Storing values/data in Axoloti, and ability to recall it


#21

Ok..... Hmmmm..... I might have to take my statement back again.... Now it works and recall the exact pattern. Maybe I did something wrong on the test the other day.......


#22

Seeds, patterns I think we are talking about the same just different names :=)

Anyway, my new approach is to take the "Sel/sel i 32" chain 4 of them into a 128 steps sequencer..... Then set the random values manually(I use https://www.random.org/integers/ for the random values).

This seems like a more sufficient way of doing it and doesnt take up precious SRAM.

Could use a "Sel/sel i 128" object for this and other things too, but it also works just chaining a few shorter ones.


#23

Yeah sure, would be awesome to be able to read and write presets in real time smile If you find a solution for that, please let us know smile For me the string object is still a mystery.... Dont know how those work yet. Are they also used in Reaktor or Max? Anywhere I can read about different uses of scripts?


#24

well thats what I'm trying to determine.... there is a one line C function called srand, that takes an integer....

if you call this with a particular number, say srand(1234), you can then just call uniform, and it will automatically always give you the same sequencer of (apparently) random numbers.... (in computers numbers are never random!)
if you call srand(124817) then calling uniform will again give you another (different) sequence of (apparently) random number

the only thing you have to be aware of, is if you have more than one uniform (or anything else that uses random numbers, e.g. noise?) then the sequence will depend on them always be called in the same order....

its a tricky thing to get your head around, and may or may not work for your use-case, but its simple to implement smile


#25

I am not sure I totally understand the one line c function idea, but it sounds interesting smile But it needs a new object to function, right?

Random in the G2 module is also not really random, cause values are predefined, hence I called it random PATTERN. But that is what I want to do. I want to be able to recall the same "random" pattern at will and not just a string of values that is different everytime. And the patch Tim Vets made works fine for this... I think the reason it didnt work the other day was because I used an old version of the patch... Today I found newest one and that worked... Dough, smile

But I found this new approach with sequencer a little bit better cause it is easier to control and dont use tables(SRAM)...... And therefor I dont have to push "load" button everytime I make the patch live to load it into the the table again. I just load the patch and the predefined random numbers are availabe in the sequencer.. Much easier to access...


#26

so how to load and save ?

i get Axoloti says: Open failed

Axoloti says: Write failed

Axoloti says: Close failed

Axoloti says: Open failed

Axoloti says: Write failed

Axoloti says: Close failed

Axoloti says: Open failed

Axoloti says: Open failed

hmm :smirk:


#27

always use maximum 8 characters for the filename
like tblsv.ptr

And yes table/read and write is buggy for large tables, the "watchdog" trips when the "dsp thread" is interrupted for too long.


#28

After making the name shorter, i dont have these failed message anymore.
But i am still not able to save/load.
shouldn`t this be be saved as a .ptr file somwhere.....?
and what are the outlets from table/load for (bw)?


#29

on the micro-sdcard, no?

The bw outlet is a "leftover" from development, shouldn't be there anymore, sorry, just ignore its presence.


#30

Ok i found the files on SD and it worx like a charm!
I had to cable it like this too
thanx
What size is a large and buggy table?


#32

I use .tab files...... What is the difference between .tab & .ptr?


#33

none u can name it as u wish...


#35

I made a subpatch that does more or less what you described. It uses the lfsrgen module to generate 64 8-bit values and then stores them in a table. I have attached the subpatch (lgen.axs) and a patch showing how to use it (lgen_test.axp). It can be used as a long sequence of 64 values, or i.e. four 16 step sequences. You can get other "random" (but recallable) tables by using other values of 'polynomial' - just make sure to use the three-digit ones to get 64 different values. Let me know if something doesn't make sense!
lgen_test.axp (3.5 KB)
lgen.axs (19.0 KB)


#36

Cool :smile: Will take a look at it.. the other version works pretty well too, but always nice with new ways of doing things :smile: Thanks :smile:


#37

ended up here via this thread: https://sebiik.github.io/community.axoloti.com.backup/t/feeding-random-pitches-into-a-sel-fb-16/1032

thanks a lot for the work @pescenman on this topic! lgen is really useful, took me a second to figure out how to integrate it in my evolving patch, but once i did it really made the patch come "alive," for lack of a better term.

ive attached my, again, evolving patch - the idea is to add a new feature or significantly change a feature almost every day - hence the filenames. this is intended for me to record for some records im working on, so please tweak before using to record if you do :]

ive credited everyone ive borrowed from. apologies for the mess - i just today kind of figured out how to subpatch, so this patch will soon be cleaned up

21016board.axp (41.2 KB)

really like the generative concepts, hope someone finds this useful


#38

I'm glad you found some use for it! The idea is to make 'random' tables that can be recalled, even when sharing a patch with others, and you're doing precisely that. (Btw, I noticed that you read from your lgen_1 even though it isn't really connected like it should be - not necessarily a problem, just thought I'd point it out!)


#39

i only noticed it after a couple of hours of recording with it. the patch! or, i noticed that it wasnt set up "correctly," although it still seems to throw out some random pitches the way i wanted it to


#40

good it be that the drum sounds do not work in the patch? I do not hear them running. The sounds I do hear are verry nice :relaxed:


#41

the drums work in my version of the patch - on the mixer, the only 2 "drum" channels i have are the BD and HH, on channels 2 and 4, respectively

in the bottom left hand corner, the 2 sel b 16s are the drum sequencers (top rows for BD, bottom for HH) and the speed of those sequences is controlled by the square LFO above with the comment "sequencing speed" under it

thanks for checking it out! please feel free to tear it apart