Claus
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Post by Claus on Apr 18, 2014 11:31:00 GMT 1
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Claus
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Posts: 62
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Post by Claus on Apr 16, 2014 14:27:39 GMT 1
agh! lol: 'rotary'? are you sure? just imagine scrolling in circles, it would drive you nuts, especially if it suddenly skipped back accidentally when you're nearly there. i think 'vertical' is best, as usual. re: my suggestion on click+hold: would need a DH AND or KDL Math Binary Bool, set to AND - still think this would be the best 'ergonomic' for this, even if the endless action is mainly for show. maybe you could still have it so you can click+drag for finer adjustment, as with a normal control - with it still having 'endless' action with DD sem. So vertical, You say. Ok, what happens when You reach the edge of the screen? You then have to release the mouse, grab the knob again, and slide to the edge one more time - and so forth. If You use "rotary" You can KEEP rotating without releasing the knob
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Claus
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Posts: 62
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Post by Claus on Apr 15, 2014 20:18:31 GMT 1
I have the 'habit' of naming ALL pins and ALL modules to sensible stuff, that I can understand even in the year 3020, still oscillating somewhere out there Ie. "Fixed Value, <default pinname>" becomes "Fixed, <actual value used>. All "Patch-Mem"-modules gets titled "PM:<control function>". (DHs Array-modules are "AM:<control function> " Also, I have grown the habit of ALWAYS stopping SE, when editing stuff! (I really don't like carshes, since my ASIO-driver crashes too, iow. - PC restart). I also take the (a lot of) time, when containerizing stuff, to reorder wires if they change around too much thereby destroying a neat layout/workflow, when using a lot of similar modules with the same pin-layout, but different internals. ---- Reg. Skins, my structure is (v1.017): "skin/_Building Blocks" - this is where ALL my custom controls resides iow. the Library to pick new controls from. "skins/_TMP" - instead of renaming a lot when trying stuff out this is used for placeholding, when trying different knobs/buttons etc. in a layout. And also as a workfolder when I edit/change a control or prefab from another project to the new skin settings, BEFORE moving it to the projectfolder, and starting SE (remember that if a control contains several images, every image needs to get redirected to the new skin-folder). In the "skins/default/global.txt" I have changed a few of the font settings. Then I create a new folder "skins/<projectname>" for each project where all custom controls for only that project and a copy of "global.txt" then gets copied to. The first thing I do when I start a new project is assigning the newly created "skin/<projectname>" to the yet empty worksheet to avoid confusion later. And - - I restart SE a LOT when making skins. I'd wish that close-and-restart-SE-nesscesity, when changing the looks of a control, would go away, since it is THE most annoying thing about SE (but almost the ONLY one!) -- Prefabs: Structure "prefabs/CC/Knobs/<prefab-modules-to-rightclick-insert>" "prefabs/CC/VUs/<same^> etc., for all my custom ones. Haven't met a limit yet. -- Keep it organized
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Claus
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Posts: 62
Posts: 62
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Post by Claus on Apr 15, 2014 10:09:26 GMT 1
Anything new?
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Claus
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Posts: 62
Posts: 62
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Post by Claus on Apr 10, 2014 18:50:50 GMT 1
dd_infinite2 A/P-pin to "patchmem float" animation pin. An image with a 360 knob (does NOT have to be 360 frames, 120 can do, depending on how smooth You want it of course), also connected to the animation-pin on the "patchmem float". Nothing new here, I think. NO connection to the bools pin. txt-file: type animated frame_size 161,130 mouse_response none* And it works. 110% *I use 'none', because the control comes from 'outside' the image, but if I change it to rotary, I can grab the tape-spools and spin it like crazy, forth and back and round'n'round. So, You are basically saying that wouldn't work in 1.1?
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Claus
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Post by Claus on Apr 9, 2014 21:21:37 GMT 1
Is it only in SE 1.1 that the BOOL pin on dd_infinite2 HAS to be used to go round'n'round? Using 1.017, I haven't connected anything to that pin, and it works flawless, so maybe worth trying? And remember to set the mouse response to "Rotary" in the image-file
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Claus
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Posts: 62
Posts: 62
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Post by Claus on Mar 27, 2014 13:42:08 GMT 1
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Claus
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Posts: 62
Posts: 62
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Post by Claus on Mar 20, 2014 13:39:00 GMT 1
DH-Format is used to format values so it ie. looks neat on a GUI. Let's say You have a frequency slider with the value"153.265327", then You can use DH-Format to make the GUI show "153.27 Hz" and so on. You need to read the Helpfile that comes with DH-Format to see all the possible combinations.
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Claus
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Post by Claus on Mar 20, 2014 12:37:42 GMT 1
"this input/feedback point its in between of the 2 first delays and the 6 taps?! right?" - Yep. I will put a simple diagram up at a later time, but let's see what You get first
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Claus
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Post by Claus on Mar 20, 2014 2:20:55 GMT 1
To recap with corrections and all:
1: Setup 2 Delays with times from 0 to ~500 ms. These are the PRE-delays, delaying the sound until it hits anything at all. 2: The sound now hits the input point for Your 6-tap early reflections setup. So setup 6 delays in parralel, all fed from this single input (and also feedback) point. 3: As You wrote, connect each output of those six taps thru feedback module - AND a VCA level adjust back to the input so each feedback (reflection) can be controlled. 5: Repeat 2-4 for right channel. 6: Finally, connect the outputs from each tap (6 for left channel, 6 for the right) to the DH-Reverb. The trick is now to mix in the DH-reverb at the right time, so the final tail blends in with our own early reflections.
If You use the times in the MN3011-datasheet I linked to above, You should be on Your way, since these are specifically calculated/made for generating early reflections/reverb effects.
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Claus
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Post by Claus on Mar 19, 2014 21:43:27 GMT 1
Yep, no problem. In the analog days before digital circuits, to create delay on sound-signals, the Bucket-Brigade chips where made. A BBD chip consists of one or more collections of "serialized" capacitors. They also use an Oscillator (internal/external) for the switching of sound (voltages) from one capacitor to next in a single line. One line equals one tap, so a 6-tap BBD chip contains 6 groups of capacitors of different sizes. Different sizes, because we want to be able to make more than one early reflection at a time So in SE a tap is a delay-module. And it is the combination of these different timed taps that, together with independent volume-/feedback-control of each tap back to the common input, can create some very good sounding early reflections/smaller rooms. Especially when You start putting filters into the feedback too, and the very subtle changes in delaytime. Looong story short: Parallell And all 6 taps (not just the sixth as I wrote earlier) are also connected to the output. And to make stereo You'll need 6 more sets, but You probably know that And, to conclude all this, the datasheet of the MN3011 from Panasonic: www.experimentalistsanonymous.com/diy/Datasheets/MN3011.pdfBTW, this is a good read, if You want to understand old BBD chips in general: www.electrosmash.com/mn3007-bucket-brigade-devices
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Claus
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Post by Claus on Mar 18, 2014 20:08:23 GMT 1
Two possibilities: 1: Just two delays (L+R) and into the DH-Reverb, that's it. Remember to route the direct sound and the sound from the DH-Reverb thru a VCA/PAN-module to the Outputs. If You only use DH-reverbs MIX-parameter, You will not be able to control Predelay-level independent from the DH-Reverb. 2: (Must have beeen tired the other day since I wrote that the Predelay is AFTER the Delaytaps, which is utterly nonsense ) Input goes to the Predelay. Sound from Predelay to a common input for the 6-tapped ones. The output of the 6-taps each goes thru a VCA and is connected to the common taps-input between the predelay and the 6 taps. The sixth tap also is connected to the DH-Reverb that is used for the final tail sound. I'm working on the second approach at the moment, 'caus allthough DH-reverb sound very good, I like to have more control over the Early reflections and like the sound of the BBD-like one So if a normal Predelay is what You are after ie. the "Ding (wait) Diiiiinnnnnnngggggggg"-like type, number 1 is easy as a pie
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Claus
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Post by Claus on Mar 14, 2014 18:16:32 GMT 1
Oh, forgot to mention that the predelay is placed between the 6 BBD-like ones and the Reverb itself. It works somehow Ahh, okidokey
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Claus
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Post by Claus on Mar 14, 2014 16:41:37 GMT 1
Btw. I should point out that to make a more refined simulation, You'll need to feed each delay back to a single input that then again feeds all the delays and so forth. But You will need the SE feedback module to sum the wires, before feeding the input again.
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Claus
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Posts: 62
Posts: 62
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Post by Claus on Mar 14, 2014 14:23:13 GMT 1
Nice Thanks, will buy it
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Claus
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Posts: 62
Posts: 62
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Post by Claus on Mar 13, 2014 20:35:49 GMT 1
Hi, Do You have a rough estimate on CPU-usage?
Best, Claus
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Claus
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Posts: 62
Posts: 62
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Post by Claus on Mar 13, 2014 19:56:21 GMT 1
how do i set a pre-delay for reberb using DH_Reverb 1.1+ ? I know that pre-delay is the time between the first dry signal and the first sonic reflection, and at first i used a delay after the Reverb with a dry/wet funtion but i believe this is not correct?!! Doesnt the delay must only create a sonic reflection instead of all signal together after "some" time?...i mean..this sonic reflection is just the first part of the Reverb reflection and does not contains the dry signal, no?!! So if this is correct (cause im not sure) how do i create it? You wrote that You put the Delay AFTER the Reverb? It has to be in front of it, hence the name "Pre". To make a good predelay (simulating walls at different distances) You could hook up 6-8 delays with different times. If You search for BBD(Bucket Brigade Delay)-chips, some examples of good times to setup in the delays can be found. Use one (mono) or two delays (for stereo) to create the predelay and the remaining 6 for simulating Early reflections. Combined with DHs Reverb, it can be set to sound pretty amasing. One other trick to use, to avoid "ringing" reverbs is to randomly and very subtle "wobble" the input signal by volume and/or pitch, i.e. slight chorus, barely audioble, but enough to "massage" the reverb. Hope some of this was usefull. Best, Claus
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