Scanned Synth

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I'm working on finding a GUI designer.
I have some spare time left, but currently I'm at a loss as to how this synth works :(
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amoebe wrote:
I'm working on finding a GUI designer.
I have some spare time left, but currently I'm at a loss as to how this synth works :(
John, this is definately one of the guys you might want to speak with about GUI design.

amoebe, if the developer broke down the instrument up into equal sections, could you produce a tabbed GUI for it?
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Jens, "B.t.w.: it appears I was wrong"

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Another vote for amoebe. Brilliant designs!
There are 3 kinds of people:
Those who can do maths and those who can't.

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Just gotten finished taking it for a bit of a whirl in Sonar. Works like a top...my only problem is that I can't see all the parameters and can't figure out how to scroll to the bottom of the parameter list.

Still in all, some VERY cool sounds. I'm not a bread and butter kinda guy but could see how this would be very felicitous for the ambient, , experimental, noise, drone and scape set. Of which I'm one. While there's obviously a dearth of presets, I just sat around bangin' the Randomize feature like a monkey hitting a bar with electrodes connected to its pleasure center.

Very much looking forward to see what kind of being this infant will toddle into.

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wow. very nice sounds, though takes ages to get 'em done. Not a single crash in one day usage yet. I like how nice and strange leads come out easily, bass sounds.. nah
Soft Knees - Live 12, Diva, Omnisphere, Slate Digital VSX, TDR, Kush Audio, U-He, PA, Valhalla, Fuse, Pulsar AUDIO, NI, OekSound etc. on Win11Pro R7950X & RME AiO Pro
https://www.youtube.com/@softknees/videos Music & Demoscene

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I think I need to go over this synths theory some more. But if John would split it up a bit, making a GUI would be much easier for sure.
But splitting up the synths functions is one thing. making it accessible and useful for the averige KvRian is something entirely different. Giving priority to the right set of parameters would be even more useful.
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Ben [Camel Audio] wrote:Has anyone managed to program a sound with it yet, rather than just hitting the random button a lot?
The decays are all very short because the thing swells so much, well at least with these patches: lots of reverb and delay. Shorter strikes are possible: Lemme see if'n I can find 'em.
..what goes around comes around..

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-edit-
..what goes around comes around..

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John [Humanoid Sound Sys] wrote:Hello everyone, I'm the developer of Scanned Synth VST.
Hi John! Just tried this synth. I think adding a GUI to this might make this thing shine and might help turning this thing into the surprise of 2006. Actually, it's a real feat to come up with something that sounds new and different these days. I'm really impressed, and I suspect that there are more surprises hidden in this architecture than the current presets reveal. Looking forward to digging into this further!

FYI: it runs perfectly in Tunafish, with very decent CPU usage on my humble AMD Athlon XP-M 3000+ and hitting CTRL-R to randomize the sh!t out of this thing has produced some interesting results already.

Kudos!

Bram

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i love it...a gui would be great, and after you read the two word docs on the site its not too crazy to understand whats going on...of course understanding the effect of changing a parameter is a whole different thing to understanding what literally what it does in terms of the model, but with a nice interface that would become much more apparent :)

the first thing I would do is a top down analysis, just break it into big chunks...

scanning section
modulation controls (adsrs, lfo's)
filter section
effects section
master

then break those down into their relevant parts. e.g. you could divide the scanning section into the masses, the hammer, the connection matrix.

also a lot of the parameters are the randomization locks which could be controlled by just right clicking on the items in the UI to toggle their lock.

the modulation control could be a matrix style setup or it could be a bit more like the ohmforce style of context sensitive modulation settings. i.e. click a control and the modulation settings for that parameter are shown.

anyway, its great...whatever you do i look forward to playing with it.

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Haven't tried this yet, though I really want to. Too many other things eating my time right now.

But reading all the "The randomizer function is awesome" comments, it made me wonder if you shouldn't just put a function in where with every key press you get a new random sound, or slave the randomizer to an LFO or S&H.

:D

It's an interesting idea, though, innit?

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tiny god have already done that feature with their 'mutate' control ...

... it IS very cool youre right ...

slainte 8) rob

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brambos wrote:FYI: it runs perfectly in Tunafish, with very decent CPU usage on my humble AMD Athlon XP-M 3000+ and hitting CTRL-R to randomize the sh!t out of this thing has produced some interesting results already.
Thanks Bram. It's always useful (and nice) to hear about the hosts in which it does work as well as those in which it doesn't.

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marvotron wrote:the first thing I would do is a top down analysis, just break it into big chunks...

scanning section
modulation controls (adsrs, lfo's)
filter section
effects section
master

then break those down into their relevant parts. e.g. you could divide the scanning section into the masses, the hammer, the connection matrix.

also a lot of the parameters are the randomization locks which could be controlled by just right clicking on the items in the UI to toggle their lock.

the modulation control could be a matrix style setup or it could be a bit more like the ohmforce style of context sensitive modulation settings. i.e. click a control and the modulation settings for that parameter are shown.
These are really good ideas. Just doing this kind of thing would reduce the number of visible parameters immediately. I am just in the process of dividing them up into sections and sub-sections at the moment. The ohmforce-style modulation control sounds the neatest but the matrix-style setup would make the settings more immediately visible. What do other people think about which would be the best option?

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emdot_ambient wrote:it made me wonder if you shouldn't just put a function in where with every key press you get a new random sound, or slave the randomizer to an LFO or S&H.
Changing to a new random sound every keypress could be done, but only in monophonic mode (unless I make sonme fairly major changes to the internals). You would probably want to lock the master effects as it wouldn't sound too good if the reverb or the chorus kept switching on or off. An interesting idea though.

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