MODULE UPDATE:
OSC
"spectralOscillator"
added some more functions for spreading, adjusted some internal values for better response and added more external control.
MODULE UPDATE:
OSC
"spectralOscillator"
added some more functions for spreading, adjusted some internal values for better response and added more external control.
4 different oscillators contolled by the Shuffling Sequencer, Automator and 4xRngCount2, going through the HQ_pitchedDelay and rndTapDelayStereoOut.
-2coreModOsc
-6xHrmrphOscillator
-spectralOscillator
-SiTrSaPu_oscillator
I would LOOOOVE to have both the original 36dB filter and the new one at the same time in a patch. Any chance you could fix the "res" problem (i described it earlier) in the 36 dB version?
The new filter sounds FAT It actually reminds me alot of the Korg ms20 filter. Not bad at all;)
ghehehe, ok..... why did I do that... was I drunk? seemed to be I multiplied the resonance with a low value integer instead of float or using ___SMMUL()...hmm, ah well, fixed now
MODULE UPDATE
FILTER
"36dbLP" has an updated resonance control, now having full range instead of stepped..
for adding swing to your shuffling sequencer and automator
NEW MODULE:
SEQ
"clockswing"
provides a swing over your clocksignal
-trigIn asks for a gate/trigger clock signal
-reset input will reset the internal 1st/2nd trigger counter
-swing sets the krate-delay for the second trigger (uses a counter, when it's higher then the swing-value, it generates a short trigger). If swingvalue is too high (counter already reset before it reaches the swingvalue) it won't generate a trigger. For syncing everything, use a clockdivider (axoloti's counter c-output) and reset both the clockswing module as the following counters/sequencers etc every N triggers (eg after 64 beats if you're using my shuffling sequencer)
-trigOut outputs a short-trigger swinged clock
MODULE UPDATE:
EDRUM
"BD1" and "CR1"
both have added inputs to externally modulate parameters.
FM randomisation input of the CR1 only works when MODE 2 is selected (3 and 4 still have no code, you can add your own code if you want..)
NEW MODULE:
ENV
"startupFadeIn"
fades in the volume of the incoming audio when device is switched on or play is pressed on the patcher.
I use it myself to mute the first couple of seconds, so the sequencer/automator/oscillator can load it's presets without glitching the sound output and then slowly fade in the sound.
guess for the next module, I need to got to get into object-oriëntated coding.. I want a multi-modulation module featuring multiple low-frequency envelopes, LFO's and pseudo random modulations. where you can select what kind of modulation you want for each output and set internal modulations between selected modes.
Hi again. About the 36db filter. Did you by chance forget to upload it?
I re synced libraries/reloaded objects many times, but the stepped resonance is still there.
don't know how that comes, I've just loaded the module and it's the right code and resonance is working ok..
to be sure, I just hit "sync libraries" an extra time..
NEW MODULE
DIST
"bitmangler"
this is sort of an analogue-style bitcrusher which I thought about building one day for real for my modular synthesizer.
Each bit is given a random value, such that, all summed, they would reach the max-value set by the range knobs.
This is done both for incoming value as well as the outgoing value (internally converting continuous into bits and then back from bits to continuous), where the value of the incoming bits will differ from the value of the outgoing bits.
Output is softened by a simple, fixed half-the-difference LP filter.
CPU use is really heavy... hoped to make it doable, but it might be better to not use a for-loop for this one.. or if anyone else knows how to write this more cpu efficient.. it's really quite a nice, drastic waveshaper..
NEW MODULE:
TABLE
"saveloadactive"
control module to save/load tables with an extra stage to confirm your save/load choice (I accidentally saved over my 512 waveform wavetable for the morpher.... so I thought this might be a good idea )
also features
-automatic preset-load plus an extra "extraload" output for updating modules after the table has been loaded into the memory.
-"play" output goes high after "extraload" goes high for syncing sequencers to the "extraload" moment.
-fade-in output can control gain-modules to fade in the sound (rate set with exponentially-curved knob)
so.. to use it:
connect the load and save outputs to the trigger inputs of the respective table-load and table-save modules from the factory table folder.
to load/save a table, first select what you want (save or load), if you're sure, press the "sure" button which will perform the selected function and resets it to zero afterwards.
connect the "extraload" output to (eg.) the internal-load-inputs of the shufflingSequencer, morphor, automator..etc to load the just loaded table into the module's internal memory.
connect play-output to the reset-input of your sequencers.
connect fadein output to a gain-module (factory gain folder) to control the volume of the outgoing audio of your patch.
new module coming up, using "functions" which can be called upon
thus an 8 output modulation center with some internal feedback possibilities for each mode between instances.
each instance can select it's own mode: LFO (different basic shapes), envelope and sequencer.
has reset and gate inputs for each instance.
uses the same preset save/load system as the shuffling sequencer, automator and sculptor/morphor
limited modulation is almost over people
oh ps... trying to write a functions was a freaking hole-in-one!
Hey @SirSickSik
Nice objects and so many of them I am a bit curious about the object that you made that can turns off the code that is not used, so it doesnt use DSP.. Sorry dont remember the name of it, you have made so many Maybe you remember the name? Id like to look into it
This could be very very useful in many situation to get more out of the DSPs.
An example could be the svf multimode filter. It has got LP, BP & HP filters, but I think they are all "active" all the time so they use up DSP. WOuld be really great to be able to turn the two not used off so they dont use DSP.
If you remember the name, I can take a look at it myself, but I was wondering if you have tried implementing that code into other objects as well?
Thanks
you can do this very easily yourself with any module.
just:
-embed module
-add a bool inlet and call it "active"
-put the whole code between brackets like {"code"}
-then add if (inlet_active>0) in front of it
-then add else outlet_out=0; behind it (though, do this for all outputs of the module and rename the "out" part. Otherwise the output will spit out random values. Eg. outlet_pitch=0; outlet_phase=0; outlet_......=0; etc)
so you should get:
if (inlet_active>0)
{"code"}
else
{
outlet_out=0; <----- note the ; at the end of each line
outlet_pitch=0;
etc.....
}
where "code" is the original code.
Do this both for the krate and arate codes.
Thanks man, but, Uhh, I am not so sharp with the coding yet. I think I need to see an example. I do understand some of it, but always nice with a working example
Did you remember the name of the object? Or else I guess Ill just have to go through the list.
I didn't make any object that you can use to (de-)activate any other module...
only thing I did was putting the codes of the factory oscillators between brackets and making the active using an active-inlet... just like I explained above... I'm sorry, but I can't get any clearer then this..
and seriously, this is so simple, just try it out...
otherwise, take a look into the code of those oscillators I modded (they're in my oscillator folder)
I didnt mean that you had made an object to turn off other objects. I meant that I though i'd seen an object, that had several functions and when switching between functions, the ones not used would be inactive and not use DSP.
Ahh it was the oscillator objects. Cool will look at them. Thanks.
Found them, the ones called "native". I see I think I misunderstood how they work.