. „mySlider.png“ must have a corresponding TXT file like „mySlider.txt“ in the same location for KGM to recognize it. Both filenames must be identical!

Also, Kontakt does require these TXT files as well.

All the items in the library are seperated by type:

• knobs metal

• knobs plastic

• labels

• menus

• other

• sliders

• switches

• tables

• user

• wallpaper

• waveform

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ITEM TYPES EXPLAINED

As we already know, each item in the library is a combination of a PNG file as well as a TXT file describing the item itself.

Let's examine one of the items from the library:

(library/pictures/knobs metal/knob_metal_gold_pan.png)

Notice that the TXT file has the same name as the PNG file:„knob_metal_gold_pan.txt“

It contains:

Has Alpha Channel: yesNumber of Animations: 70Horizontal Animation: yesVertical Resizable: noHorizontal Resizable: noFixed Top: 0Fixed Bottom: 0Fixed Left: 0Fixed Right: 0Type: sliderMouse Behaviour: -750Action: "groups\grp pan.txt"Def Value: 500000

Let´s go through each line of the TXT file:

1) Has Alpha Channel: yesThis line describes the handling of alpha channel information.If it says „yes“ then Kontakt will draw it with the alpha channel being transparent (look-through). Otherwise you would have black coloured regions in the image whereever there is alpha information.

2) Number of Animations: 70You might notice the cutted preview of the slider on the top of this page. This is how the image looks on disk (internally).

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However, since we do need to animate this slider (it should react and update its graphic upon dragging it) we'll define the number of frames in the TXT file. You´ll have to do this since Kontakt or KGM cannot know how much frames the PNG file has.

With „Number of Animations: 70“, we tell KGM to divide the PNG file horizontally seventy times.

This PNG file is therefore called an „image strip“ since it contains multiple frames layed out in a horizontal fashion.

Note: KGM does only support horizontal PNG image-strips. Keep this in mind when designing your own graphic files.

3) Horizontal Animation: yes

As stated above, this is important and has to be always „yes“.

4) Vertical Resizable: no5) Horizontal Resizable: no

In Kontakt you can have GUI items scaled. To use scaling you wouldneed to enable one of these options by setting it to „yes“.

However, the possibility of scaling isn´t used often since it would make the image appear blurry. Thus we never use it and always setthat one to „no“.

6) Fixed Top: 07) Fixed Bottom: 08) Fixed Left: 09) Fixed Right: 0

With these commands you can set pixel distances. We won´t use them at all so we´ll leave them at „0“.

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10) Type: sliderThis is important!

Here we´ll define the type of the control item, in this case we want the item to act as a „slider“.

Note that if the „Type“ information is missing in any TXT file, KGM will treat that control element as a „slider„.

You basically should use „Type: slider“ for everything that is a fader or rotary control (e.g. a knob) that you drag horizontally or vertically with the mouse.

The available control item types are:

• anim

• button

• label

• level meter

• menu

• slider (default)

• switch

• table

• text edit

• value edit

• wallpaper

• waveform

At the end of this chapter we will explain all types in detail.

11) Mouse Behaviour: -750

This option sets the mouse behaviour for the item.Here you can enter a value from -5000 to 5000, setting the move direction of a slider.

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Negative values give a vertical slider behaviour and positive values give a horizontal behaviour.

Lower values result in more pixels that need to be „travelled“ with the mouse.

12) Action: „groups\grp pan.txt“

This line assigns an action to the item. More on actions later.

Upon dragging this item to the GUI area in KGM, it will automatically add the assigned action, in this case „grp pan“ to it.

This premade action controls the group´s panning.

13) Def Value: 500000

By using this line, we set the items default value to 500000. Without this line, an item would always have a default value of 0.Note that in Kontakt, all items do have values from 0 to 1000000.

The reason for this assignment is that when you <CONTROL>+click(OSX: <COMMAND>+click) the item in Kontakt, it will reset itself toa value of 500000 and the image will jump to a center position.

Since this is a knob that controls panning, this way you can easily reset (center) the panning amount.(Otherwise you might have a hard time finding the exact center).

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We have now examined a single control item.

Let´s get into the nasty details again on what types are available, what tags (instructions) you can add to them and how they work:

„Type: anim“Number of Animations: 100 (currently needs to be 100 always)

Possible instructions in TXT file:<none>

Is used for animations that run on their own once dropped into the KGM GUI area.

The speed is set globally in the main script file. The line for that is:„set_listener ($NI_SIGNAL_TIMER_MS,18000)“.The 18000 indicates when frames should be increased by one.Here, the speed is 18 milliseconds.

You cannot interact with this type.

„Type: button“Number of Animations: 6

Possible instructions in TXT file:Width: <value> (pixels)Height: <value> (pixels)Min Value: <value>Max Value: <value>Def Value: <value>Help: „<string>“Action: „<actionfolder+actionfile>“Text: „<string>“Randomize Layer: <value>

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Note on „Randomize Layer“: There are four randomize layers.The value has to be in the range from 0 to 15.

Once you drag the item into the KGM GUI area, it will automaticallyset up random groups for that particular item.

Randomize value and what it results in:0 = _ _ _ _1 = _ _ _ D2 = _ _ C _3 = _ _ C D4 = _ B _ _5 = _ B _ D6 = _ B C _7 = _ B C D8 = A _ _ _9 = A _ _ D10 = A _ C _11 = A _ C D12 = A B _ _13 = A B _ D14 = A B C _15 = A B C D

Note that a button always needs a horizontal image-strip with exactly six images to function properly.

These six images correspond to the following states in Kontakt:

Frame 1: OFF (regular)Frame 2: ON (regular)Frame 3: OFF (pressed)Frame 4: ON (pressed)Frame 5: OFF (mouse over)Frame 6: ON (mouse over)

„Type: label“Number of Animations: 1

Possible instructions in TXT file:

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Screw Type: <value> (0 to 2)

When you add this tag to an item, it will randomly rotate the graphic (PNG) files associated with it. The value 0 means only rotate, 1 means rotate and add dark screw base and 2 means rotate and add a light screw base.

You cannot interact with this type.

„Type: level meter“Number of Animations: 1 (won't show up in Kontakt)

Possible instructions in TXT file:Width: <value> (pixels)Height: <value> (pixels)Help: „<string>“Channel Assign: <value> (0=left or 1=right)Bus Assign: <value> (0=bus 1 to 15=bus 16)Background Colour: <hex> (e.g. #A9B02F)Off Colour: <hex>On Colour: <hex>Overload Colour: <hex>Peak Colour: <hex>Vertical: <string> (yes or no)

You cannot interact with this type.

„Type: menu“Number of Animations: 1 (won't show up in Kontakt)

Note on the animation: It only has one frame since in Kontakt, it won´t be displayed at all. It´s just for KGM as a placeholder.

Possible instructions in TXT file:Help: „<string>“Action: „<actionfolder+actionfile>“

Note that a menu will be generated and rendered once you drag

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and drop it from the library to the GUI area. As an action, use e.g.„menu functions/playback group A select.txt“

For KGM to know what to render, you´ll need to define e.g. patch names in the menu TXT file like this:

{ BEGIN MENU ITEMS }Preset Name APreset Name BPreset Name C (RR: 2)Another one D A different oneAnd so on{ END MENU ITEMS }

You can have as much items as you want.Note the „(RR: 2)“ that has been added to „Preset Name C“.

This indicates that a round robin group should be taken into account for this particular preset.

What this does is, when you use this menu item in Kontakt, and switch to (select) menu preset „Preset Name C“, it will allow two (RR: 2) consecutive groups to be played.

Note that you´ll need to program these two groups so that they work in round-robin mode. Please refer to the Kontakt manual on how to accomplish this.

Further menu instructions do exist to adjust colours, fonts and so on:

Font: <value> (0 to 7, built-in fonts, currently cannot be replaced)Font Size: <value> (1=small to 5=large)Font Colour: <hex> (e.g. #FF0000)Outline Colour: <hex> (e.g. #000000)Gradient Colour: <hex> (e.g. #00FF77)Gradient Angle: <value> (degrees, e.g. 90)

Besides using the menu item type to display e.g. preset names, you

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can also use it to change IR (impulse response) files for the convolution reverb effect in Kontakt.

Remove any { BEGIN MENU ITEMS } and { END MENU ITEMS } plus all the lines inbetween. Instead, enter these lines:

IR Readout: yesIR Readout Format: <string> („lowercase“ or „uppercase“) - don´t include this line at all to have the default output (no change).

IR Readout Hide Extension: <string> („yes“ or „no“, will hide the „*.WAV“ file extension after the file name)

When you will now drag and drop this item, it will automatically generate a menu with all the available IR (impulse response) files as selectable entries.

Note: The IR (impulse response) files are located in:„project/Resources/ir_samples“

For this item to work, choose„menu functions/insert fx impulse response select.txt“ as an action.

„Type: slider“ (default)Number of Animations: <value>

Possible instructions in TXT file:Width: <value> (pixels)Height: <value> (pixels)Min Value: <value>Max Value: <value>Def Value: <value>Mouse Behaviour: <value>Help: „<string>“Action: „<actionfolder+actionfile>“Text: „<string>“Automation: <string> (allow automation, yes or no)Automation Name: „<string>“ (e.g. „filter cutoff“)Randomize Layer: <value> (0 to 15)Label Text: „<string>“ (generates a label, e.g. „my label“)

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Label Font: <value> (0 to 7)Label Font Size: <value> (1=small to 5=large)Label Font Colour: <hex> (e.g. #FF0000)Label Outline Colour: <hex> (e.g. #000000)Label Gradient Colour: <hex> (e.g. #00FF77)Label Gradient Angle: <value> (degrees, e.g. 90)

Note: The tag „Label Text:“ (that will generate a label item) can be used for any other item type as well, not only for sliders.

„Type: switch“Number of Animations: 6

Possible instructions in TXT file:Width: <value> (pixels)Height: <value> (pixels)Min Value: <value>Max Value: <value>Def Value: <value>Name: <string>Help: „<string>“Action: „<actionfolder+actionfile>“Text: „<string>“Automation: <string> (allow automation, yes or no)Automation Name: „<string>“ (e.g. „filter enable“)Randomize Layer: <value>

Note that a switch is identical with a button. The only difference is that a switch can be automated. So you should always use switchesinstead of buttons to be flexible.

„Type: table“Number of Animations: 1 (won't show up in Kontakt)

Possible instructions in TXT file:Width: <value> (pixels)Height: <value> (pixels)Table Steps: <value> (e.g. 16)Table Steps Shown: <value> (e.g. 16)

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Table Range: <value> (e.g. 127)Name: <string>Help: „<string>“Action: „<actionfolder+actionfile>“Bar Colour: <hex> (e.g. #FF0000)Line Colour: <hex> (e.g. #00FF00)Randomize Layer: <value>

Currently, tables are only used for a simple note step-sequencer in KGM. To enable the step-sequencer, you also need to drag and dropthe item „switch_sequencer_enable“ from the library to the GUI area. It is located in „switches“.

Note that you can only have a one note step-sequencer at a time, as it works globally. The default tempo of the note step-sequencer is 1/16th.

To change the tempo of the note step-sequencer, you can use buttons that are located in the folder „switches“. These are called:

„button_sequencer_dur_sixteenth“„button_sequencer_dur_sixteenth_triplet“„button_sequencer_dur_eighth“„button_sequencer_dur_eighth_triplet“„button_sequencer_dur_quarter“„button_sequencer_dur_quarter_triplet“

„Type: text edit“Number of Animations: 1 (won't show up in Kontakt)

Possible instructions in TXT file:Text: „<string>“ (e.g. „enter a patch name“)

Note: In the future, KGM will support actions for text edit items.

„Type: value edit“Number of Animations: 1 (won't show up in Kontakt)

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Possible instructions in TXT file:<none>

Note: In the future, KGM will support actions for value edit items.

„Type: wallpaper“Number of Animations: 1

Possible instructions in TXT file:<none>

Wallpaper items can be dragged and dropped onto the GUI area in KGM to set the background to a different wallpaper.

Once dragged, the „wallpaper.png“ file in „project/Resources/pictures“ will be overwritten.

Note that you have to reload the Kontakt template instrument for the changes to be visible.

„Type: waveform“Number of Animations: 1 (won't show up in Kontakt)

Possible instructions in TXT file:Width: <value> (pixels)Height: <value> (pixels)Action: „<actionfolder+actionfile>“Waveform Colour: <hex> (e.g. #00FF00)

This will create a new waveform display that shows the current waveform (zone) that is associated with the pressed note on your MIDI keyboard or DAW note event.

You can have multiple waveform displays, however, at the moment they will only show the currently pressed note's waveform.

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ACTION FILES

All items in the KGM library do have pre-made actions assigned to them that tell Kontakt what function they have or what parameter they should manipulate.

Without these, any control in Kontakt would be just nice to look at.

In this section, we will learn everything about action files, which arelocated in „KGM_100/library/actions“. For the ease of editing, theseare just plain TXT files.

An empty action file does look like this:

{ KGM VERSION 100 }{ KONTAKT 4 }{ BEGIN DECLARATIONS }{ END DECLARATIONS }{ BEGIN UI_CONTROL_ACTION }{ END UI_CONTROL_ACTION }{ NO GROUP ACTION }

Let's examine the file line by line:

1) { KGM VERSION 100 }

This is for KGM to know which action script version it can expect.„100“ stands for v1.00.

2) { KONTAKT 4 }

This can either be „4“ or „5“. The default is „4“. It is used for compatibility between Kontakt 4 and 5 and to distinguish between the two.

Certain Kontakt engine parameters do only work in Kontakt 5, so here you can mark your script as „Kontakt 5“-only.The action script box in KGM (where you can assign actions to GUI items) will then display a „KONTAKT 5“ reminder beneath the actionin the selection list.

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3) { BEGIN DECLARATIONS }4) { END DECLARATIONS }

This is a declaration block for any variables that your script might require. These variables will be declared once in the main script file per item that this script will be assigned to.

Remember that when you delete the item with this script assigned to in KGM, these declarations will also be deleted. For example, you could write:

<name>_LAST_VALUE := 0$MY_VAR := <name>$ANYTHING := 12345

Notice the <name> tag in this declaration.

The <name> tag will be replaced by KGM with the name of the item that this action will be assigned to.

5) { BEGIN UI_CONTROL_ACTION }6) { END UI_CONTROL_ACTION }

This is the action block that will be called / triggered whenever you press a button or move a slider in Kontakt.

So, if for example you want to write an action that sets a variable to the value of the item that this action script will be assigned to, you would need to write:

{ BEGIN UI_CONTROL_ACTION }$MY_VAR := <name>{ END UI_CONTROL_ACTION }

7) { NO GROUP ACTION }

Indicates whether the script is a group action or not. When this lineis present, the script will be interpreted as a non-group action.Some Kontakt engine parameters dont assign groups, e.g. when

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you adjust the volume of a bus (which has nothing to do with groups).

This is when you should insert this line into your action script as it also won´t let you make changes to the group selection box in KGMs edit window as well as to the Random Layer selection.

More on this later.

In the previous example, we have assigned the value of an item to a variable called $MY_VAR. This is fine but somewhat limited.

What if, for example, you wanted to have a slider control the volume of one group? Or a range of groups? Or even all groups in Kontakt?

To achieve this, we´ll have a look at an existing action script taken from the library, called „grp volume.txt“ which is located in „actions/groups“:

{ KGM VERSION 100 }{ KONTAKT 4 }{ BEGIN DECLARATIONS }declare <name>_GRP_CURRENT := <group_single>declare <name>_GRP_BEGIN := <group_begin>declare <name>_GRP_END := 0

<name>_GRP_END := <group_end> { REQUIRED }{ END DECLARATIONS }{ BEGIN UI_CONTROL ACTION }<name>_GRP_CURRENT := <name>_GRP_BEGINwhile (<name>_GRP_CURRENT < <name>_GRP_END+1)

set_engine_par ($ENGINE_PAR_VOLUME,<name>,<name>_GRP_CURRENT,0,-1)inc(<name>_GRP_CURRENT)

end while{ END UI_CONTROL ACTION }

Some new tags are being introduced here.<group_single>, <group_begin> and <group_end>.

These values will be set by KGM when you change the group mode.

Basically, what this does is looping through the groups (from <group_begin> to <group_end>). This way you can adress more than a single group with your action.

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THE EDIT SECTION

In this chapter we will explore the edit section, that is used to adjust parameters of items on screen, add actions and so on.

The functions displayed here (being active) depend on what type of item you have selected.

That means for e.g. a „menu“ or a „table“ item some of the elements in here might be grayed out, indicating that adjusting thisparticular option for that specific item is not possible or doesn't make sense.

In the above picture, we've selected an item that is a „slider“.Let's have a look at all possible settings for this item:

Width/Height

Will display the items width an height in pixels. Note that KGM doesonly work in pixels-mode and not with grid-based values.Normally, you shouldn't change these values as they (most of the time) only refer to the so called „bounding box“ which is the clickable area inside Kontakt. (Area of action).

Min/Max/Default

Most items have minimum, maximum and default values. Note that an item with a default value won't reflect that upon launch of the instrument. The default value will be referred to whenever the user clicks on an item with the <CONTROL> (OSX: <COMMAND>+Click)

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being pressed at the same time.

This is useful to e.g. reset a control to its initial state. (think of 0dB,center panning and so on).

Note that values in Kontakt go from 0 to 1000000 (one million).

Disp-R

Obsolete. (Only used for items with type „knob“). Since you cannot assign pictures to that type, we won't use this option at all.

Name

KGM does name your controls e.g. „slider9438759“. It always adds a random number at the end of the control name to avoid naming conflicts in Kontakt. If you wish you can give your control a specific name here.

Autom

Most of the control items in Kontakt are automatable and that by default. Here, you can enter a name for the automation name of the selected control. This name will appear in the „Auto“ section of Kontakt:

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Using the checkbox, you can decide if you want that control to be automatable or not.

Giving automatable controls meaningful automation names like e.g.„Filter Cutoff“ is always a good idea since otherwise the user might not know what he is actually automating.

Help

When the user hovers over an item, Kontakt can display a help textfor that particular item in the information window at the bottom.(That empty box with the „i“ in a circle). Here, you can e.g. let the user know what your control actually does.

Persist

In Kontakt, item values (like the angle/position of a knob) can be stored within the actual instrument.

This box is checked by default to ensure that when you save and reload your instrument, all knobs and sliders will revert back to their last state. So you should let this checkbox ticked.

Image

This box shows the image (PNG file) that is currently assigned to the selected item.

Action

Here you can choose the action for the currently selected item.Refer to the chapter „Action files“ to learn more about actions.

Unit

Obsolete. (Only used for items with type „knob“). Since you cannot assign pictures to that type, we won't use this option at all.

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Mouse (Mouse Behaviour)This let's you adjust how an item should react to mouse movement upon dragging. Here you can enter a value from -5000 to 5000, setting the move direction of a slider. Negative values will result in a vertical movement. Smaller values will mean that it takes more pixels to travel for the knob or slider to move.

TextThis option is used for labeling items.Here you can enter a text that should be displayed in Kontakt.You should only use it for items of the type „label“.

Random (ABCD)KGM does support randomizing the value of items.There are four randomize layers that you can add controls to.

You can add e.g. two knobs to random group „A“ and a set of another five controls to random group „B“.

Once that's done, add two buttons to your project, one button to randomize group „A“ and one to randomize group „B“.

You can find the required actions for this in „actions/miscellaneous“.When randomizing, the items inside randomize groups will move to a random position and also run their actions with the new randomized position as well.

All Groups/Group/From/To

This is used to decide which group or range of groups the selected control´s action should affect.Let's say you have a knob with an action assigned that controls the group´s filter cutoff. By default, this knob will alter the filter cutoff of all groups, unless you switch to either „Group“ and enter the number of the group or to „From/To“ and enter the first and the lastgroup.

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PLAYBACK GROUPS

You can determine, how (much) groups should be played back at the same time (or not) using playback groups.

KGM features up to 10 playback groups (A to J).That means you can e.g. play up to 10 different sounds (groups) at once. Note that only group A is enabled by default.

Let's say your instruments uses 10 groups with different WAV samples. And furthermore, let's say you want the user to be able tocheck or uncheck tones that should play upon pressing a note.

(Like those very old CA*** and YAM*** keyboards back then).

For this to work you will need to add group playback select buttons to your project. The required actions for that are located in „library/actions/groups“.

The steps involved in settings these up are:

1) Drag a switch from the library to the GUI area.2) Assign e.g. „groups/playback grp A active toggle.txt“ to it.3) Done.

By pressing that switch you can toggle the on/off status of the playback group easily.

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YOUR FIRST INSTRUMENT

In this chapter, we will design a complete instrument from scratch.

We will start with the blank Kontakt 5 template instrument loaded:

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In KGM, go to the library and select the folder „knobs metal“.

Drag four „knob_metal_gold_minmax“ knobs into the GUI area:

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Now assign them ADSR actions to control the volume envelope. (ADSR stands for Attack, Decay, Sustain and Release).

Select the first knob from the left and click on the „Action“ field in the edit section, where it says „N/A“ (no action assigned).

In the action library, navigate to the folder „envelope“.Select the script „grp ampenv attack“:

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Now select the next golden knob and do the same procedure as before, but this time select „grp ampenv decay“.

For the third knob, select „grp ampenv sustain“ and for the fourth one „grp ampenv release“. You now have set up the volume envelope controls for your instrument.

Note that in the edit section, the group selection area to the right has updated. „All Groups“ has been selected automatically. That means, each knob will control the envelope of all groups in your instrument.

Now we want to add another set of four knobs, this time we choosethe silver version of the metal knob. In the library, go to „knobs metal“ and drag four „knob_metal_silver_minmax“ knobs onto the GUI area. It should look like this:

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Now we want to add filter envelope actions to the silver knobs.

From left to right, click each knob, go to the „Action“ edit field and from the list choose the „filter“ folder and then select „grp fltenv attack“, „grp fltenv decay“, „grp fltenv sustain“ and „grp fltenv release“.

Let's now add a fancy waveform display, which will show the current zone's sample.

In the library on the left, navigate to the „waveform“ folder.From that folder (there is currently only one item) drag and drop „waveform display“ onto the GUI area. It should look like this:

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Before we carry on, we have to add a filter cutoff knob, a filter resonance knob and a filter envelope amount knob as well.

From the library, drag and drop one „knob_plastic_green_percent“, one „knob_plastic_green_posneg“ and one „knob_plastic_red_percent“ onto the GUI area.

You might need to re-arrange the other elements to have enough space around them. It should now look similar to this:

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Now we need to again assign actions to our fresh new controls.

Select the first green knob („knob_plastic_green_percent“) and assign it the action „filter/grp fx filter cutoff“.

Click on the second green knob („knob_plastic_green_posneg“) andthis time, attach a „filter/grp fx filter reso“ action to it.

The red knob will get the „filter/grp fltenv amount“ action.

So, what's next?

Our instrument could need some effects. Otherwise it would be a bit boring.

Let's add a convolution reverb, a chorus and a lofi (degrader) effectto it.

We'll start with the convolution reverb selection menu.In the library, go to „menus“ and drag in the „menu_IR_readout“.This will generate a menu will all entries populated with WAV (IR) files found in „project/Resources/ir_samples“. This way, you can easily switch between them.

But for the convolution reverb effect to work, we will need another knob to control the send amount to the convolution reverb itself. (The amount of audio we're feeding into it).

So once again, go to the library and choose the folder „knobs plastic“. From there, drag and drop „knob_plastic_blue_db12“ onto the GUI area. Position it right above the IR readout menu.

Have it look roughly like this:

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Granted, we won't win a design-award with that one.

Anyway, we still need to assign a proper action to our blue convolution reverb send knob. In the edit section at the bottom, go to „Action“ and from the „send fx“ folder select „fx send level irc“.

Since this send should work on an instruments basis, we won't use the „grp fx send level irc“ version.

Let's move on to our chorus and lofi effects.

Drag another two „knob_plastic_blue_db12“ knobs onto the GUI area. Position them more or less like this:

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Editor's note: Can't watch that for long. My eyes hurt.

What's next? You got it: We need to add actions to these two knobsas well. Select the middle one like in the picture and give it the „groups/group fx lofi srate“ action. For the blue knob to the right, locate the „send fx/fx send level chorus“ action and assign it.

Now you might have realized that we have added an action to control the lofi sample rate with the blue knob in the middle.

While this is no problem at all, the labelling of it is now somewhat wrong. When we want to control the sample rate, a label with decibels doesn't make much sense.

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No worries - we can fix that with one simple step.

Go to the library, go into the „knobs plastic“ folder and look for the item called „knob_plastic_blue_posneg“.

Drag it over to the GUI area and drop it directly onto the middle knob with the wrong label.

Notice that the rectangle around both items will become orange.

Once you've dropped it, the graphic of the knob has changed to that of the newly dragged item. This can come in handy when you only want to exchange graphics but not erase the whole item.

So that should be enough for our first instrument, no?

Not quite. We do need a button to enable or disable the lofi effect, since by default, it is turned off.

From the library, drag the switch called „button_1_wh_blue_led“ onto the GUI area. You can find it the folder „switches“.

Position it under the blue sample rate knob in the middle. If you're having trouble centering it because of the active grid, you can press<G> on your keyboard to disable it. Then you can position the itemfreely. Once done, press <G> again to bring back the grid.

Now we only need to assign the actual lofi enable/disable action to our new switch. It´s located in „groups/grp fx enable lofi“.

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„So, what else could we do to polish our shiny GUI?“„Well, some labels for the knobs would be nice.“„Agreed.“

Double click on an empy spot in the GUI area to create an editable text (label) item:

Click on it, to display the edit section for that item at the bottom.There, go to the „Text:“ field where it says „Control Name“ and clickit. A dialog will pop up and prompt you to „enter a new text to display“ for that label item. Type in „LOFI“ and press OK.

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The label has been updated and now reads „LOFI“. Position it directly underneath the blue lofi sample rate knob.

Time to add a few more labels!Once again, doubleclick anywhere in the GUI area without hitting an existing control to create some more label items.

Position these underneath all the knobs and give them proper names.

We will need „Attack“, „Decay“, „Sustain“ and „Release“, „Cutoff“, „Reso“, „Filter“ and „Env Amount“, „Reverb“, „Sample Rate“ and „Chorus“ for now:

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Okay, now it's time to move over to Kontakt itself. Hit the „!“ buttonto restart the Kontakt engine and the script interpreter:

There it is. Our instrument in all its beauty.

What do we have to do now? Import some samples!

But before we do that, let's make sure there aren't any script

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errors. In Kontakt, click on the wrench icon at the top to flip the instrument and show the „internals“:

Scroll down until you see the script edit box.Hit the little „Apply“ button. In the status line, a message saying „script updated (no errors)“ should appear:

If that´s the case all is good. If that´s not the case, please contact Rigid Audio. We will get back to you.

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Let's now import some audio files into our instrument, so that we can actually „play“ it.

In KGM's „project“ folder is a folder called „Samples“. This is where all your instruments samples should go. It´s a good practice to create one folder for all the samples of one group. This is handy when your group has more than one sample for each instrument:

„Samples/Bass01/bass_C1.wav“

„Samples/Bass01/bass_D#1.wav“

„Samples/Bass01/bass_F#1.wav“

„Samples/Lead/lead_C1.wav“

„Samples/Lead/lead_D1.wav“

„Samples/Lead/lead_E1.wav“

„Samples/Lead/lead_F1.wav“

„Samples/Lead/lead_G1.wav“

… and so on.

In Kontakt, open up the „Group Editor“. Make sure that the group called „INSTRUMENT 1“ is selected (white rectangle). Then click on the „Mapping Editor“.

Now drag and drop the demonstration samples from „project/Resources/Samples/DEMO PL Cabernetia Samples“ into themapping editor until it looks like this:

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Notice that when you drag over these samples, Kontakt will show you how each sample will be mapped across the keyboard.

In our case each WAV file needs to be mapped onto 3 keys. (C1, C#1, D1) and so on.

Release the mouse button once the mapping looks like in the picture above.

You have now succesfully imported your own samples (well, sort of your own, but you know what we mean) into Kontakt.

You should now be able to play notes on your MIDI keyboard and already (or should i say finally?) hear something.

Ladies and gentlemen - it´s time to play around with your instrument.

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But wait, what´s that?

When you move controls in Kontakt, a message appears:„SCRIPT WARNING: set_engine_par(): non-existent group!“

Well, that does make sense since our instrument only has one group for now which is called „INSTRUMENT 1“.

To fix this, we go back to KGM and for each control in there we set it to only control Group 1:

Once that is done, go back to Kontakt and push the „!“ (engine restart) button once again so that it will update.

The warning message should be gone.

Note that if you want more than one group for your instrument you will need to duplicate the group called „INSTRUMENT 1“ inside Kontakt.

To do so, go to the „Group Editor“ and locate „INSTRUMENT 1“ and then right-click (OSX: <OPTION>+Click) and select „Duplicate group(s)“. Then it's advisable to rename the group to „INSTRUMENT 2“ and so on and so forth.

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DISTRIBUTING YOUR INSTRUMENT

In this chapter, we will explain all the steps required to „finalize“ your product and to prepare it to be distributed or shared with friends.

The process is as following:

A) In your Kontakt instrument itself (e.g. „KGM Template Instrument.nki“) click on the wrench icon on the top left.

Click on "Instrument Options". In the "Resource Container" section, click on "Create".

Browse to the "KGM_100/project" folder.

In there you have a file called "KGM_Template_Instrument.nkr".This file is the instrument's resource container.

Double-Click it to update the resource container. This will store all script files, pictures and impulse responses inside this file.

B) Copy all the *.nki instruments that belong to your package to a new folder. Call it for example "Release".Copy the previously updated "KGM_Template_Instrument.nkr" + *.nkc to it as well.

C) Copy all the samples to your "Release" folder. (The folder called "Samples" that contains all the samples foryour package).

If you're using Kontakt 4, you will also need to copy the „ir_samples“ folder (located at „project/Resources/ir_samples“) to the „Release“ folder as well.

After that you should now have a release folder that contains just the project's samples, your resource container files (*.nkr and *.nkc) and your Kontakt *.nki instrument(s) itself.

Now you can share that folder with your friends (e.g. compress it toa ZIP file) or distribute and sell it.

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Note: In case there are "File not found" problems, you should batchre-save all the instruments:

A) Make sure that the wrench icon is NOT clicked (you can see the main GUI of your instrument).

B) In Kontakt itself, go to the "Files" dropdown menu at the top.

Choose "Batch re-save".

A warning will pop up - click "Yes" to proceed.

Navigate to your "release" folder with all the instruments in it and click "Okay".

Kontakt will now re-save the files and fix any missing file problems.

It is also advisable to protect the script files:

In the instrument itself, press the wrench icon again and go to "Script Editor".

Scroll down and look for the "Edit" button (with a little lock beneathit).

Click "Edit" and then "Lock with Password".

Enter your password two times (remember it) and press "Okay".

Don´t forget to save your instrument again using the Disk symbol located at the top of Kontakt.

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TROUBLESHOOTING & FAQ

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Does KONTAKT GUI Maker work with the free KONTAKT Player?

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No. You´ll need fully licensed and registered versions of Kontakt. (Kontakt 5.5 or Kontakt 4.2).

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Can i control the Sample Offset (Sample Start)?

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Yes. Directly via Knobs, Sliders or Faders or via external modulation(velocity, modwheel, aftertouch).

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Can i control sample´s loop points?

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Not currently.

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Can i import my own user interface elements?

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Yes.

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Am i stuck with what is offered in terms of interface elements?

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No, you can create and import your own files to the library.

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Is the library expandable?

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Yes.

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Is the script library expandable?

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Yes.

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Can i customize action script files?

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Yes, completely and freely.

Use the <name> tag so that KGM does know where to insert the currently selected control.

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When i import PNG files to the library they don´t show up in KGM.

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That is because KONTAKT needs a text file for each PNG file that describes its behaviour among other things.

You need to make sure that each imported PNG graphic has a corresponding text file with the same name.

Look into the txt files in the library to get an idea how these files have to look like.

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When i import WAV files into the template instrument, i can´t hear no sound at all.

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Make sure you import your samples into group number 1! (Not group 0 which is called "DONT ERASE ME").

Always start from that group. If you need more groups, always duplicate groups starting from group 1, called „INSTRUMENT 1“.

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Can i change the PNG file of an user interface element in KONTAKT GUI Maker?

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Yes, simply drag a different user interface element (graphic) from the library on top of the one that you want to change.

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What KONTAKT user interface control elements are supported?

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Currently Sliders, Buttons, Switches, Menus, Tables, Level Meters, Text and Value Edits, Waveforms.

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Can i change the background image for my KONTAKT instrument?

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Yes, simply drag and drop a wallpaper file from the library onto the KGM GUI area.

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How can i add my own background images to the library?

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Copy your (PNG only!) background files to "library\pictures\wallpaper". Make sure that each file has a corresponding <name>.txt file with the wallpaper tag set (Type: wallpaper).

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I have changed the wallpaper background image in KGM. In my Kontakt instrument, when i click on engine restart it does

still show the previous background image. Why?

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When changing background wallpaper images, you will need to reload the instrument completely.

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Can i use the template KONTAKT instrument for a commercial release?

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Yes.

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Can i use the bundled scripts and graphics for a commercial release?

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Yes.

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Changes that i have made to my project do not appear insideKONTAKT.

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Verify that there are no script errors. Go into KONTAKT and click onthe top wrench icon.

Go to the Script Editor, scroll down to "Edit". The script editor will open up.

Press the "Apply" button. If there are any errors, it will tell which one in the status line underneath

the script editor. Please contact us if this happens.

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Can i use my own samples with KONTAKT GUI Maker?

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KONTAKT GUI Maker doesn´t come with samples so - yes!

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Can i control KONTAKT´s LFO functions?

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Yes. The template KONTAKT instrument comes with two LFOs set up for you.

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Is there support for the convolution reverb?

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Yes.

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Is there support for KONTAKT´s effects?

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Yes, the complete range of effects is supported.

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Is KONTAKT´s BUS system supported?

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Yes.

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Can i use my own convolution reverb impulse responses?

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Yes. Simply copy these to the „project/Resources/ir_samples" folder.

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Are tables supported?

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Yes, but currently only rudimentary.

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Can i use my own fonts for the labels and menus?

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No, not currently. You would have to design your own PNG files.

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Is KONTAKT 5.6 supported?

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No yet, we are working on it.

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Are MIDI controllers supported?

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Yes.

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Are send effects supported?

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Yes.

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Can i make interface elements automatable?

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Yes, items are automatable by default.

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Are multi scripts supported?

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Not yet.

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Are values of controls stored within my instrument?

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Yes, unless you uncheck the "Persist" checkbox in KGM.

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Can i create a KONTAKT instrument without using the bundled template NKI instrument?

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Yes, but you will need to make sure that you give all your modulators inside KONTAKT the correct names, otherwise the

included action scripts will not work. A list of these names will be released soon.

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Is KONTAKT GUI Maker KONTAKT 4+ compatible?

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Yes, the script output does work with KONTAKT 4 unless you use specific KONTAKT 5 functions / effects.

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Are menus supported?

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Yes, KONTAKT GUI Maker comes with PNG image menu generation.

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Can i control group volume and panning?

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Yes.

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Can i setup keyboard colours?

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Currently not. You would need to script that for yourself.

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Do the instruments made with KONTAKT GUI Maker work with both Windows and OSX?

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Yes.

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Why isn´t my instrument appearing as a library in KONTAKT?

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Native Instruments does charge a huge amount of money for that feature.

You will need to contact them directly.

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Does KONTAKT GUI Maker support multiple instrument groups?

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Yes.

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Is there screen zooming in KONTAKT GUI Maker?

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Yes, use the mousewheel while pressing ALT/OPTION.

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Can i protect user interface elements from unwanted editing / positioning?

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Yes, there is an item lock function. Press <L> on your keyboard to lock a currently selected item.

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Is there multi-selection?

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Not yet.

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How can in scroll in the library?

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Simply use the mousewheel.

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How can i scroll in the action script library window?

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Simply use the mousewheel.

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Can i load an existing script from a different KONTAKT instrument?

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Yes, but it is not guaranteed to work since KGM was made to work for and with the bundled template KONTAKT instrument. So we cannot recommend that.

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Can i play more than one sound / group at the same time?

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Yes, use group playback actions for this. Refer to the chapter „Playback groups“.

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Can i make a fullblown instrument with tons of sounds usingKONTAKT GUI Maker?

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Yes.

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Do i have to pay royalties or license fees when i distribute my own instruments made with KONTAKT GUI Maker?

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No.

-------------------------------------------------------------------------------------------------------------------------

I have imported my own PNG image into the library but it looks kind of destroyed (random pixels everywhere). Why?

-------------------------------------------------------------------------------------------------------------------------

Most likely you have saved your PNG image with 32 bits truecolour.

KGM only supports a colour-depth of 16 or 24 bits. Also make sure your image-strips are horizontally.

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The controls in my instrument do not change/update when i change e.g. the "default value" in KGM. Why?

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KONTAKT stores these values initially and sets up the controls accordingly. Values of knobs and sliders will be stored

within the instrument. In this case you would need to adjust the control manually in your KONTAKT instrument.

(Don´t forget to save your instrument(s) afterwards).

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I am getting an "The application cannot be openened“ error (OSX). What's the reason for that?

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As it seems, this is a general problem with newer OS X operating systems and happens from time to time. A few tips and help:

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https://support.apple.com/kb/PH21769?locale=en_US

https://www.cnet.com/news/tutorial-what-to-do-when-a-mac-os-x-application-will-not-launch/

http://help.yoyogames.com/hc/en-us/articles/216753558-My-app-won-t-open-when-downloaded-from-the-internet

http://www.cultofmac.com/224876/safely-install-non-mac-app-store-apps-on-your-mac-os-x-tips/

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My question isn't answered here.

-------------------------------------------------------------------------------------------------------------------------

Please send an email to [email protected] will get back to you within one working day.

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KEY COMMANDS

Grid Size (X&Y): <1>,<2>,<3> and <4>Hide Controls: <C>Hide Labels: <B>Lock Item: <L>Grid On/Off: <G>Delete Item: <BACKSPACE> / <DEL>Cancel: <ESCAPE>Confirm: <ENTER>Move Items: <ARROW KEYS>Zoom: <ALT> (<OPTION>) + MousewheelQuit KGM: <ESCAPE>

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LEGAL DISCLAIMER

Kontakt GUI Maker („KGM“), including all of it's components and any additional files included with the distribution, is protected by copyright law and international copyright treaties. You are free to use Kontakt GUI Maker („KGM“) on as much computers as you prefer, if they do belong to yourself or your development team. Also, you may make one copy of Kontakt GUI Maker („KGM“) solely for archival or backup purposes.

Except as provided in the agreement, you receive no rights to transfer, rent, lease, lend, copy, modify, market, transmit or reverseengineer Kontakt GUI Maker („KGM“), any component hereof, or any file provided with the distribution.

Kontakt GUI Maker („KGM“), and any files included with the distribution, including sampled sounds and presets, is licensed but not sold to you, for use in software instrument design and the development of your own Kontakt instruments. You can use all provided graphics and scripts for commercial distribution.

Kontakt GUI Maker („KGM“), any component hereof, and any files distributed with it, is provided "as is", and there is no warranty of any kind, either express or implied - including, but not limited to, the implied warranties of merchantability and fitness for any particular purpose. The risk as to the quality and performance of the program is with you, and Rigid Audio will not be held responsible for any damage or loss, to your person or property, as incidential or consequential result of installing or using this software.

All logos and/or trademarks shown or referred to in this manual or on the website are the property of their respective owners.

Feb 2017Rigid Audio

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CREDITS

Kontakt GUI Maker (KGM) was developed and designed by Dennis Lenz @ Rigid Audio using YoYo Games™ Game Maker: Studio Professional™.

We hope you enjoy KGM.

Feel free to send bug reports, suggestions and more to:

[email protected]

Also, please don't forget to visit us online:

http://www.rigid-audio.com

© RIGID AUDIO 2017. All Rights reserved.

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