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Post by mindtraveller on Jan 31, 2015 15:50:56 GMT 1
Exactly :-) Made this about a year ago. Does work.
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Post by mindtraveller on Jan 19, 2015 17:47:27 GMT 1
I guess so, but I'm not a native speaker :-) To show the controls inside a container in panel view you have to right click the container select 'properties' and then set 'Controls on parent' to 'true'. The plug colors for DSP modules are: blue: voltage (audio data, updated with samplerate, so about 44100Hz. So every calculation has to be made about 44100 times per second) green: list data turquoise: float values, similar to voltage but the update rate is only ~40Hz -> much less CPU demanding black: bool data, can only take two values: true or false orange: integer numbers red: text data like "This synth will drive your parents crazy and might occasionally transform your computer into ancient, extinct creatures!"
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Post by mindtraveller on Jan 17, 2015 20:42:31 GMT 1
Very cool website! :-) Some suggestion: When you discussed how to insert modules you used the Knob as an example and then you showed how to show its structure. However most of the modules have no further structure. They are just modules themselves. So there are two kind of modules: 1) Just modules. They have no further structure in SynthEdit 2) Containers/Prefabs: They have a green (when unlocked) or grey (when locked) symbol in the upper right corner. You can lock/unlock them and you can show their internal structure. Containers are just empty ... well containers :-) You can open them with double-left-click and put any modules you like into them. The IO Mod module let's you create inputs and outputs of the container. You can use several IO Mods per container (I usually use one for the inputs and another one for the outputs). Prefabs are just like containers with already some modules inside (e.g. Knob). You have to unlock them to edit their inner structure. They can also be just just like ordinary modules. You can also create your own prefabs. It's also important to distinguish between DSP modules(and prefabs...) (light grey background) and GUI modules called sub-controls (dark grey background), because you can't make any direct connections between them. I'd suggest to mention that and then just ignore sub-controls for a while because that would need some extra chapters. As examples for red, orange and black coloured pins I'd use some conversion modules (->Insert->Conversion). Maybe you could formulate it a little bit less confusing than I did :-) Greetings, Adrian By the way my soundcloud page is: soundcloud.com/mindtraveller-adri
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Post by mindtraveller on Jan 14, 2015 22:38:01 GMT 1
Hi, no problem and welcome to the world of SynthEdit :-)
I use subcontrols in my suggestion. Subcontrols are kinda strange to understand. So I'd suggest to read the relevant pages in the SE help or look at the Subcontrols tutorial by David Haupt
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Post by mindtraveller on Jan 14, 2015 19:57:53 GMT 1
Hi, I guess this might solve problem b). However I have no idea how to freeze a slider. Greetings, Adrian
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Post by mindtraveller on Jan 7, 2015 20:40:37 GMT 1
Filters: If you want the Kickdrum of your audio to trigger a MIDI-note, use some Lowpass Filters and maybe a high resonance at ~30-50Hz Peak Follower: Transforms the filtered audio (which still consists of periodic waves with freq. ~30-50Hz) to a volume signal. Comparator: If the volume (volume signal) is larger than the value at Input 2 the comparator outputs 10Volts. This will (for some sufficient Gate value) be the case, when a kickdrum is playing because the other frequencies are filtered out. Therefore: If the Kickdrum is playing the Comparator outputs 10V (0 otherwise), thus you can use the comparators output as the Gate signal for MIDI. As the Peak Follower does output the volume of the (filtered) audio you can use its output to control the velocity. I have not tested it yet, I'm shure there might be several details which don't work this simple but i guess basically it should work. :-) I hope this helps. Greetings from Nuremberg, Adrian
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Post by mindtraveller on Jan 5, 2015 16:23:25 GMT 1
P.S.: Sry you need an additional Peak Follower after the filters and have to connect its output to the comparator not the filtered audio output: To sum up:
audio -> filters -> peak follower -> comparator(Input 1) -> Trigger to MIDI(Gate)
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Post by mindtraveller on Jan 5, 2015 16:18:47 GMT 1
Hi, maybe you can first filter the aduio signal with sufficient many LPFs and HPFs, so that mainly the kickdrum-signal passes the filters. Then you can use a comparator as a 'gate' (connecting filtered audio to Input 1 and the gate lvl to Input 2) Then you can set the High out val to 10 and Low out val to 0 and finally connect the output of the comparator to the Gate input of a Trigger to MIDI module.
Greetings,
Adrian
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Post by mindtraveller on Sept 11, 2014 9:01:10 GMT 1
Hmm, is the container with the sequencer (like in the picture you posted Sep 9.) connected to to a MIDItoCV module? Because as far as I know those containers are automatically muted if there is no MIDI-key pressed. Anyway why do you use that AND Gate and a LvL-Adj. Can't you trigger/retrigger manually by first muting the clock (for the specific pad) and then (a few milliseconds later) send the trigger-signal to the pad-trigger-input? Are you shure about the 600bpm? because if it where 592bpm it would be exactly 4*148bpm. With pitch=592/60000 the Oscillator should pulse out 16th-notes. Sry if I didn't understand your problem right.
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Post by mindtraveller on Sept 9, 2014 12:10:08 GMT 1
Hm, it should be correct, because 120BPM ^= 2Hz = 0.002 kHz and 120/60000=0.002. Don't know why it seems to be too slow in your DAW. How much too slow is it? Have you synced the Oscillator to the host tempo anyway?
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Post by mindtraveller on Aug 8, 2014 0:42:52 GMT 1
Hi, is anyone here experienced with additive synthesis?
I'm currently building an additive synthesizer (almost finished), but it's still very CPU demanding.
At first I was glad, because I found a way to create the harmonics without using additional Oscillators by using trigonomic identities for double-angles. One can find: sin([n+1]*x) = sin(n*x)*cos(x)+cos(n*x)*sin(x) , cos([n+1]*x)=cos(n*x)*cos(x)-sin(n*x)*sin(x)
So with this one could basically calculate as many harmonics as wanted with only two sinus-oscillators (one for sinus and the other, 90° shifted, for cosinus). But there are still 4 multiplications, one addition and one substraction for every harmonic that have to be calculated at audio rate.
I'm using 32 harmonics in my synthesizer, two such additive oscillators + several envelopes, LFOs, etc, ... and the synthesizer is really CPU demanding. So is there maybe a more efficient way to realize an additive synth in SynthEdit?
I would be grateful for every suggestion.
Mindtraveller
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Post by mindtraveller on Jul 28, 2014 11:11:54 GMT 1
Hm, and if you put a Level Adj. between the clock and the gate pin. Then you can connect '10 V - Pad output' to the second Lvl. Adj. pin.
LEVEL_ADJ. clock -------|>Input1 | 10-Pad-------|>Input2 | | Output>|----->Gate
This mutes the clock when the Pad is pressed.
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Post by mindtraveller on Jul 26, 2014 15:22:12 GMT 1
cool :-)
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Post by mindtraveller on Jul 25, 2014 23:01:33 GMT 1
When you insert the LED2 module into your project, unlock it and open its container window, you'll notice a 'Tinted Bitmap Image' Subcontrol. You can change the color of the LED by adjusting the value at the 'Hue'-pin. Values go from 0 to 1. 0 is red, about 1/3 is Green, 2/3 is Blue and 1 is red again. I hope that helps.
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Post by mindtraveller on Jul 24, 2014 11:26:53 GMT 1
Hi, I guess when the sequencer is playing the gate input of the wave player is already on (5 or 10 Volts or so). So when you additionally press the button the .wav does not retrigger because the gate is already on. May that be the problem?
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Post by mindtraveller on Jul 2, 2014 23:17:30 GMT 1
Well, I'm also a beginner (have SE for about 10 months or so) but I'm somehow addicted to it :-)
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Post by mindtraveller on Jul 2, 2014 14:07:28 GMT 1
Hi, there is a module by David Haupt called DH_EnvSeg. You can stack as many envelope segments as you like with this module. It's part of the DH_BasicModulePak. Dunno why your LFOs don't function during the release section. My LFOs do work and I haven't done anything special :-)
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Post by mindtraveller on Jun 28, 2014 13:59:12 GMT 1
It's not that easy, because the Gate signal (from MIDI) has to go through the stepsequencer first to to decide, which step is triggered. And thus the trigger signal comes from the dsp side (left->right).
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Post by mindtraveller on Jun 27, 2014 18:15:19 GMT 1
alienoiz: Unfortunately the Mouse Down pin on the Image2 does somehow work only in one direction (right->left) (don't know why, it seems to be very illogical to me but I'm not a programmer...) @setronic: the idea with the inc/dec is good, thanks. But I still had the problem to send a trigger signal from the dsp side to the increase pin (which is unfortunately on the right side). Finally I solved it with the DH_FloatAdd2 module by David Haupt. (I changed the mouse response of the button from click to stepped in its .txt) The dsp side (sending a trigger-signal by pressing a MIDI-key to the right step and drumsound) does already work fine. :-) I guess the problem with the button has been the last issue. Anyhow there are still many many connections to be made :-) Thanks for the suggestions
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Post by mindtraveller on Jun 25, 2014 22:14:14 GMT 1
Hi, I'm currently working on a drum synthesizer with a built in 32 step sequencer. Like in many other drum machines I want to include a record function. I'm using buttons (Button.bmp) for each step (and each of the 8 drumsounds) such that, when a button is highlighted the sequencer triggers the corresponding drums sound at the corresponding step. That does just work fine but the implementation of a record function seems to be really complicated. I basically want to highlight a button (via animation position) with an input trigger signal and a Patch Memory Float Out and send that Signal to a Patch Memory Float such that the parameter change gets saved with the patch. Plus the Button should additionally work like a normal Button(toggle). I tried this but it didn't work. When I trigger the Trigger the button gets highlighted but the change is not sended to the PatchMemory Float. I could solve that by sending the Tirgger signal directly to the Volt Meter but than I'm not able to deactivate the signal by clicking the button plus the change will not be saved with the patch. I'm sorry, I'm a little bit confused at the moment. Any suggestion or idea would be helpful. Kind regards, Adrian
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