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Using the simulator indicator lamps

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The simulator's Indicators section has two lamps, LED1 and LED2, which follow the registers REG30 and REG31 as your program runs. They give you a way to see a value you cannot hear while you are developing — an envelope follower, a tempo, the state of a switch.

How brightness is worked out[edit | edit source]

The lamp reads its register as S1.23:

  • 0 is off.
  • 1.0 is full brightness.
  • A negative value is off. It is not rectified, so a bipolar signal lights the lamp only
 on its positive half.

The scale is linear on purpose. A program that wants a curve is two instructions from the curve it wants.

The FV-1 has no LEDs. The lamps exist in the simulator only — nothing lights up on the pedal when your program writes to REG30 or REG31. They are a debugging aid for the time you spend writing code, not an output you can ship. A design that needs an indicator on the finished pedal needs one built into the hardware.

Lighting a lamp[edit | edit source]

Write the value you want to see into REG30 or REG31:

; #LED1 Rate

skp     run, loop
wlds    sin0, 12, 32767

loop:
cho     rdal, sin0      ; bipolar, -1 to +1
sof     0.5, 0.5        ; fold to 0..1 so the lamp follows the whole cycle
wrax    reg30, 0

Without the sof 0.5, 0.5 the lamp is dark for half of every LFO cycle.

Naming the lamps[edit | edit source]

A comment tag renames a lamp in the panel:

; #LED1 Tempo

The tag is read from the comment part of the line, so it never collides with code. It is the same mechanism that names the pots — see Labelling pots and lamps in your source.

A gotcha[edit | edit source]

Nothing on the FV-1 reserves REG30 or REG31. A program that parks scratch values there will light the lamps by accident. If a lamp flickers for no reason you can explain, check whether those two registers are being used as general-purpose storage.

See also[edit | edit source]