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Post by KlangManipulation on Mar 8, 2014 22:22:52 GMT 1
hi, this is a piece of code i dot know what it is. maybe some can tell me what it is. is it a function?
Km_commandTriggerGui::Km_commandTriggerGui( IMpUnknown* host ) : MpGuiBase(host) ,outputPinCount_(0) // <-------- whats this? i was searching for it but with no luck. what does this "," at the beginning mean? { // initialise pins value.initialize( this, 0 ); }
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Post by KlangManipulation on Mar 7, 2014 21:44:17 GMT 1
a) i think its possible on the same windows but i dont want to learn how to use sdk2! b) 16x is possible but its the same like 16 modules in a container (i think). c) as i mention it in another thread i dont understand how autoduplicating things work and i think autoduplicating pins with new inputs AND outputs is not possible. i never saw a module like this. do you tried the module with se1.0x? does it work or not? about 16x things.... i use a lot "many to ones" for sequenzing stuff DH did some GUI-many-switches (autoduplicating). uhm... and... im lazy (not really but im busy with improving my own sequenzer at the moment)
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Post by KlangManipulation on Mar 6, 2014 20:52:39 GMT 1
i saw a cable-bundle module somwhere. i think it was DAZ. try the module to see it works or not. the sourc code it pretty simple and i think its easy to rewrite it with sdk2. so you have to finde someone with sdk2 if its not working with se1.0x. or you switch to 1.1x EDIT: i think it is the DD data pack 1
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Post by KlangManipulation on Mar 5, 2014 15:45:50 GMT 1
32bit only. i dont know how to make 64bit modules. i use microsoft visual C++ express to make modules. if i choose compile x64 i get several errors like: error C1083: file (Include) can not be opened "MP_SDK_GUI.h": No such file or directory c:\program files (x86)\synthedit\# developing\km_guibool_xor\Km_guibool_xorGui.h or error C2664: 'UnregisterClassA': converting Parameters 1 of 'const wchar_t [16]' in 'LPCSTR' not possible C:\Program Files (x86)\SynthEdit\# DEVELOPING\se_sdk3\mp_sdk_gui.cpp
is there a new 64bit sdk or can i build code skeleton of a 64bit module?
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Post by KlangManipulation on Mar 4, 2014 16:36:20 GMT 1
hi, this is the place to share some modules made by myself. all modules are based on synthedit-sdk3. no guarantee they will work 100% fine, so use at your own risk KM_GuiBool_XOR (32bit)
is a simple XOR-gate with 2 inputs and 1 output. XOR means: if any input is high the output will be high. dont be confused there are 2 inputs on every side because you are able to choose the direction. the first one of every side is the output. www.mediafire.com/download/nhpd1gx37p0905b/KM_GuiBool_XOR.semFrom Now on there is a new Synthedit section at my homepage: www.klangmanipulation.de/indexsynthedit.html
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Post by KlangManipulation on Mar 4, 2014 16:11:26 GMT 1
no clock i had tested was working 100% fine (even ck-clocks have problems with FL-Studio. maybe they work with cubase but i dont know). i do it the same way like you with an BPM-Synced oscillator the big problen was the first pulse of the bpm-clock. it was never in time! from the second pulse on it was working fine. the transport run is needed for your vst-plugin to know when you press start and stop in your daw. so its very important if you work with sequencing stuff but the transport run of the bpm-clock2 was also not always in time. you can resync oscillators with barstart connected to sync. in some cases its necessary to do that. the bpm-tempo module in SE1.1 has a 100% working transport-run now. there is a big difference between se1.0x and 1.1 se1.0x was syncing oscillators automaticly if you hit play on your daw. but this was the reason fl-studio was stuttering with complex synthedit sequencing stuff. in se1.1 they are running free and you have to sync all manually. so its more difficult to build proper syncing stuff with se1.1 but there is no more stuttering in fl-studio and about writing my own clock... im not able to do that. i was trying to, but if i was looking into the bpm3-code it was like reading chinese. also i found a bug. im not sure it is fl-studio or the se-module. wich DAW do you use for testing vst-plugins?
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Post by KlangManipulation on Mar 3, 2014 22:01:32 GMT 1
i dont think its possible but i would need a module that moves containers (or a bitmap image with this function?) to front or to back.
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Post by KlangManipulation on Mar 3, 2014 13:09:21 GMT 1
all the bpm-clocks i have tried are not precise enough or have different problems. the bpm-clock 2 has also a "transport-run" problem. oh and you should know: with different DAW you will get different synchronisation problems. for example cubase has a "preroll" count in time. FL-Studio starts directly if you hit play. so if you test your plugin in FL the same chematic wont work for cubase! btw. the steps are 0-15 and not 1-16! so you have to set a -1 if you want to start more early. if you work with SE1.1 you have to use bpm-tempo module for a precise "transport run" start
use a counter like "sequenze-control" ( like the prefab i gave you" and a many to one to build a stepsequenzer. thats a much better way than using stepcounter.
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Post by KlangManipulation on Feb 25, 2014 22:43:08 GMT 1
because i dont use SE1.2 and i cant (dont want) build a plugin because of the crap 1.2GUI btw it was a offer to test a plugin, not to build one. and i am lazy
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Post by KlangManipulation on Feb 25, 2014 22:36:51 GMT 1
uhhhm... yes i think so. look into the FM-synth prefab. its called FM but its PM like yamaha dx7.
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Post by KlangManipulation on Feb 23, 2014 1:40:41 GMT 1
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Post by KlangManipulation on Feb 22, 2014 2:41:49 GMT 1
there is a FL-Studio 64 beta. so i think this version will load 64bit plugins nativly (but im not sure) i will take a look to it.
EDIT: mmm... i can install the 64 bit beta. if someone send me a test 64bit.dll i will check it.
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Post by KlangManipulation on Feb 22, 2014 2:21:15 GMT 1
i will do a 2 input xor soon... i think im to lazy to do a cascaded one but you can use a container i started developing modules on sdk3 so im sorry i cant do a sdk2 one. i looked into a sdk2 module but i dont understand the structure. i think the sdk3 code is more easy but there is no gui-list anymore. but back to topic now.... can anyone give me a sdk3 example of a monostable? rob maybe ?
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Post by KlangManipulation on Feb 22, 2014 2:13:00 GMT 1
mmm ok i think i know whats wrong... in SE 1.1x the gui-pins are inverted. it tooks a while to get used too. i will take a new screenshot soon.
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Post by KlangManipulation on Feb 22, 2014 2:03:24 GMT 1
sample & hold LFO randomized pitchshift for sequenzing steps a randomized delay to note timing
2 LFO combined with different speed and pitch.
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Post by KlangManipulation on Feb 22, 2014 1:59:00 GMT 1
32 steps?
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Post by KlangManipulation on Feb 16, 2014 14:53:41 GMT 1
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Post by KlangManipulation on Feb 15, 2014 17:07:43 GMT 1
i tip like i organise my skins. i always use sub-control-controllers only. if i build a new synth i place all new controlls in default folder but named like this: ****** (<-- name of the synth)- osc-select_1.png synth1 - cuttoff-slider_1 synth1 - cuttoff-slider_2 synth1 - slide-button_1 synth1 - power-button-green_1 anothersynth - cuttoff-slider_1 anothersynth - cuttoff-slider_2 anothersynth - slide-button_1 anothersynth - power-button-green_1 and i copy those to a backup folder. if i not need them i delete the controls in default-folder and i use png-images only. you can do alot of nice things with transparency stuff
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Post by KlangManipulation on Feb 15, 2014 16:54:31 GMT 1
ahhh ok, this is normally working in mono mode only. if you want a "pseudo" polyphony glide you have to use many cv-to-gates in seperated containers. but you have to split the polyphony and switch each key to a mono-cv-gate. this is the only way i know. maybe someone else know a better one?
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Post by KlangManipulation on Feb 15, 2014 16:30:10 GMT 1
i can build gui and dsp modules with logical functions.
i can build a GuiBoolXOR (sdk3) gate but only with a fixed number of inputs because i dont understand the "autoduplicate pins" function! so, i need the number of inputs and the direction (L to R, R to L)
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