XNA Creators Club Online
Page 1 of 1 (8 items)
Sort Posts: Previous Next

problems with the "rock band setdrum"

Last post 07-19-2008 9:16 PM by Pigyman. 7 replies.
  • 07-14-2008 8:07 PM

    problems with the "rock band setdrum"

    to connect the "rockband setdrum" I have no idea how to control it in the code, if I use game pad or that.
    if I can help with the code.
  • 07-14-2008 8:19 PM In reply to

    Re: problems with the "rock band setdrum"

    There's no explicit controller APIs for the drum.

    You just read from the same buttons as you would a normal controller. Each drum will map to one of the buttons probably.

    Use this app to see the mapping http://creators.xna.com/en-us/utilities/inputreporter

     



    The ZBuffer News and information for XNA

    Please read the forum FAQs - Bug reporting
  • 07-15-2008 8:11 PM In reply to

    Re: problems with the "rock band setdrum"

    does not understand very well.
    what is it that the pc I took the battery as a joystick and that he aberiguado XNA need for a library to use joystick apart, even if it is not true.
  • 07-15-2008 8:14 PM In reply to

    Re: problems with the "rock band setdrum"

    what we also knew is that I am not making drunmset as pad xbox
  • 07-15-2008 9:54 PM In reply to

    Re: problems with the "rock band setdrum"

    I'm not sure what your problem is.

    You should be able to plug the rockbadn drumset into your PC or Xbox 360 and then run that input program. Then as you hit the drums it will look as if you are pressing buttons on a regualr controller.

    For example the left drum might be the A button, the next drum the B button

    There is no special code for the drums - it just pretends to be a regular gamepad.



    The ZBuffer News and information for XNA

    Please read the forum FAQs - Bug reporting
  • 07-16-2008 2:13 PM In reply to

    Re: problems with the "rock band setdrum"

    this is exactly the problem I have, to connect the rock band, XNA not making me like a normal game controller, investigate and use the library soopah.xna.input I found a forum, but the code example that brings me no funciono I have in the XNA 3.0 nor how to use the library.
    not that I'm doing wrong to connect it if I have to use other functions or that. I attach the draft code.

    using System;
    using System.Collections.Generic;
    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Audio;
    using Microsoft.Xna.Framework.Content;
    using Microsoft.Xna.Framework.GamerServices;
    using Microsoft.Xna.Framework.Graphics;
    using Microsoft.Xna.Framework.Input;
    using Microsoft.Xna.Framework.Net;
    using Microsoft.Xna.Framework.Storage;
    using Soopah.Xna.Input;

    namespace dispositivos
    {
        /// <summary>
        /// This is the main type for your game
        /// </summary>
        public class Game1 : Microsoft.Xna.Framework.Game
        {
            GraphicsDeviceManager graphics;
            SpriteBatch spriteBatch;
           
            public Game1()
            {
                graphics = new GraphicsDeviceManager(this);
                Content.RootDirectory = "Content";
               
            }
               
               
                                     

            /// <summary>
            /// Allows the game to perform any initialization it needs to before starting to run.
            /// This is where it can query for any required services and load any non-graphic
            /// related content.  Calling base.Initialize will enumerate through any components
            /// and initialize them as well.
            /// </summary>
            protected override void Initialize()
            {
                // TODO: Add your initialization logic here

                base.Initialize();
            }

            /// <summary>
            /// LoadContent will be called once per game and is the place to load
            /// all of your content.
            /// </summary>
            protected override void LoadContent()
            {
                // Create a new SpriteBatch, which can be used to draw textures.
                spriteBatch = new SpriteBatch(GraphicsDevice);

                // TODO: use this.Content to load your game content here
            }

            /// <summary>
            /// UnloadContent will be called once per game and is the place to unload
            /// all content.
            /// </summary>
            protected override void UnloadContent()
            {
                // TODO: Unload any non ContentManager content here
            }

            /// <summary>
            /// Allows the game to run logic such as updating the world,
            /// checking for collisions, gathering input, and playing audio.
            /// </summary>
            /// <param name="gameTime">Provides a snapshot of timing values.</param>
            protected override void Update(GameTime gameTime)
            {
                // Allows the game to exit
                if (GamePad.GetState(PlayerIndex.One).Buttons.B == ButtonState.Pressed)
                    this.Exit();
               

                    // TODO: Add your update logic here

                    base.Update(gameTime);
            }

            /// <summary>
            /// This is called when the game should draw itself.
            /// </summary>
            /// <param name="gameTime">Provides a snapshot of timing values.</param>
            protected override void Draw(GameTime gameTime)
            {
                graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

                // TODO: Add your drawing code here

                base.Draw(gameTime);
            }
        }
    }

    if he realizes he does not put other functions to recognize the drums, I do not know if this is the mistake
    thanks for the help
  • 07-17-2008 6:09 AM In reply to

    Re: problems with the "rock band setdrum"

    You should not need Soopah - that is for older non XInput devices.

    Are you saying that when you run the Input Inspector application you don't see any buttons being pressed by the drums. Saldy I don't have a set to try - hopefully someone who does can try it for you.



    The ZBuffer News and information for XNA

    Please read the forum FAQs - Bug reporting
  • 07-19-2008 9:16 PM In reply to

    Re: problems with the "rock band setdrum"

    The Rock Band drum kit works fine for me on the Input Reporter.  As does the Rock Band guitar and the Guitar Hero guitar.  Thus, I do not see a problem.  A = green pad, B = red pad, Y = yellow pad, X = blue pad, and Left Bumper = foot pedal, for reference.
Page 1 of 1 (8 items) Previous Next
var gDomain='m.webtrends.com'; var gDcsId='dcschd84w10000w4lw9hcqmsz_8n3x'; var gTrackEvents=1; var gFpc='WT_FPC'; /*<\/scr"+"ipt>");} /*]]>*/
DCSIMG