I get what both of you are saygin, but it just seems extremely complex. I know i know.. i can do it all myself, but it migth be pretty hard for me to do, due to limitations of my current brain-functions...
So if, someday, you feel like making an object that combines all those things, please please pretty please - do that!
Thanks again.
Module requests
but can you put .wav files directly into a table? in that case, the problem is solved for 99%... but I thought that wasn't possible..
ehm,, oh you can... * slight smile* * bigger smile* * even bigger smile* oh my... it doesn't crash when going unlive..
though, I got to go to bed now... work day tomorrow again..
it seems I can pull this off using tables after all.. though as you'll also need to use tables for the presets, this will result in using only pretty short samples if you want to load many..
start&end positions, loop and reverse are fixed
The samples are around 2 seconds long.. i'll look into it:) But let me know if you all of the sudden make a sampler module;)
Any chance of coding a mono switch for the headphone out?
More info here https://sebiik.github.io/community.axoloti.com.backup/t/headphones-out-configuration/2280/3
Any chance you could do a "test" patch and upload it somewhere? Or maybe I'll just wait and see if you come up with something amazing that can do sample playing:)
I'm afraid that 2 second long samples will take way to much memory.. at the moment I'm even using samples shorter then a quarter of a second (8192 sample-buffer for each sample)... using 2 second long samples would only enable you to load around 22 samples.. leave alone the extra settings that need to be saved into a table.. which takes it's own amount of table-memory
but what I have in mind might lighten the "limitedness" a bit of the very short samples. just wait a bit
it's going well
current features:
-everything is externally controlled, no "onboard" knobs
-independent pitch and sample-select control for start, loop and end (release) stages (though not oversampled or whatever, just LO-FI scaling of the internal count. low pitches will produce a sample-rate reduction effect)
-normal play (start->end) or looped play boolean-select
-loop with 3 modes (forwards,reversed, alternating, Depending on loop-mode(forward/reversed), the play first plays through to either start or end of the looppoints, before going into the loop)
Yes!!!!!!!!! Sir sick to the rescue once again!!
I can't wait!!!(take your time though;))
Hey @SirSickSik
I have a request for an extra function for one of your all ready existing objects. More precisely the sss/patt/rndPatt object.
I was wondering if you would be so kind to add a modulation input for the chance function?
Thanks
I Would like to request an ADSr envelope, where the attack can be set to zero. The current ADSR envelopes fastest attack time is 2.41 ms. Would be super great to be able to set it to zero.
This is very similar to Waldorf synths envelopes. They also goes to zero. This can produce clicks and artifacts in some situations, but in others it can be very useful, especially for percussion, drums., etc.. I am pretty confident, with out having any psychical proof, that most other synths like Virus, Nord lead etc. does not go to zero, they act like the current adsr. I think that the Waldorf synths all goes to zero is one of the reason why Waldorf synth are as characteristic as they are.
Bomski, Jaf
ehm sample-people, I'm a bit in doubt here..
I now use samples of 8192 samplelength each, stored in a table. Though everything works fine now, I do find it quite short as this results in max 0.17sec long samples. but if I make them larger you won't be able to load 128 samples anymore..
so how many samples do you want to be able to load AT LEAST?
well, I guess I'm just gonna make several players, 1 LOFI and 1 HIFI for short samples and another one to load one or several longer drum/melody loops in which you can select parts to play for start/loop/end.
Thinking about it in relation to using it for triggering individually sliced drumloops, I think 64 would be a great amount. That is equal to 64 slices/samples, which is equal to a 4 bar loop sliced in 16th.
But I guess less can also do. 16 samples is 1bar, 32 is 2bar, etc.
point is, if you want to be able to load 64 different drum-samples (individual drums, no loops/rhythms) the longest time I could get out of it, while still being able to save settings-per-key and leave some ram for other table things (eg delay), I can't go over a quarter of a second per sample.
So 64 complete loops of several bars is far out of the question.. it will be more like 8 loops max..
though, if you use complex loops, containing lots of different samples, you should still be able to load "more" samples then the individual drum-samples.
Oh no i didnt mean 64 loops, just 64 single hit. A 4 bar loop is 64 16 notes hits. So if you want to load a 4 bar loop, spread out over the keyboard, you would need 64 samples...
And for 2 bar loop you need 32 samples....
ok, well, I think I understand what you say and I think that should be possible already now.
I've added a samplelength selector which allows you to set the base-length of the samples.
So when this selector is set to 13 (which stands for 2^13) the samplelength is 8192 and you'll be able to load 128 samples in a 1048576bit table (allowing the left over 1048576 bits to be used for preset-control of the sampleplayer and other modules like delay and stuff). These samples are really short though! (8192/48000=0.171 seconds)
when you set it to 14, it will allow a 16384 samplelength for 64 samples of 0.342 sec
15->32768->32samples->0.684sec
16->65536->16samples->1.368sec
17->131072->8samples->2.736sec
For a simple sample based synth, at least 2 octaves is required... at least for normal playing. And i see that this cant really be done (im thinking that normal samples are about 1-2 seconds long). Why is there a limitation currently? Playing 24 samples from an SD card shouldnt be the biggest problem in the world(i no there is a problem, i just dont understand it:)