If you are the type of user who'd like scenes to save additional changes other than bypass state and channels then 4 scene controllers are edging into limited in some cases at least. I personally haven't hit such a limit but if you build a preset with that mentality it's a handy feature then and also it could be something useful to have more for the fm3/fm9 users I suppose. And the ability to name or tag them could be handy so you don't have to go back and forth to all parameters and right click to see which one is attached to which.I am just now getting into scene controllers and I agree. 4 Seems really limiting, but I am also sure that there are ways to maximize the 4 that I am missing.
I bet naming would really help for when you are editing on the unit, say at a gig or rehearsal when you need to be quick and decisive.If you are the type of user who'd like scenes to save additional changes other than bypass state and channels then 4 scene controllers are edging into limited in some cases at least. I personally haven't hit such a limit but if you build a preset with that mentality it's a handy feature then and also it could be something useful to have more for the fm3/fm9 users I suppose. And the ability to name or tag them could be handy so you don't have to go back and forth to all parameters and right click to see which one is attached to which.
they can also be useful for the case where you just want to tweak a couple of knobs and dont want to waste a channel for that and it would be a lot of use for the fm3 where channel switching is less seamless than the axe 3+1
After having gotten used to the Helix’s snapshots, the scenes in the Fractal ecosystem seemed really limiting until I learned of the scene controllers. I agree that 4 seems a little limiting, and I think 8 would be ideal, though honestly, with channels, i don’t think I’ve ever actually used scene controllers. This is primarily because I learned to do what I needed to do before I knew they existed.
I think the addition of more scene controllers would mean that you wouldn’t have to mess with both channels AND scene controllers, so you could tweak and set things in whatever way works best for you and seems most intuitive.
Except for the Amp block, channels should all change seamlessly regardless of device.they can also be useful for the case where you just want to tweak a couple of knobs and dont want to waste a channel for that and it would be a lot of use for the fm3 where channel switching is less seamless than the axe 3
true but when i owned an fm3 i found that the more channel switching going on with each scene change the less seamless it gets. dont know if with the latest optimizations this was fixed though. in the axe it's almost unperceivable. also you can assign multiple things to the same scene controller but the values need to be the same.Except for the Amp block, channels should all change seamlessly regardless of device.
Also, are you aware that the same Scene Controller can be assigned to multiple parameters? A lot of people miss that...
See the example above from @Moke... The value of the Scene Controller is the same but the modifier settings allow flexibility.also you can assign multiple things to the same scene controller but the values need to be the same.
+1and also the ability to rename them or tag them in some sort to know what each does
I think there's more to it than that; the scene may save the channel and bypass state, but the scene itself probably doesn't (currently) store the parameters' values. That's probably a block function and we have no idea how far removed from control (or even awareness) the parameters' values are from scene control. It seems almost like Scene Controllers sit on top of the architecture(?) and directly reach in to control parameters. Or, worse, they interface with the blocks and the blocks interface with the parameters, making the whole process extra labor intensive.Late to the party on this thread, but more scene controllers would be very welcome!
Or.... Make the scenes save the position of every knob and switch, as the snapshot system works with Line6. Scenes controllers seem like a bit of a workaround in that regard.
I appreciate @Moke solution too. However, that seems like a solution to a problem that shouldn't exist. If a scene can recall the bypass state of all blocks, the channel of all blocks, and the state of all parameters on each channel why could it not recall the state of the parameters on the current block when a new scene is triggered? If the scene function pulls data from an array or database, it could do so on every parameter of every block regardless of channel state.
This is the big one, in my mind. In fact, I recently revisited a preset where I had set up a scene controller that controlled multiple parameters but had forgotten exactly what it did. Only had to play around a little to rediscover, but if it had a custom name, it wouldn't have even been a question.And scene controllers need to have the ability to be named! I can't remember from preset to preset what I have assigned to a scene controller without looking at the parameters and checking manually. I am rebuilding my presets from my previous FX platform the Headrush MX5. Where I have 45 presets for my wedding band and 40+ presets for my other band. 95+ presets and I am supposed to be able to remember what parameters scene controllers have been assigned in each preset?!?! That's not really possible for me.
the scene may save the channel and bypass state, but the scene itself probably doesn't (currently) store the parameters' values.
If there is some kind of delay in loading all the parameters, that would be less than ideal. I would think that updating the state of each parameter would take a fraction of the time that a preset takes to load.When you’re changing scenes, you don’t want to wait around for the scene to load every parameter of every block. Instead, the scene selects the channel of the block, and bam! It’s done.
Correct. It’s similar to loading a different spreadsheet or document from disk, or a website from the server, versus switching to a different window containing the preloaded information.If there is some kind of delay in loading all the parameters, that would be less than ideal. I would think that updating the state of each parameter would take a fraction of the time that a preset takes to load.
The Controllers section in -Edit has a list of all assigned modifiers. That can help you find all the stuff assigned to a particular control source. Sadly, it is sorted in who knows what order. I have wished at least once that it could be sorted by the displayed text, for easier finding of stuff....This is the big one, in my mind. In fact, I recently revisited a preset where I had set up a scene controller that controlled multiple parameters but had forgotten exactly what it did. Only had to play around a little to rediscover, but if it had a custom name, it wouldn't have even been a question.