Randomize parameters?

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While I'm at it...what about this?

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casiosk1 wrote:While I'm at it...what about this?
Start out with the "Random XY" patch...

Then maybe open it in a text editor... just to see it...

... and hopefully when http://www.u-he.com/scripting is filled with the critical mass of content, we'll see a flood of random synth basses, random wood instruments, random strings, random ufo sounds, random...

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Maybe even a random randomiser..? ;)
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beej wrote:Maybe even a random randomiser..? ;)
One could write a script that takes the current position of the ModWheel for the amount of randomness...

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Urs wrote:
beej wrote:Maybe even a random randomiser..? ;)
One could write a script that takes the current position of the ModWheel for the amount of randomness...
that would be incredible!

especially if everytime u moved it everything was randomized and if u moved it back to the same position it was 5 seconds ago it would be different yet again!

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musicall wrote:
Urs wrote:One could write a script that takes the current position of the ModWheel for the amount of randomness...
that would be incredible! especially if everytime u moved it everything was randomized and if u moved it back to the same position it was 5 seconds ago it would be different yet again!
Yawn...I've never understood why anyone would want a randomizer. I've never got anything interesting out of one :zzz:

OK - I'd better make up for this despicable negativity by making a suggestion - a patch merger. Of course it would have to analyse whether merging is possible, and alert you if it isn't. Hmmm...

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A randomiser is absolutely no substitute from learning synthesis.

What I like to do from time to time is have targetted randomisers to give me quick options. Let's say I have this pad sound I like, it's nice to run some subtle randomising on just osc waveforms or filter settings to give some different tonal options - you can hit upon some interesting things you might not have programmed yourself.

So my interest is largely stuff like subtle randomising, restricted to certain parameter groups, ideally with some intelligence built in, possibly some patch cross-breeding or even genetic mutation algorithms, and certainly once the SCRIPTING DOCS! start coming in I'll be interested in seeing what can be done.

But blind randomisation is 99 per cent useless for me, you just end up keeping hitting the random button in the hope something good comes up.
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beej makes some good points...a targeted randomizer that could randomize whatever u you specifically wanted it to randomize would be great.

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I love randomizers and I use FLStudio or EnergyXT to randomize Zebra. I like taking a randomized sound and trying to figure out what is making it sound like that. Often enough, you hit something that sounds interesting and if you understand the synth, you can tame the crazy sound into something useful. This is one of the best ways for me to learn a new synth.

Of course the smarter the randomizers and the more options the better but I will take total randomness over nothing. :P

For a synth like Filterscape VA, I use the randomizer all the time. :D

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I love random patch creation too, I used to get a lot of great sounds this way out of my Proteus modules, and the virus range. Certainly doesn't substitute for synthesis knowledge, but it beats browsing presets for ideas, and then you use your synthesis chops to refine any interesting patches you come across.

The XY randomizer is ok, but I'd personally like to see it implemented in a way that randomizes the parameters of any active modules. The ability to exclude certain controls like pitch and tune is a must.

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