Merging midi in channels?


#1

Hello,

im trying to figure out this thing:

i have a crappy midi guitar that sends the midi so that each string has its own midi channel (1-6)
cant figure out how to combine this info in axoloti to one channel and either use it in a polyphonic patch or send it from the midi out to some other synth..

any ideas ?


#2

Polyphonic multichannel subpatch mode is made exactly with that purpose in mind


#3

@Sputnki unfortunately this is NOT true.

i have a midi guitar (well a bass) sending midi info on a channel per string basis and the only thing that reliably works (with legato mode etc.) is a subpatch per string set to the correct channel via midi selector.

@siihhi, why would you want to combine all this channels? you loose the ability to process pitchbend and legato info of each individual string when you combine this info. instead you should replicate 6 times the same patch and copy it to corresponding sub patches. i can post a simple example if you want.


#4

what doesn't work for you in polyphonic multichannel? works for me ok here..
(though i tend to use polyphonic expression, as its mpe compatible, but very similar)

there might be some areas that aren't doing as you expect, e.g. i dont use legato


#5

That's what he asked


#6

@thetechnobear when i first got my axoloti this was actually among the first things i tried. i got into a lengthy discussion with you at which end you suggested i go the one subpatch per string solution, because the polyphonic multichannel was somehow not working as expected. the main obstacles for me where aftertouch, which seemed to influence different channels, but my memory is somewhat blurry on that since i use one subpatch per string since then. if things have improved since 1.0.11 i am more than happy to give this another shot, since it is quite some more work to tweak four sub patches :slight_smile:

here is the thread for reference: https://sebiik.github.io/community.axoloti.com.backup/t/channel-touch-not-working-in-poly-multichannel-subpatch/2053


#7

yep, but it does not work correctly (alas it wasn't in 10.11, haven't tested since)


#8

Just read that thread, yeah I can see your issue with legato, but that's due to poly multichannel allowing for polyphony on a channel, ie it cannot/does not assume a channel can only have one note... so in this sense I can see the issue for guitar where you want this - you have to assume the channel to be monophonic for this to work.

So if the OP wants this legato handling its not going to work, saying that neither will forcing all notes on to one channel ... so not sure if its a requirement

As mentioned in above post, unfortunately the voice allocation is done in the code generator, so cannot be altered by a patch. No changes have been made in this area.


#9

yeah, well that is kind of the idea of one channel per string, to get legato string like behaving from a guitar to midi.

the statement in the thread that @Sputnki linked,

is a bit misleading in this regard since all you want from a guitar-mode is really monophonic on each channel (you cannot do polyphony on one string).

but all is good, the "one subpatch per string/channe"l works!


#10

i'll add a new voice mode for the next release
( I cant do it yet, since I'm waiting for Johannes changes to 'stabalise', but will do at the same time as I fix the MPE issue)

added GitHub issue to track


#11

i tried liking your post more than once, but i couldn't :slight_smile: thanks so much!!!


#12

Well, not sure I understood all with english but maybe that pertinent to say there that I use one subpatch (multichannel) for my guitar midi (channel 1 to 6) and that works fine! In mono for sure.

Logic/change with xor force a retrig at each last note played.
For the bend, I use logic/change in the main patch to trig. Less cpu use I think (?).


#13

Has it been fixed?
I'm planning to buy a tripleplay midi pickup, but it's vital for me that I will not have to make six subpatches and a lot of patching, because I want to run it alongside my multifx axoloti and there are not much ram and cpu left...


#14

i don't know to be honest. it's not in the current stable release. @thetechnobear said he would put it on GitHub (or at least a notice). but i never checked out the dev tree, so i can't tell you sorry. it should be in the next release though.