What's up at Plogue?

VST, AU, AAX, etc. plug-in Virtual Instruments discussion
davidv@plogue
KVRian
710 posts since 3 Aug, 2001 from Montreal

Post Tue Jul 21, 2020 11:07 am

tonedef71 wrote:
Tue Jul 21, 2020 11:01 am
I am interested in hearing from David regarding Plogue's approach to implementing the SID chip's waveforms in the upcoming chipsynth 64 virtual instrument.
I actually published my method to gather the combined waveform data for each of our SIDs more than ten years ago:
http://ploguechipsounds.blogspot.com/20 ... tures.html

Our new research is more advanced, but its not ready for publication.
Cheers
David Viens, Plogue Art et Technologie Inc. Montreal.
https://twitter.com/plgDavid
https://plogue.com

User avatar
tonedef71
KVRian
1306 posts since 21 Sep, 2007 from USA

Post Tue Jul 21, 2020 11:30 am

davidv@plogue wrote:
Tue Jul 21, 2020 11:07 am
tonedef71 wrote:
Tue Jul 21, 2020 11:01 am
I am interested in hearing from David regarding Plogue's approach to implementing the SID chip's waveforms in the upcoming chipsynth 64 virtual instrument.
I actually published my method to gather the combined waveform data for each of our SIDs more than ten years ago:
http://ploguechipsounds.blogspot.com/20 ... tures.html

Our new research is more advanced, but its not ready for publication.
Cheers
Plogue R&D wrote:... After recording a huge bunch of very different [combined SID waveforms], however, I can't help but feel that there is no "perfect" way to go at this. As each SID will generate something different, why not add some non-deterministic aspects into the generation?

In the mean time, we can reasonably emulate the combined waveforms of the SID (which are really an odd mixture of bits in the analog world) by indexing a pre-recorded table ...
Thanks for sharing, David. It will be interesting to learn how you folks have improved upon your methods from 2010.
[Intel Core i7 8700 | 32GB DDR4 | Studio One 5 Pro; FL Studio 20.7; RapidComposer; Sundog Song Studio; Orb Composer; Pizzicato; Odesi | FL Studio ASIO (WASAPI) | Win10 x64]

briefcasemanx
KVRist
85 posts since 28 Jul, 2006

Post Fri Aug 07, 2020 7:05 pm

I just bought most of the plogue stuff (didn't get bifule, which I can't really even tell what that is, and didn't get chipsynth FM because MD seems better).

One of the best parts of chipsynth MD is the vgm player where you can copy patches from games directly to the synth. This is PERFECT. Is there more info anywhere about future chipsynths? I heard there is an upcoming NES one and an upcoming SNES one but don't know the details about their functionality.

What I'm really looking for is the ability to import NSF files into a NES synth and copy patches to analyze them. I think you can do this in famitracker but I really just want a vst to do it, not a tracker.

davidv@plogue
KVRian
710 posts since 3 Aug, 2001 from Montreal

Post Sat Aug 08, 2020 6:17 am

Thanks!
The currently announced ones are
SFC (Super FamiCom) or SNES (next one)
FC (FamiCom) or NES
C64

We did hint on another, but there are like 5 more in the long term.
David Viens, Plogue Art et Technologie Inc. Montreal.
https://twitter.com/plgDavid
https://plogue.com

nilhartman
KVRian
558 posts since 15 Feb, 2012 from France

Post Sun Aug 09, 2020 1:39 am

Can’t wait for the C64!

briefcasemanx
KVRist
85 posts since 28 Jul, 2006

Post Sun Aug 16, 2020 10:49 am

Does anyone know if there's a way to do a very fine adjustment of pitch (like in cents) in the wave sequencer in chipsounds?

In the CC list there's a pitch adjustment CC but it has a 2octave range. I'm trying to remake the chorused square wave patch from the intro to legend of Zelda but it's not possible to get it exactly perfect unless there's either a fine pitch adjustment in the wave sequencer, or there was a "one shot" mode when using the user definable lfo pattern.

davidv@plogue
KVRian
710 posts since 3 Aug, 2001 from Montreal

Post Sun Aug 16, 2020 12:44 pm

briefcasemanx wrote:
Sun Aug 16, 2020 10:49 am
Does anyone know if there's a way to do a very fine adjustment of pitch (like in cents) in the wave sequencer in chipsounds?
The alternative would be the to set the Pitch Modulation's LFO Type to user1 or user2 and draw the exact (or similar) pattern into USER LFO 1 or 2 (I vividly recall what you mean but haven't analysed the pattern exaclty)
Cheers
David Viens, Plogue Art et Technologie Inc. Montreal.
https://twitter.com/plgDavid
https://plogue.com

briefcasemanx
KVRist
85 posts since 28 Jul, 2006

Post Mon Aug 17, 2020 10:16 pm

davidv@plogue wrote:
Sun Aug 16, 2020 12:44 pm
briefcasemanx wrote:
Sun Aug 16, 2020 10:49 am
Does anyone know if there's a way to do a very fine adjustment of pitch (like in cents) in the wave sequencer in chipsounds?
The alternative would be the to set the Pitch Modulation's LFO Type to user1 or user2 and draw the exact (or similar) pattern into USER LFO 1 or 2 (I vividly recall what you mean but haven't analysed the pattern exaclty)
Cheers
Except then it would repeat, which is why I'd need a "one shot" mode for the LFO. It's strange that fine pitch adjustment isn't programmable in the wave sequencer, since this is very common in old games.

davidv@plogue
KVRian
710 posts since 3 Aug, 2001 from Montreal

Post Tue Aug 18, 2020 3:44 am

briefcasemanx wrote:
Mon Aug 17, 2020 10:16 pm
Except then it would repeat, which is why I'd need a "one shot" mode for the LFO. It's strange that fine pitch adjustment isn't programmable in the wave sequencer, since this is very common in old games.
You are indeed right.
Design issue in this product. We thought PitchLFO+PItchEG would be enough for cents detune automation. This is the first time that I recall someone brings this up though.

I know its not going to help you, but the only thing I can say is that chipsynth FC will not have that limitation. Sorry
David Viens, Plogue Art et Technologie Inc. Montreal.
https://twitter.com/plgDavid
https://plogue.com

Bump1
KVRist
354 posts since 3 Oct, 2009

Post Tue Aug 25, 2020 10:22 am

Is it planned to implement import of game patches via .vgm for all of the console based emulations? Specifically, C64 and NES

davidv@plogue
KVRian
710 posts since 3 Aug, 2001 from Montreal

Post Tue Aug 25, 2020 10:39 am

Bump1 wrote:
Tue Aug 25, 2020 10:22 am
Is it planned to implement import of game patches via .vgm for all of the console based emulations? Specifically, C64 and NES
C64 and NES sound formats (PSID/RSID/NSF/NSFE) do not contain 'patches' in the typical FM sense but actual 8bit 6502 processor instructions that tell the system how to play full songs and how to modulate the few parameters exposed by those chips in real time. So one must study how parameter automation is applied by those routines and reconstruct modulation tables from that. Its not trivial, but definitely an area of great interest of mine. Can't really disclose more for now.
David Viens, Plogue Art et Technologie Inc. Montreal.
https://twitter.com/plgDavid
https://plogue.com

NERF_PROTOSS
KVRist
54 posts since 14 Jan, 2020

Post Wed Sep 09, 2020 4:27 pm


SGTVW
KVRer
27 posts since 28 Jul, 2018

Post Sun Sep 13, 2020 11:50 pm


User avatar
pough
KVRAF
3093 posts since 3 Jan, 2003 from Vancouver

Post Mon Sep 14, 2020 9:16 am

Getting closer! I could buy it and I received my license key* but there isn't a download yet that I can find.

I can be patient.

:hyper:

* The link on the order completion page is actually mangled but it was easy to copy the link and paste into browser window.
This is a block of text that can be added to posts you make. There is a 255 character limit.

davidv@plogue
KVRian
710 posts since 3 Aug, 2001 from Montreal

Post Mon Sep 14, 2020 9:24 am

pough wrote:
Mon Sep 14, 2020 9:16 am
* The link on the order completion page is actually mangled but it was easy to copy the link and paste into browser window.
Yeah sorry about this. Looking at the cause now.
David Viens, Plogue Art et Technologie Inc. Montreal.
https://twitter.com/plgDavid
https://plogue.com

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