There are other problems, It crashed Ableton twice. I soldered all connections but even before, the buttons were making other lights come on. I know you tested it with midi ox but has it ever been tested with a DAW like Ableton?
// define the pins you want to use and the CC ID numbers on which to send them..
const int ANALOG_PINS[A_PINS] = {A0,A1,A2,A3,A4,A5};
const int CCID[A_PINS] = {21,22,23,24,25,26};
[/* Use arrays to manage lists of knobs/pots and pushbuttons.
By Leif Oddson
https://forum.pjrc.com/threads/45376
This more complex example demonstrates how to use arrays to
manage a larger number of inputs, without duplicating your
code for every signal.
You must select MIDI from the "Tools > USB Type" menu
This example code is in the public domain.
*/
//************LIBRARIES USED**************
// include the ResponsiveAnalogRead library for analog smoothing
#include <ResponsiveAnalogRead.h>
// include the Bounce library for 'de-bouncing' switches -- removing electrical chatter as contacts settle
#include <Bounce.h>
//usbMIDI.h library is added automatically when code is compiled as a MIDI device
// ******CONSTANT VALUES********
// customize code behaviour here!
const int channel = 1; // MIDI channel
const int A_PINS = 24; // number of Analog PINS
const int D_PINS = 24; // number of Digital PINS
const int ON_VELOCITY = 99; // note-one velocity sent from buttons (should be 65 to 127)
// define the pins you want to use and the CC ID numbers on which to send them..
const int ANALOG_PINS[A_PINS] = {A0,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11,A12,A13,A14,A15,A16,A17,A18,A19,A20,A21,A22,A23};
const int CCID[A_PINS] = {21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44};
// define the pins and notes for digital events
const int DIGITAL_PINS[D_PINS] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23};
const int note[D_PINS] = {60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83};
const int BOUNCE_TIME = 7; // 5 ms is usually sufficient
const boolean toggled = true;
//******VARIABLES***********
// a data array and a lagged copy to tell when MIDI changes are required
byte data[A_PINS];
byte dataLag[A_PINS]; // when lag and new are not the same then update MIDI CC value
//************INITIALIZE LIBRARY OBJECTS**************
// not sure if there is a better way... some way run a setup loop on global array??
// use comment tags to comment out unused portions of array definitions
//initialize the ReponsiveAnalogRead objects
ResponsiveAnalogRead analog[]{
{ANALOG_PINS[0],true},
{ANALOG_PINS[1],true},
{ANALOG_PINS[2],true},
{ANALOG_PINS[3],true},
{ANALOG_PINS[4],true},
{ANALOG_PINS[5],true},
{ANALOG_PINS[6],true},
{ANALOG_PINS[7],true},
{ANALOG_PINS[8],true},
{ANALOG_PINS[9],true},
{ANALOG_PINS[10],true},
{ANALOG_PINS[11],true},
{ANALOG_PINS[12],true},
{ANALOG_PINS[13],true},
{ANALOG_PINS[14],true},
{ANALOG_PINS[15],true},
{ANALOG_PINS[16],true},
{ANALOG_PINS[17],true},
{ANALOG_PINS[18],true},
{ANALOG_PINS[19],true},
{ANALOG_PINS[20],true},
{ANALOG_PINS[21],true},
{ANALOG_PINS[22],true},
{ANALOG_PINS[23],true}
};
//initialize the bounce objects
Bounce digital[] = {
Bounce(DIGITAL_PINS[0],BOUNCE_TIME),
Bounce(DIGITAL_PINS[1], BOUNCE_TIME),
Bounce(DIGITAL_PINS[2], BOUNCE_TIME),
Bounce(DIGITAL_PINS[3], BOUNCE_TIME),
Bounce(DIGITAL_PINS[4], BOUNCE_TIME),
Bounce(DIGITAL_PINS[5], BOUNCE_TIME),
Bounce(DIGITAL_PINS[6], BOUNCE_TIME),
Bounce(DIGITAL_PINS[7], BOUNCE_TIME),
Bounce(DIGITAL_PINS[8], BOUNCE_TIME),
Bounce(DIGITAL_PINS[9], BOUNCE_TIME),
Bounce(DIGITAL_PINS[10], BOUNCE_TIME),
Bounce(DIGITAL_PINS[11], BOUNCE_TIME),
Bounce(DIGITAL_PINS[12], BOUNCE_TIME),
Bounce(DIGITAL_PINS[13], BOUNCE_TIME),
Bounce(DIGITAL_PINS[14], BOUNCE_TIME),
Bounce(DIGITAL_PINS[15], BOUNCE_TIME),
Bounce(DIGITAL_PINS[16], BOUNCE_TIME),
Bounce(DIGITAL_PINS[17], BOUNCE_TIME),
Bounce(DIGITAL_PINS[18], BOUNCE_TIME),
Bounce(DIGITAL_PINS[19], BOUNCE_TIME),
Bounce(DIGITAL_PINS[20], BOUNCE_TIME),
Bounce(DIGITAL_PINS[21], BOUNCE_TIME),
Bounce(DIGITAL_PINS[22], BOUNCE_TIME),
Bounce(DIGITAL_PINS[23], BOUNCE_TIME),
};
//************SETUP**************
void setup() {
// loop to configure input pins and internal pullup resisters for digital section
for (int i=0;i<D_PINS;i++){
pinMode(DIGITAL_PINS[i], INPUT_PULLUP);
}
}
//************LOOP**************
void loop() {
getAnalogData();
getDigitalData();
while (usbMIDI.read()) {
// controllers must call .read() to keep the queue clear even if they are not responding to MIDI
}
}
//************ANALOG SECTION**************
void getAnalogData(){
for (int i=0;i<A_PINS;i++){
// update the ResponsiveAnalogRead object every loop
analog[i].update();
// if the repsonsive value has change, print out 'changed'
if(analog[i].hasChanged()) {
data[i] = analog[i].getValue()>>3;
if (data[i] != dataLag[i]){
dataLag[i] = data[i];
usbMIDI.sendControlChange(CCID[i], data[i], channel);
}
}
}
}
//************DIGITAL SECTION**************
void getDigitalData(){
for (int i=0;i<D_PINS;i++){
digital[i].update();
if (digital[i].fallingEdge()) {
usbMIDI.sendNoteOn(note[i], ON_VELOCITY, channel);
}
// Note Off messages when each button is released
if (digital[i].risingEdge()) {
usbMIDI.sendNoteOff(note[i], 0, channel);
}
}
}
Er... what I mean is; just tie any pins not set to a functioning wiper to ground.You can also test from a breadboard if you have pins on your Teensy. The configured pins can be set to HIGH or LOW voltages or to a voltage divider output. Ground is usually all you need to do as the loops will work for all or none for the most part.
//************DIGITAL SECTION**************
void getDigitalData(){
for (int i=0;i<D_PINS;i++){
digital[i].update();
if (digital[i].fallingEdge()) {
[COLOR="#B22222"] if (state[i]) {
state[i] = 0;
}else{
state[i] = 127;
}[/COLOR]
usbMIDI.sendControlChange(CCnumber[i], state[i], channel);
}
}
}
/* 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);
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); // 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();
// 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 = E4
}
if (button5.fallingEdge()) {
usbMIDI.sendNoteOn(65, 99, channel); // 65 = F4
}
if (button6.fallingEdge()) {
usbMIDI.sendNoteOn(66, 99, channel); // 66 = F#4
}
if (button7.fallingEdge()) {
usbMIDI.sendNoteOn(67, 99, channel); // 67 = G4
}
if (button8.fallingEdge()) {
usbMIDI.sendNoteOn(68, 99, channel); // 68 = G#4
}
if (button9.fallingEdge()) {
usbMIDI.sendNoteOn(69, 99, channel); // 69 = A5
}
if (button10.fallingEdge()) {
usbMIDI.sendNoteOn(70, 99, channel); // 70 = A#5
}
if (button11.fallingEdge()) {
usbMIDI.sendNoteOn(71, 99, channel); // 71 = B5
}
// 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 = E4
}
if (button5.risingEdge()) {
usbMIDI.sendNoteOff(65, 0, channel); // 65 = F4
}
if (button6.risingEdge()) {
usbMIDI.sendNoteOff(66, 0, channel); // 66 = F#4
}
if (button7.risingEdge()) {
usbMIDI.sendNoteOff(67, 0, channel); // 67 = G4
}
if (button8.risingEdge()) {
usbMIDI.sendNoteOff(68, 0, channel); // 68 = G#4
}
if (button9.risingEdge()) {
usbMIDI.sendNoteOff(69, 0, channel); // 69 = A5
}
if (button10.risingEdge()) {
usbMIDI.sendNoteOff(70, 0, channel); // 70 = A#5
}
if (button11.risingEdge()) {
usbMIDI.sendNoteOff(71, 0, channel); // 71 = B5
}
// 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
}
}