Andrew
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Posts: 110
Posts: 110
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Post by Andrew on Jul 1, 2017 22:40:57 GMT 1
SE has a new native module called "unit converter (volts)", might have what you're looking for. And dang, SE Osc on my i5 is 0.049%, can't wait for my next PC upgrade next year.
@rob - 0.07% seems pretty good(assuming decent accuracy - especially close to 0dB), the built-in "unit converter (volts)" is 0.2%! Think mine is about 0.1%(which should be about the same as yours - CPU-wise), not publicly released though.
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Andrew
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Posts: 110
Posts: 110
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Post by Andrew on Jun 10, 2017 19:43:06 GMT 1
Just remember that SE1.2 & SE1.3 are both still in beta. The latter would have more bugs, 64bit VST2 support is in the latter. First try and export a super simple plug - like a passing input to output(no GUI) before doing anything more complex. SE will dump the plug where it is specified under "Preferences->File Locations". The only difference between the demo and registered version is the GUI will be different. So I don't think that is your problem.
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on May 12, 2017 18:03:39 GMT 1
If you want both in the same module, TD_SV2* will do (res between -10 and -3), it's simple, easy on CPU, linear and ZDF(aka modulation friendly). Note that a traditional 6dB/Oct high pass does not have Q/Resonance - this is a special design. For a more vanilla/traditional 6dB/Oct high pass you can use TD_P1Z1 and use flow control to select between the two. tdmodules.wordpress.com/tag/synthedit/[*] Disclaimer - I wrote those modules, read the help file for further assistance.
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Jan 27, 2017 14:33:23 GMT 1
I'm not too sure about MSV, I'm a GCC guy remember But one thing I do know is that SDK3 uses c++11 features, so you have to check that your current version is fully compliant. Compilers tend to get smarter and faster with times albeit a very little at a time, sometimes a bit buggier but usually better. This is personal preference, but I tend update my compiler to a new version once a year, but with a one year lag, in 2017 -> I'll use the 2016 version, In 2016 -> I used the 2015 version. That way, most of the bugs are already fixed. But it is your own choice, do some research and decide what is best for you.
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Jan 27, 2017 5:55:43 GMT 1
Jeff just released a fix for SDK3! Thanks for helping me confirm the problem. I haven't tested it yet, will do so tonight.
Cheers
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Jan 26, 2017 18:04:00 GMT 1
se_sdk33.zip (763.54 KB) Older/Stable SDK3 version attached, should be stable for SE1.1 and SE1.2. Remember to unpack into a different folder, you don't want the two SDKs getting mixed up.
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Jan 26, 2017 16:16:25 GMT 1
Congrats on your 1st build! Getting over that 1st hurdle is rough for everybody, learning the SDK3 and coding can be frustrating at times but also exceptionally rewarding, just have to keep at it. I'll look on my backup drive for an older (unmodified) SDK3 version for you if you want to make modules that work in both SE1.1 and SE1.2( both 32bit and 64bit), it just doesn't have the new 64bit cross-platform GUI stuff, ideally Jeff should see what's up with the SE1.1 crash, my debugger doesn't even step into the code before it crashes, so I have no idea what is wrong.
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Jan 26, 2017 6:34:06 GMT 1
I've copied NS_Gain.sem to SE1.2/modules folder. (replaced the original) If I placed NS_Gain to /Common files then SE1.2 couldn't see it. Strange... Then I've started SE, added Gain3 (it's strange that it wasn't renamed!) from SDK Examples. It didn't gave me a crash nor a sound. Seems like this compiled SEM simply doesn't work here. Then I've retried the same scheme with the original Gain.sem - it gives sound. NEVER copy your own modules to SE1.2/modules folder!!! Basically all your tests are invalid. I forgot to mention, SE1.2 doesn't scan for new modules on startup, you have to scan manually in Preferences -> Re-scan modules. I don't know MSV so well, but it actually looks like your build failed, plz supply your files for NS_Gain, then I'll check it, will also check your module later. That SAFESEH warning shouldn't do anything wrong, but you can turn it off for just in case. Edit: Just checked the module in SE1.2, either you did the renaming incorrectly or the build failed, SE does not pick it up.
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Jan 25, 2017 6:39:16 GMT 1
SE1.1 & SE1.2 lives together in harmony without any problems, only SE1.0 & SE1.1 can't live together without a hack. You can't move the gain module in SE1.2, SE1.2 will just auto-generate it again, you have to rename it(it's really simple), there is no other choice. In SE1.2 user-modules are in program files(x86)/common files/ synthedit btw. I can't send you a copy of my SDK3 'cause it's modified with gcc compiler hints/attributes, I can get you a copy though but that is *if* that is your problem, but you first need to test it, a ton of things can go wrong with your first compile, took a a week the first time. If you don't want to install SE1.2, I'm happy to test it for you, but you have to rename. Look at the codeblocks tutorial to get some hints about how and what you have to rename, basically everytime you see "Gain" just append it with your initials(in .cpp .h and .xml), for me it would be TD_Gain, and then change the output file name in your MSV settings. www.synthedit.com/software-development-kit/sdk-version-3-documentation/tutorial-codeblocks-compiler/
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Jan 24, 2017 18:09:48 GMT 1
I'm not completely sure about your bug - that error says access violation. Could you do a quick test and see if it crashes SE1.2 32bit? There was a breaking change in the SDK3 in the last quarter of last year, it mostly broke gcc builds(that is what I use), but ever since then, audio modules crash SE1.1 but not SE1.2. So I still use an older SDK3 version for audio builds, the updated(current) one has all the new GUI cross-platform stuff, but I only do audio stuff, so it's no use to me atm. If your module works in SE1.2, we can confirm the problem with Jeff. Btw, I can't test your module in SE1.2 because you didn't rename it, SE1.2 won't load it if the names are the same.
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Dec 1, 2016 17:07:43 GMT 1
revers delay would be awesome. i have an unfinished reverser plugin (like backman), mabe this will motivate me to finish it. Reverse Delay is a real PITA! It is much more complicated than I thought *If* I ever make a publicly available SEM of it, it will probably have some heavy end-user restrictions, particularly that it can't be modulated, it's actually works more like an oscillator than a simple delay, I spoke about it here: Reverse Delay Mechanics linkThe code posted there has evolved, I added correction code so that the delay won't go out of sync in a BPM implementation, and I'm experimenting with different shapes for the cross-fading atm.
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Dec 1, 2016 16:50:21 GMT 1
The odd thing I'm missing in SE1.2 is DH_StickyNote, sometimes I do odd things and I have to leave myself notes to avoid future head scratching!
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Dec 1, 2016 16:44:58 GMT 1
There was some recent SDK3 changes! I can compile(with latest SDK3 + gcc 5.4) fine for SE1.2. But it will crash SE1.1, for that I use an older SDK3 version. P.S. I don't know which compiler Jeff used to write that tutorial but -std=c++11 doesn't work on the gcc version I use(same errors as you got). Replace it with -std=gnu++11. If your really really stuck and willing to use the exact same gcc build as me, I can give you a Gain Example Code::Blocks project file that will compile right off the bat.
P.S. It took me nearly a week to get my first compile working, lol. Don't give up.
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Sept 25, 2016 8:08:46 GMT 1
Nevermind, got it working in the end.
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Sept 24, 2016 15:19:58 GMT 1
I'm terrible at explaining things, so hopefully this makes sense. Basically I want just the bottom part of knob with the number readout/input, with at least a means of getting a transparent background and hopefully a fixed number format: 10000.0.
Basically, some of my parameters just need their values to be typed in (no knob/slider) and others have a knob with a readout/input where you can use either the knob or just type it in like the default knobs, and I would like to keep it consistent between the two GUI elements. This is for a SE1.1 project but I want to keep it SE1.2 compatible for the future.
Is this possible?
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Aug 24, 2016 16:51:38 GMT 1
i think 10 second is enough. i thought about delay functions and a have an idea. what a about a "pre" delay function. a special delay that has a pre delay unit without feedback before the normal delay starts. for a bpm-delay example: pre-delay 1/2 - and after that a normal 1/8 delay with feedback. i hope you know what i mean some more ideas? yes.... a special delay that dont reduce the volume level. instead it shortens the output... for example.. the sample of delay is 5 seconds. first feedback is 5 secs, second is 4 secs, third is 3 secs.... on and on.. max 16 feedback cycles? would be cool for special effects a delay with pitchable feedback.... btw what means "matrix" mode? Consider a "pre-delay+delay" added, it's a good idea! For the other idea, it can be done but it is dangerous, multiple feedback paths can easily blow up, basically you're putting a bunch of flangers(comb-filters) in the feedback path...delays always have to satisfy a unitary condition(feedback less than 1), so you need some form of unitary/orthogonal matrix -> rotation, hadamard, householder etc. Depending on amount of feedback taps/times/matrix - it would sound like anything from a highly repetitive/resonant machine gun, to something mildly reverb-ish. And yeah, sorry, for matrix I meant to say ->rotation matrix, though the angle of rotation would be fixed. Left/Right delays need to have different delays time for this to work. This is a nice way to combine stereo feedback and still achieve maximum feedback. Also, just summing Left and Right channels and then feeding it back would actually make the echos Mono! That is why I prefer the simple matrix approach. en.wikipedia.org/wiki/Rotation_matrix
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Aug 19, 2016 10:42:47 GMT 1
the problem is that it sometimes stucks at 10 volts. i try to build a strumming gate delay. im not 100% sure but i think its a bug. i will try a ck delay soon to check this. but back to ... DELAY Lay lay... 8tab means you have maximum of 8 times repetition of the original signal like a little 8 step sequenzer right? i think 8 would be ok... 12 amazing If it gets stuck with polyphony, it's definitely a Voice/Active thing, not really a bug, it may be just that the native Delay2 was not designed to work with polyphony, this should be an easy fix, if that is indeed the problem. And yip, with 8 taps equals 8 repetitions, to do 12 or 16 taps is trivial and would still be cheaper CPU-wise to do it in it's own module rather than separate delay modules. The only slight drawback is max delay time, should probably be 10 or 20 seconds or even more? With 8 taps and max 10 seconds delay maximum separation per tap is 10 seconds / 8 taps = 1.25 seconds max delay per tap. Also sleep-mode is directly related to max delay time, say max delay is 20 sec, if will have to check the buffer for 20 seconds to make sure it's empty before it can sleep.
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Aug 15, 2016 19:57:32 GMT 1
wow, that souns great, i hope your delay will solve my stock-delay2 problem if connected to cv/gate. Hmm, what problem is it giving you? Do you use it poly-phonically? Like in physical-modelling/string synthesis? For that you need a specialized delay that receives a Voice/Active pin/command otherwise the delay might be full of junk if SE suspends and then re-awakens a voice. Yeah, a stereo delay sounds like a good idea, will add that to the list. P.S - a ping-pong delay is always first summed mono before being processed, it won't work otherwise. A "1 time left, 2 times right etc etc" delay is usually done with a multi-tap delay, for L/R you'll need a stereo version or maybe just mono-in + output pan, it's pretty versatile that way, and less CPU to do it in a custom module than setting up individual delays to do it. That way you can do: Delay,Delay,Delay, delay or Delay, Delay, Delay, Delay or Delay, delay, Delay, delay. This would be totally doable. Will a 8 tap delay be enough?
Would also dig to make a simple Reverb module for the community someday, I can code a 'good enough for rock and roll' reverb, but the CPU use is still a tad high. The only reverb module that I know of was the DH one, which was a 'Schroeder'-type reverb, that I for one did not like very much, so the trick is to make a reverb that is at least better than the DH one but still with a reasonable amount of CPU usage. I've been playing around with the Keith Barr(RIP) loop-type reverbs, just built from CK modules and need to code an actual module for my new synth project, so maybe I can see if I can adapt that into a slim-version, that hopefully doesn't sound like crap or eats too much CPU...
Keith Barr Loop Reverb
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Aug 14, 2016 17:58:05 GMT 1
Sorry for the late reply, this forum wasn't sending me notifications, changed my settings so hopefully that works now. I only do audio related modules, so my help and knowledge is pretty limited. I did help Rob way way back with one of the earlier versions of his Biquad Filter. Did Lee's (@ SDKgroup) advice work? The SE Gate is a stubborn bastard, you have to check it with isUpdated().
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Andrew
Developer
Posts: 110
Posts: 110
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Post by Andrew on Aug 14, 2016 17:37:55 GMT 1
Sweet, thanks! Will definitely use the KM_Reset in future projects!
P.S. Since you have a webpage, you might consider letting Jeff know, then he will add an official link on the SynthEdit webpage, might be easier to find for other users, I only saw that you had public modules by reading some of these threads!
Cheers
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