bump, because i would like to use this too.
Play pitch loop object question
as i said previously, loopstart/end have not been implemented.
I think the problem is to implement this 'as is' would be inefficient...
the table lengths are powers of 2, so that we can determine positions by bit shifting, setting arbitrary end points breaks this.
(working on the assumption (for being useful) is that pos = 0 , loop start and pos = 64 (100%) = loop end)
what we could do is:
- allow arbitrary start points. (this is just used as a simple offset)
- change loop end, to loop length, where powers of 2 are offered.
this would not allow for arbitrary sample lengths (just 2^x) , but would allow for handling processing many samples from the same wave file.
I will also add loop start/end are currently parameters, it would be more efficient to have these as attributes (compile time change) , it would be nice to have a variant with inlets, but the issue then is how to 'insist' the length is 2^x.
(I think its these oddities, that mean table parameters are usually expressed in % (0-64) rather than int indexes)
would there be a way to have it just loop over the whole buffer? this would help me already.
cheers,
c
thanks. how do i set the saw up's frequency correctly? as in that it has the correct frequency so that it matches the length of the buffer?
thanks for your help
bests,
c
This calculations to get the hz for the lfo:
Sample rate/sample length
Example:
So Axoloti has got 48kz sample rate, that is fixed and for the example we use 262144 sample length.
48000/262144 = 0,18310546875 hz
Set the lfo to approximatly 0.18hz
thanks for the help. i've tried this. but it seems that it actually is retriggering the table beginning rather than actually going through the table. here the patch.play pitch looped.axp (4.9 KB)