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Post by mindtraveller on Mar 29, 2016 18:32:15 GMT 1
Hi,
after a long time I finally tried to compile SE_SDK3 modules with codeblocks again and this time it worked (on a new computer). However I recognized that the Gain example, for which I only changed the name, uses more CPU power than the gain3 in SE. The factor is about 1.5 - 2 times more CPU. I wondered whether the visual C++ compiler might produce more efficient code than the gnu compiler, or are there some special operations like SSE instructions used for the synthedit native modules? Does anyone have experience with this and might maybe have some tips regarding optimized compiler settings for SE modules, etc.? I'm particulary concerned about performance, because better performance means more complex synthesis options means weirder sounds :-)
Greetings,
Mindtraveller
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Post by mindtraveller on Feb 8, 2016 10:01:17 GMT 1
Thank you for your lovely comments, @minddoctorsmakeacid: The GUI is definitly not very well done I have to admit :-) I think I'll darken or change the background and maybe magnify the controls a bit. The graphics of the envelopes are made with David Haupt's DH_BreakpointInput from SubControlPak 4. Actually I use DH's Modules very often. They really enhance SE's capabilities. I also made some notes about used 3rd party modules in the README. KlangManipulation: I tested the sequencer in Cubase and there it also gets out of sync at 156 bpm. So this seems to be a general bug. I'll look at this. By the way I used some of your GUI Trigger modules; very useful, thanks for this. General notes: I'll adress some of the above mentoined issues, make some more presets and upload a new version. My plan is to upload the .se file with a list of the used 3rd party modules. I also planned adding more preset Spectra to load, because it it normally is very time consuming to create interesting spectra always from scratch. I should also write some short (2-6 pages or so) manual. Some Tips: - You can use the Sequencer chromatically. To do this select Chromatic 1/2/5 in the sequencer. Then set in the Mod-Matrix Source Sequencer, Depth 10/5/2 and Destination Pitch. The number in the chromatic selection (1/2/5) multiplied by the Mod-Depth has to be = 10. The Pitch Range is +-0.5*ModDepth octaves. Example: If you want the the sequencer to modulate Pitch in the Range +-1 octave, Set ModDepth to 2 and chromatic to 5. - The Random mode for the LFO's works for all waveforms. It randomises the LFO-Depth each cycle. To get classic Sample&Hold modulation, select Flat (constant output) as 'waveform' and switch random to on. For smooth random modulations you can use a randomised Sine. - x and y coordinates of the spectral morpher are assignable destinations for the Mod-Matrix. Greetings, Adrian
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Post by mindtraveller on Dec 19, 2015 4:01:00 GMT 1
Hi, you can use subcontrols to animate Images. I made an example below. You can also use Joystick Image to move a small Image (like a dot or so) in 2D. Animation ExampleGreetings, Adrian
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Post by mindtraveller on Sept 19, 2015 13:24:20 GMT 1
Hi Adrian, Could you try this 32bit test version? [...] Hi Rob, somehow I didn't notice your post 'till today. I'm a little bit busy at the moment and on a seminar the next two weeks, so if I don't have enough time today I'll test it afterwards. Anyway great to here you are working on gain compensation. Seems to be really difficult. I suppose one also has to take into account that the cutoff is modulated at audio rate.
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Post by mindtraveller on Aug 31, 2015 3:18:01 GMT 1
Marvellous! :-)
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Post by mindtraveller on Aug 30, 2015 16:23:16 GMT 1
Hi Rob, are you planning to update your Biquad filter? Somehow I really like it's sound but the Resonance is really hard to handle, so some gain compensation would be great.
Greating
Adrian
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Post by mindtraveller on Jul 21, 2015 22:16:19 GMT 1
Dividing by zero is mathematically forbidden. When a (computer) program is told to divide by zero an error will occur. I suppose that's happening here.
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Post by mindtraveller on Jun 13, 2015 1:36:24 GMT 1
Hi Rob, I'm referring to alienoiz's post in the noob question #2 thread. But maybe I might have missunderstood it. I usually have the sound out module outside the synth container which is exported. I just wasn't quite shure whether a sound out module connected to the output pins of my synth-container might affect the exported synth in any way.
Anyway I wanted to ask if maybe anybody looked at my synth, because I didn't receive any feedback yet?
Greetings,
Adrian
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Post by mindtraveller on May 14, 2015 12:22:35 GMT 1
If anyone is in any sense still interested in my synth, one can download the VST at www.dropbox.com/s/l094v5tnmxxn416/Addict.zip?dl=0Would be glad for any suggestions, impressions, comments, etc. ... :-) This is my first synth to be made public. (I exported the synth without a Sound Out module as suggested by alienoiz)
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Post by mindtraveller on May 7, 2015 0:36:10 GMT 1
Hi,
I uploaded a short video with some sounds and info about my additive synth Addict. Nothing professional but I like it :-D I'll upload the VST soon. I used some 3rd party modules as well, so I definitely want to thank David Haupt and Klangmanipulation for their modules. What do you think about my synth, any suggestions, comments etc. ...?
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Post by mindtraveller on Apr 16, 2015 1:36:19 GMT 1
Yeah, a did already know this video before, but it's indeed very nice. Like the colored boxes and of course the mustache :-) By the way you don't need milk and eggs to bake a cake. And I guess there are many ways to substitute flour by something else, too (I'm referring to ~1:01:20)
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Post by mindtraveller on Mar 8, 2015 0:58:18 GMT 1
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Post by mindtraveller on Mar 2, 2015 23:50:06 GMT 1
Hmm, problem remains. Just the same as before. :-( Could it have something to do with SDK3 and my SE version or the 'maxChars'-error?
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Post by mindtraveller on Mar 1, 2015 21:48:39 GMT 1
Yes, I tried it with the default folder (SDK Examples) and with own folders but it didn't work for both cases. Seems to be that SE does not take any notice of my module. Very strange.
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Post by mindtraveller on Mar 1, 2015 15:25:35 GMT 1
Hi, first thanks for the tutorial Rob. But somehow when I build the gain.sem example (renamed into MyGain) the .sem-module is not visible inside SynthEdit version 1.1914 :-( It just does not appear in any insert-folder (should be in SDK examples).
I followed the steps of this tutorial and the codeblocks-tutorial on synthedit.com, renamed the id and name in the .xml-file and the corresponding link in gain.cpp. At first I had the 2 errors caused by 'maxChars'. After removing that argument from swprintf() the project compiled without any errors. I copied the .sem to my SE-modules folder but it is not recognized inside SE.
I use codeblocks 13.12 and the most recent versions of mingw and tdm (32bit version)
I'm a little bit confused because the project compiles without any errors and/or warnings.
Any ideas/suggestions or does anyone have the same problem?
Greetings,
Adrian
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Post by mindtraveller on Feb 22, 2015 19:25:19 GMT 1
Hi, in this case (unless you want to modulate the the pitch at audio rate) you can use the following modules and connections: volts_to_float -> float function -> float_to_volts (all in the conversion folder of SE). Then you can type the formula 'log(A/13.75)/log(2) in the formula input of the float function module. (that's just the relation between pitch and frequency).
But why don't you just use the DH_HzToVoltage module?
Greetings,
Adrian
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Post by mindtraveller on Feb 22, 2015 15:59:54 GMT 1
Hi, I guess at first you have to detect the .wav's original bpm and that's in general very difficult. However if you know its tempo then you also know that for pitch=5volts (.wav-player pitch-input) the sample is played at that bpm.
If you want to play the sample at some other tempo (let's denote it by bpm') you can calculate the corresponing pitch via: p=5+log(bpm'/bpm)/log(2)
You can use a float function module to calculate it.
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Post by mindtraveller on Feb 17, 2015 21:29:15 GMT 1
Thx for the links, KlangManipulation. By the way your trigger modules are very usefull!
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Post by mindtraveller on Feb 8, 2015 1:20:22 GMT 1
Hi, does anyone know where to get the DH Subcontrol Pack 3? Would be nice.
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Post by mindtraveller on Feb 1, 2015 19:57:25 GMT 1
Well, I'm always planning to upload some of my SE creations but there are always some aspect which I'm not satisfied with and then someday I have got a new idea and leave the old project unfinished. But anyway I've got a few project which are almost 'finished'. I'll put them on your blog as soon as I'm thinking they work well enough. I'll let you know :-)
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