3.2 Midi controller help

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vector1

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Hello all,

I started a project and I may have bitten off more than I can chew. I am new to al of this and I need some help.

my project is to make a arcade button midi controller, I have all of the button wired to each other and then to the ground and I have buttons 1-16 using slots 0-15 on the 3.2 board.

I have done the programming for the buttons and I get feed back from buttons 1-11 but not the buttons wired into slots 12-15.

to my understanding these slots should be good for buttons..but its not working..can anyone give me a hand on this one, or tell me a place to start looking

thank you

IMG_20161229_191957939.jpgIMG_20161229_191930673.jpgIMG_20161229_191953686.jpg
 
Note, you probably don't want to use pin 13 for reading a button. Pin 13 has the LED on it and a resistor for the LED. This can interfere with using the pin for digital input unless you factor in the pin having a resistor.
 
sure thing

I made edits to this one...most of the buttons work except the top 4.

I change out pin 13, right now I have no LED's on the board

/* Buttons to USB MIDI Example

You must select MIDI from the "Tools > USB Type" menu

To view the raw MIDI data on Linux: aseqdump -p "Teensy MIDI"

This example code is in the public domain.
*/

#include <Bounce.h>

// the MIDI channel number to send messages
const int channel = 1;

// Create Bounce objects for each button. The Bounce object
// automatically deals with contact chatter or "bounce", and
// it makes detecting changes very simple.
Bounce button0 = Bounce(0, 5);
Bounce button1 = Bounce(1, 5); // 5 = 5 ms debounce time
Bounce button2 = Bounce(2, 5); // which is appropriate for good
Bounce button3 = Bounce(3, 5); // quality mechanical pushbuttons
Bounce button4 = Bounce(4, 5);
Bounce button5 = Bounce(5, 5); // if a button is too "sensitive"
Bounce button6 = Bounce(6, 5); // to rapid touch, you can
Bounce button7 = Bounce(7, 5); // increase this time.
Bounce button8 = Bounce(8, 5);
Bounce button9 = Bounce(9, 5);
Bounce button10 = Bounce(10, 5);
Bounce button11 = Bounce(11, 5);
Bounce button12 = Bounce(12, 5);
Bounce button13 = Bounce(13, 5);
Bounce button14 = Bounce(14, 5);
Bounce button15 = Bounce(15, 5);


void setup() {
// Configure the pins for input mode with pullup resistors.
// The pushbuttons connect from each pin to ground. When
// the button is pressed, the pin reads LOW because the button
// shorts it to ground. When released, the pin reads HIGH
// because the pullup resistor connects to +5 volts inside
// the chip. LOW for "on", and HIGH for "off" may seem
// backwards, but using the on-chip pullup resistors is very
// convenient. The scheme is called "active low", and it's
// very commonly used in electronics... so much that the chip
// has built-in pullup resistors!
pinMode(0, INPUT_PULLUP);
pinMode(1, INPUT_PULLUP);
pinMode(2, INPUT_PULLUP);
pinMode(3, INPUT_PULLUP);
pinMode(4, INPUT_PULLUP);
pinMode(5, INPUT_PULLUP);
pinMode(6, INPUT_PULLUP); // Teensy++ 2.0 LED, may need 1k resistor
pullup
pinMode(7, INPUT_PULLUP);
pinMode(8, INPUT_PULLUP);
pinMode(9, INPUT_PULLUP);
pinMode(10, INPUT_PULLUP);
pinMode(11, INPUT_PULLUP);
pinMode(12, INPUT_PULLUP);
pinMode(13, INPUT_PULLUP);
pinMode(14, INPUT_PULLUP);
pinMode(15, INPUT_PULLUP);// Teensy 2.0 LED, may need 1k resistor pullup
}

void loop() {
// Update all the buttons. There should not be any long
// delays in loop(), so this runs repetitively at a rate
// faster than the buttons could be pressed and released.
button0.update();
button1.update();
button2.update();
button3.update();
button4.update();
button5.update();
button6.update();
button7.update();
button8.update();
button9.update();
button10.update();
button11.update();
button12.update();
button13.update();
button14.update();
button15.update();

// Check each button for "falling" edge.
// Send a MIDI Note On message when each button presses
// Update the Joystick buttons only upon changes.
// falling = high (not pressed - voltage from pullup resistor)
// to low (pressed - button connects pin to ground)
if (button0.fallingEdge()) {
usbMIDI.sendNoteOn(60, 99, channel); // 60 = C4
}
if (button1.fallingEdge()) {
usbMIDI.sendNoteOn(61, 99, channel); // 61 = C#4
}
if (button2.fallingEdge()) {
usbMIDI.sendNoteOn(62, 99, channel); // 62 = D4
}
if (button3.fallingEdge()) {
usbMIDI.sendNoteOn(63, 99, channel); // 63 = D#4
}
if (button4.fallingEdge()) {
usbMIDI.sendNoteOn(64, 99, channel); // 64 = G#3
}
if (button5.fallingEdge()) {
usbMIDI.sendNoteOn(65, 99, channel); // 65 = A3
}
if (button6.fallingEdge()) {
usbMIDI.sendNoteOn(66, 99, channel); // 66 = A#3
}
if (button7.fallingEdge()) {
usbMIDI.sendNoteOn(67, 99, channel); // 67 = B3
}
if (button8.fallingEdge()) {
usbMIDI.sendNoteOn(68, 99, channel); // 68 = E3
}
if (button9.fallingEdge()) {
usbMIDI.sendNoteOn(69, 99, channel); // 69 = F3
}
if (button10.fallingEdge()) {
usbMIDI.sendNoteOn(70, 99, channel); // 70 = F#3
}
if (button11.fallingEdge()) {
usbMIDI.sendNoteOn(71, 99, channel); // 71 = G3
}
if (button12.fallingEdge()) {
usbMIDI.sendNoteOn(71, 99, channel); // 72 = C3
}
if (button13.fallingEdge()) {
usbMIDI.sendNoteOn(71, 99, channel); // 73 = C#3
}
if (button14.fallingEdge()) {
usbMIDI.sendNoteOn(71, 99, channel); // 74 = D3
}
if (button15.fallingEdge()) {
usbMIDI.sendNoteOn(71, 99, channel); // 75 = D#3
}



// Check each button for "rising" edge
// Send a MIDI Note Off message when each button releases
// For many types of projects, you only care when the button
// is pressed and the release isn't needed.
// rising = low (pressed - button connects pin to ground)
// to high (not pressed - voltage from pullup resistor)
if (button0.risingEdge()) {
usbMIDI.sendNoteOff(60, 0, channel); // 60 = C4
}
if (button1.risingEdge()) {
usbMIDI.sendNoteOff(61, 0, channel); // 61 = C#4
}
if (button2.risingEdge()) {
usbMIDI.sendNoteOff(62, 0, channel); // 62 = D4
}
if (button3.risingEdge()) {
usbMIDI.sendNoteOff(63, 0, channel); // 63 = D#4
}
if (button4.risingEdge()) {
usbMIDI.sendNoteOff(64, 0, channel); // 64 = G#3
}
if (button5.risingEdge()) {
usbMIDI.sendNoteOff(65, 0, channel); // 65 = A3
}
if (button6.risingEdge()) {
usbMIDI.sendNoteOff(66, 0, channel); // 66 = A#3
}
if (button7.risingEdge()) {
usbMIDI.sendNoteOff(67, 0, channel); // 67 = B3
}
if (button8.risingEdge()) {
usbMIDI.sendNoteOff(68, 0, channel); // 68 = E3
}
if (button9.risingEdge()) {
usbMIDI.sendNoteOff(69, 0, channel); // 69 = F3
}
if (button10.risingEdge()) {
usbMIDI.sendNoteOff(70, 0, channel); // 70 = F#3
}
if (button11.risingEdge()) {
usbMIDI.sendNoteOff(71, 0, channel); // 71 = G3
}
if (button12.risingEdge()) {
usbMIDI.sendNoteOff(71, 0, channel); // 72 = C3
}
if (button13.risingEdge()) {
usbMIDI.sendNoteOff(71, 0, channel); // 73 = C#3
}
if (button14.risingEdge()) {
usbMIDI.sendNoteOff(71, 0, channel); // 74 = D3
}
if (button15.risingEdge()) {
usbMIDI.sendNoteOff(71, 0, channel); // 75 = D#3
}
// MIDI Controllers should discard incoming MIDI messages.
//
http://forum.pjrc.com/threads/24179-Teensy-3-Ableton-Analog-CC-causes-midi-crash
while (usbMIDI.read()) {
// ignore incoming messages
}
}
 
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