pfieuw.. been trying to see what I could change to get a bit further with the wave player, but even the simplest wave player won't work without disconnecting and having to re-connect every time,, I'm afraid this is above my head, as this is more about hard-core coding then synthesis modeling and sequencer-funky-things. Maybe in the future, but atm I'm not able to do such in-depth-getting-into-the-module-and-sucking-whatever-kind-of-piece-of-information-out-of-it kind of coding...
Module requests
This also happens to the factory versions. almost every patch that I use waveplayer objects in disconnects when I make the patch "unlive".
@johannes do you have any idea why that happens?
Ill see if I can dig up a patch that does this and post it for analysis.
even though the waveplayer is buggy atm, you could still do some of these things in a patch:
-use the string/index module to set the name of your sample (you need to rename all your drumsamples for this, I'm using a program called "advanced renamer" for this, to change the names of all the samples in one shot.)
-use a mux to select between filenames (I use prefixes BD,SN,HH,OH,CC,CY for different drums, index 000 to 999 are different samples of the same type)
-add 64 to the pitch-out of the midi-module and use it to control 2 table read modules (integer version). Create one table containing the index of the drum type (mux selecting between the filenames with different prefixes) and one table containing the preset-number (controlling the index number of all the filename modules) and save this table to your SDcard (or use an attr_text module to be able to write it in text-form).
-for looping, you could use a gate-retrigger, though this would not depend on the length of the sample as you don't have the data (though maybe that IS possible to extract! I think I've seen the data for that in the code..)
-for start-point adjustment, you could use a delayed VCA that opens a short while after the sample is triggered. Though this wouldn't work for the loop-point.
-max-voice is controlled by setting the midi polyphony
-fm...ehm..I think I made a neo-FM module some while ago if I remember correctly (distortion/delay folder? not sure..). Which is just a fast time modulation of a short delay.
...maybe this helps
of course,you need to load the samples from SD-card into RAM...you could use the object's offset-inlet to
choose different samples...and store the offset and the range of your samples in a different table
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.
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.