Currently you need to check each control. I always go to the "Mod/Control" -> "Control Assign" screen(s), turn on the automatic source, and start spinning/touching/etc. controllers until I see the mapping. You can also change the filter to "All" and walk through each destination and look at the "Source" box to see the mapping. Most of the time it makes sense for me to organize by source controller so I do the controller dance instead of using "All". Remember there are often multiple pages - so watch the right side of the screen for the next page indicator and walk through each page.
The idea to show the offsets for each Parameter would be a way to "see" if a parameter is being controlled or not. Although that idea doesn't ask to show which controller is controlling the parameter. I guess colors may be able to do this. Say one color for assignable knobs (not individually, just as a group) one color for ribbon etc.. Not so great for the color challenged - but perhaps a way to also convey the ballpark of which controller is currently offsetting. Also not helpful if, for example, 16 source controllers are controlling the same parameter.
The "best" addition for this would be a single screen where all 16 assignments can be visualized at once. It's not for making deep edits - but will show the source and parameter for each of the 16 destinations. And, while we're at it, the current VALUE of the offset (which will be positive or negative). One can utilize this screen to see which controller does what and also can turn/touch/slide the given controller and see how the offset changes. Programmers can go here to see the offset value field to make choices about perhaps changing the ratio or other attributes to meet a target maximum/minimum offset. Players can use the screen to see what controllers do what in one-shot.
Each column should be sortable so you can sort by destination #, source controller name (so you can group source controllers together), destination parameter name (so you can see if a destination has more than one source controlling it). "Empty" destinations would not be shown. A destination not in the list would be a free one that can be added. This is to help fit everything on one screen - particularly if say only 8 destinations are currently in use. Given this is a summary page and not and edit page - it would be possible to fit all 16 on the screen since I see the [UTILITY] "Other Info" -> "Shift Function" screen has more than 16 lines. This size of font could be used. And sort touch points can be small as in the the Part Edit "All" screen to the far-right of AWM2 Elem1 ... Elem8 tabs at the bottom.
Is there any way, for a particular parameter (L/R Depth for instance) to easily tell which controls are connected to and can change it? Or do we just need to check control by control?
just so you’re clear on current operation...
If you are editing and looking at the Part Insertion Effect parameters, highlighting a potentially assignable parameter will cause the [CONTROL ASSIGN] button to glow. Pressing it will take you to the “learn” screen where you can make an assignment by engaging a physical control.
If the controller you move is already assigned to the current selection, you will simply be taken to its Control Setup — the parameter in question will appear as “Destination x”, where x is a Control Source/Destination Setup, 1-16. It will not make an additional assignment.
If you move a different controller (not already assigned), and there is still a Control Set available, your selection will be added to the Control Assign matrix, and it will receive a Destination #. If 16 already exist, you will not be able to add a new one.
When you are taken to the Part Control Assign screens, activating the “Auto Select” feature can make it easy to see what parameter Destinations are are being controlled, by simply engaging that controller (Source). Moving the MOD WHEEL would, for example, recall all the parameter (Destinations) assigned to the movement of the MW.
The “Auto Select” allows you to populate the shown Control Sets with just the parameters assigned to a particular controller. Why this is useful is because you can adjust ‘how far’ the movement of the Mod Wheel will influence each assigned parameter, in turn. Example, say the MW is fading in a string pad, but is also changing the Depth and Speed of Auto Panning... you will want to adjust the individual Curve and shape of the application... such that you get the right amount and depth of Auto Pan mixed with the right amount of string pad for your performing needs. You can easily move between the three Destinations on the Control Assign screen (by simply moving the cursor to highlight the Destination), working with the application of MW.
Even when the MW is doing a simple “switch” behavior (ie, Rotary Speaker Speed Control) you can determine exactly *where* in its movement (minimum-maximum) SLOW switches to FAST... in other words, it does not have to be halfway... you do so adjusting the Ratio, Curve and Parameter shaper values of the Control Set.
Because any SOURCE (Controller) can be used to control multiple DESTINATIONs, the DISPLAY FILTER a is geared toward recalling what is assigned to the Controller — moving a Controller or setting the DISPLAY FILTER to the “Source”, and/or set the DISPLAY FILTER = ALL, then PAGE through the Control Sets; there can be 16, 4 PAGEs of 4 Sets... this is how you can review the various Destinations.
Thinking the ‘other way’ — How many Controllers are assigned to this Parameter
When you want to know about... is this parameter under control of multiple Sources? ...you are likely in the realm of re-programming or inheriting someone else’s work (either a factory Preset, or your own previous work). Here are some things to know and you can count on when this is the situation... and why you should really review all assignment Destinations when customizing your own Performances.
__ Consider the default condition of the physical controller... what will it do when recalled
This will be the determining factor in how the sound behaves when the program is initially recalled.
You want to avoid control conflicts and situations where you have the controller working against each other. For example, the Ribbon if set to RESET will always start from that center point, the MW will always want to reset to 0, while a FC will reset to 127, and if MS Lanes and Envelope Follower functions are involved you’ll especially want to review your Destinations for potential conflicts. (A ‘conflict’, here, being where they don’t coexist in a useful way — just because a Destination has multiple Controllers is not a problem by its nature — it’s when they cause an unwanted condition that there is a problem).
It is not just a matter of identifying multiple Sources (Controllers) assigned to a single Destination (Parameter), you must consider *how* you are approaching performing this program. DELETE Control Sets that you are not going to use. (I can’t tell you how much this hint has helped many... as you review the inherited programming, work each assignment. If inspired, keep it. If you don’t need it, don’t be afraid to tap DELETE. This declutters your control setup, and opens the door to your own ideas and assignments. Part of making a sound *your own* is programming it to be yours).
__ it is highly recommended when you are inheriting any previous programming to review the Control Assignments prior to making any additions. Although the [CONTROL ASSIGN] system automatically prevents exact duplicates, it does not always prevent you from carelessly creating conflicts.
Having two Sources assigned to change Rotary Speaker Speed, will conflict when you engage one of them to switch from SLOW to FAST, if the other Source is also assigned to change SLOW to FAST, it may wind up in the wrong condition to further influence the parameter.
Reviewing previous assignments is accomplished by using the DISPLAY FILTER and PAGE screens while editing the PART.
I recommend reviewing each Part. From the HOME screen tap “Motion Control” > “Overview”
Or press [SHIFT] + [HOME] to arrive at the “Overview” screen
Select the Part # and use the ‘wormhole’ shortcut to move from the Overview diagram to the Part Control Assign matrix.
Follow up on each Assignment — know what it is doing, if you had programmed from scratch, you would have reviewed them prior to making them.
Remember to DELETE a Control Assignment is as easy as tapping the box (lower right corner).