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KVR Forum » Modular Synthesis
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SE add-on modules?
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mztk
KVRAF
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PostPosted: Sat Sep 08, 2012 10:25 am reply with quote
innit Smile i thought you'd gone off c++. i guess you reach
one plateau of learning, assimilate, and then get curious
again. in any case, this is going to be very useful atm:
was looking at pitch-shifting and wondering what the principles
are -eg:timestretch/compress- and found a prefab with better
result than the module by same author (LP).
(i thought i might get interested in c++ at one point, but pffffff)
^ Joined: 12 Jun 2004  Member: #29330  
xoxos
Mr Entertainment
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PostPosted: Sat Sep 08, 2012 12:14 pm reply with quote
using c++ for other kinds of apps.. things with.. more than one dimension Laughing

i mention it because i am a professional and you should spend an hour a week monitoring my career for purchase opportunities. ..and also of course because i found developing outside of audio catalytic. for making oscillators and waveguides in the se sdk i'd need to use a string maybe once a year, by which time i'd have to look it all up again.

so yeah, exactly.. fresh air, stretch my legs.. synergetic perspective, and made it easier to read other programmers.
----
neither a follower nor a leader be
http://www.xoxos.net - free vst
^ Joined: 29 Apr 2002  Member: #2639  Location: i might peeramid
mztk
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PostPosted: Tue Sep 18, 2012 8:43 am reply with quote
last modules i've checked out were easy: Christian Budde's
graphics modules, which look interesting, though i can't think
of a use yet (i integrate modules only very slowly/rarely).
they 'block' whatever is underneath, unforunately, so only any
use for background, or within an object container(..?...)
shame you can't just overlay lay something like that and do
a 'transparent' render over your entire plugin without affecting
mouse action, shading and stuff like that.
^ Joined: 12 Jun 2004  Member: #29330  
antto
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PostPosted: Tue Sep 18, 2012 9:43 am reply with quote
if the module blocks everything, even when you send it "To Back" - it uses "hwnd-based" window type

i also tried making a module (lcd-screen) without blocking the background, my original intention was to copy the background and additively blend the text onto it, but i couldn't do it
(SE_SDK2)
----
It doesn't matter how it sounds..
..as long as it has BASS and it's LOUD!
^ Joined: 04 Sep 2006  Member: #118997  Location: 127.0.0.1
mztk
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PostPosted: Sat Sep 22, 2012 10:02 am reply with quote
or additively blend shading? wondered briefly if something that affected
every other pixel, but with the others being fully transparent might work,
but didn't bother trying, lol. you'd end up with unpredictable glitchy
action.

has anyone ever tried to make a phoneme module? you know, for speech.
i guess there are quite a few sounds to generate, a whole science in
itself, and different sounds according to language ( i found a french
SpeaknSpell in the market today for 2euro...)..and then..there could
be parameters...(still on 'sh*ttalker' trip)
^ Joined: 12 Jun 2004  Member: #29330  
mztk
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PostPosted: Fri Oct 05, 2012 12:11 am reply with quote
'gmon.out'
does anyone know what this is? it must be coming from one of
the modules i've added, and is created in any folder i open a
se.1 from now. anything to do with those cbudde graphics modules?
^ Joined: 12 Jun 2004  Member: #29330  
mztk
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PostPosted: Mon Oct 08, 2012 6:32 am reply with quote
there's a module here called
'external event(?).sem' . supposed to deal with external
windows commands(?) anyone know how to use it? what it does?
^ Joined: 12 Jun 2004  Member: #29330  
mztk
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PostPosted: Mon Oct 08, 2012 6:38 am reply with quote
apparently Oli Larkin recommends NOT to use his modules Smile
was looking at the OL SSTK(sequencer toolkit)...one of the
clock modules makes the stepcounter appear to count BACKWARDS..
wdf...maybe some kind of high speed visual aliasing? have to
check again..the clock is claimed to be a 'sample rate', as
opposed to 'block rate' clock, and is one of the only ones with
no stated bugs, so might be worth a whirl in SE v1.017.
(thus, this is first reported 'unrecommended' modules set, as per
advice of author himself)(but they look fun)
^ Joined: 12 Jun 2004  Member: #29330  
chuck death
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PostPosted: Mon Oct 08, 2012 7:33 am reply with quote
mztk wrote:
'gmon.out'
does anyone know what this is? it must be coming from one of
the modules i've added, and is created in any folder i open a
se.1 from now. anything to do with those cbudde graphics modules?

This is created by the Scope3 module, not the new one that's included with Synthedit but the module from this page: http://www.synthedit.com/modules/hosted-modules/

I never use it because it creates these gmon files all over the damn place! It gets created in the modules own folder and the folder of your host as well. With Win8/Win7/Vista's stricter file writing protocols I think that's just asking for problems!
^ Joined: 16 Jun 2007  Member: #153917  
chuck death
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PostPosted: Mon Oct 08, 2012 7:51 am reply with quote
mztk wrote:
there's a module here called
'external event(?).sem' . supposed to deal with external
windows commands(?) anyone know how to use it? what it does?

This one is explained pretty well in the manual. Wink

It's for opening external files like PDF help files or opening your browser direct from the GUI.

You simply select the integer for the function you require (read the manual!) and enter the name of the file/Web URL in the text line, then attach a button image or whatever to the trigger. Now every time you click the image it will execute the command.
^ Joined: 16 Jun 2007  Member: #153917  
mztk
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PostPosted: Tue Oct 09, 2012 7:35 am reply with quote
ugh, valid RTFM Very Happy i just loaded from menu without checking
inside the 'modules' folder, it's true..hope i unpacked all
the docs with these modules, not something i want to do all
over again.(some sort of useful re-ordering of menus needed)

thanks for elucidating the gmon.out thing, i would never have
found that. i tried a RH scope this morning that looked nice
(or was that the same one?) and i'm checking out all the GUIFloat
modules by various people. SL Float animator looks promising, as
does stuff like Float Redirector(which may not be any use now
with 1.1+). trying to make things happen all at the GUIFloat stage
without having to convert to volt first and back again eg: a centred
knob with an activity LED that is off when at centre/0 > how would
one 'rectify' float values? float compare with +/-1x float multiplier?

of course now people are starting to talk about converting modules to
64bit for SE 1.2...

any knowledge about modules that definitely do not work above v.1.01x?
or even before that? i've got all the modules on Novaflash's list, and
anything i could find on Synthedit Gathering and the SE usergroup.

or modules that have been identified as too heavy on CPU or prone to
crashing?

nb: i'm talking about the freeware modules. i'll make a list of everything
i've unpacked.
^ Joined: 12 Jun 2004  Member: #29330  
chuck death
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PostPosted: Tue Oct 09, 2012 9:20 am reply with quote
The only module I found not to work with Synthedit 1.2 is the demo of the convolution module made by Christian W Budde, it was called ipp_convolution.sem or something similar. I never used the module so I just took it out of the module folder. Any other module I have had issues with I've just contacted Jeff and/or the developer and we've sorted it out.

Obviously this isn't quite so easy now that many of the original module devs have gone but most of the modules out there work, it's just a case of finding out which ones are programmed the most efficiently. Jeff has been pretty good at keeping backwards compatibility so I wouldn't worry too much with regards to 32bit projects.

Unavoidably, the 64bit version of Synthedit will have to break backward compatibility, it will require a whole new set of third party modules and there's no guarantee any of the current 32bit third party modules will be converted. Initially, it will be like when Synthedit first started, only pretty basic projects will be possible. Having said that, there are quite a lot more "standard" modules included with Synthedit now than there were back in the early days. Wink
^ Joined: 16 Jun 2007  Member: #153917  
mztk
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PostPosted: Wed Oct 10, 2012 3:06 am reply with quote
ah, there was a nice simple solution with what i was looking for:
https://www.box.com/s/4u1maqkog7etcanhfepn
(a proper centred knob with activity LED)

re SE 64bit, you'd think that all of the functions that people had
to write over the years would be included in the program now: all
the KDL converters and the DH GUIfloat stuff, plus some nice graphics
tools like DH multistep input, etc.
after a while the standard control objects like the fader become less
useful, as you end up building them as subcontrols, and find out you
want to be doing stuff as much as possible on the GUI side. this is what
i'm finding, anyway. haha i really have to get with the more recent versions...
^ Joined: 12 Jun 2004  Member: #29330  
mztk
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PostPosted: Wed Oct 10, 2012 3:12 am reply with quote
quote from sirsicksik re floatsplitting...

'Instead of the floatsplitter I use the "RH-Float-redirect". Using that module is a lot safer as you are forced to make the routing one-way and values cannot fight over who's master and who's slave.'
^ Joined: 12 Jun 2004  Member: #29330  
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