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waiting man wrote: immense stuff, as your plug-ins...thanx Mokafix!
still can't open the faders prefab properly though.. what dh subcontrols pack have you used for it? sorry I missed that question. you might have find the answer already, but anyway: DH packs 1,2,3 KDL converters KDL GUI delays SL fixed values I updated the file, cause the vertical knob had some parameters not set to "ignore patch", which lead to bugs when implementing it in a project. |
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| ^ | Joined: 09 Aug 2004 Member: #36461 Location: Berlin | ||
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I made a new prefab today:
A preset morpher. You simply set the morphing time (in seconds) with the small knob on top of GUI, and when you change patch, the controls will all ramp smoothly. I put a container called "morphing" in the main window, which I designed to be simply implemented easily in any existing knob or slider. You should simply copy that one and paste it in your knobs and sliders containers to use it. Then you just make all the morph time and ticker routing, and it's ready to work. Note that you'll need to use the float output of the morphing container, instead of the one of your old patch mem, as that one is now used only to store values. Manual change of parameters isn't morphed, of course. Only patch change. The morph time minimum should be 1 ms. "0" would not work.
http://mokafix.chez-alice.fr/vst/SE_modules/morpher.rar |
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| ^ | Joined: 09 Aug 2004 Member: #36461 Location: Berlin | ||
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I just updated the file one more time, and changed the sliders with the ones in my "mouse detection" prefab, which are better and works with morphing too, now that I corrected a bug in it.
So I also updated the mouse detection prefab, which could bug on Patch changes. |
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| ^ | Joined: 09 Aug 2004 Member: #36461 Location: Berlin | ||
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| ^ | Joined: 21 Nov 2003 Member: #10518 Location: Mars, Solar System | ||
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You're welcome report here if any bug. |
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| ^ | Joined: 09 Aug 2004 Member: #36461 Location: Berlin | ||
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Mokafix wrote: report here if any bug.
You will hate me The following prefabs have problems : -------------------------------------------------- Breakpoint_prefabs : sum up lines.se1 sum up lines2.se1 multy display.se1 DH_BreakPointInput 1.0.2+ DH_ListBox 2.0.0.1+ 2 obsoletes modules -------------------------------------------------- Graphic morpher3.se1 convert msec to control voltage (unknow author) old DH_msToVoltage ? -------------------------------------------------- Jack cables.se1 & Jack cables6.se1 DH_BreakPointInput 1.0.2+ 1 obsolete module -------------------------------------------------- |
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| ^ | Joined: 21 Nov 2003 Member: #10518 Location: Mars, Solar System | ||
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Yes, of course...
DH keep updtaing his modules, so I can't always follow. And it means erasing modules and puting new ones... boring anyway, who needs those old prefabs when you got the new one? The cables are difficult to use. The breakpoint displays are nothing too special. one can do it from scratch. I'll try to update them when I have time though... |
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| ^ | Joined: 09 Aug 2004 Member: #36461 Location: Berlin | ||
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Classic Drum sequencer
http://mokafix.chez-alice.fr/vst/SE_modules/drumseq.rar A drum sequencer. Required: DH, SL, KDL modules. It has almost all the features of a classic drum sequencer, except "flam". It is quite simple inside, I think. Only GUI modules, only 9 modules per pad, so it's hard to make it simpler. It has 9 velocity levels. I set it to a max of 24 patterns per midi patch, because DH text array mem only accepts 1000 characters. 1024 would rise the number to 32. Thanks to DH mouse detector, you can drag horizontally to edit several pads in a row, and drag vertically to change the velocity of a pad without touching to the velocity knob. BEWARE: DH array sequencer will stop if the input is blank; I advise you to copy the deafault patch to all patches, because it has 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 set for each pattern so it works fine. SO of course, don't use text araay mem "clear" pin; it would bug. Have fun, Efflam |
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| ^ | Joined: 09 Aug 2004 Member: #36461 Location: Berlin | ||
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Hi Mokafix thanks !! i think i can learn a lot from your sequencer ---- ![]() |
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| ^ | Joined: 01 Sep 2002 Member: #3737 | ||
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It's not the same as in tatapoum. This one is simpler (no rolls), lighter (99% GUI), faster, I think.
You could add something to save patterns to a text file too, I think. DH_array_sequencer still is a bit clumsy to me, but I'm sure it'll be updated and improved. |
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| ^ | Joined: 09 Aug 2004 Member: #36461 Location: Berlin | ||
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hey,
Nice new drumseq. only what is the correct link? ps: the link on your site to my polar2cart. module is wrong. i don't have Rh-modules.nl anymore. correct link: http://members.home.nl/rp.herder/Downloads/RH_GUI-C2P.rar ---- http://soundcloud.com/rph IRC: irc://irc.freenode.net/##synthedit ------------------------------------- Registered Synthedit, Renoise, Reaper and FLstudio user! |
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| ^ | Joined: 20 Nov 2005 Member: #88424 Location: The Netherlands | ||
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| ^ | Joined: 21 Nov 2003 Member: #10518 Location: Mars, Solar System | ||
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I downloaded the drumseq prefab a while ago but only tried it out today and something appears to be wrong with the shuffle because when I turn the shuffle up I get random double hits in the pattern and mistimed hits. I'll probably see if I can't cure this myself tomorrow but I thought I'd let you know anyway. Right now though it's Saturday night so I'm off to attempt to drink myself blind... |
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| ^ | Joined: 16 Jun 2007 Member: #153917 | ||
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Necrobump
I don't know if you guys are still doing Synthedit work, but does anyone have a copy of the DH BreakpointInput 1.0.2+ that Mokafix has in the Jack Cables2 prefab? He hasn't updated it yet to use the 1.2.3 module and I can't open the project file without the 1.0.2+ version |
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| ^ | Joined: 19 Nov 2011 Member: #268998 |
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