how to skip a step in the arp?
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- KVRAF
- 2875 posts since 28 Jan, 2004 from Da Nang, Vietnam
Setting gate to zero still triggers a note, if only briefly. I want to skip steps in the arp entirely, like the Albino arp.
- u-he
- 30213 posts since 8 Aug, 2002 from Berlin
I'll eventually put in a pause option, but the intended way was to use a double sized note length on the previous step - in order to not waste steps for nothing...
However I see that it would be cool to have i.e. a longer release and still use a new ArpMod setting.
I'll look into it today... there's only one feature to be fine tuned left for V2.2, so i might as well check possibilities for a quick Arp enhancement...
Urs
However I see that it would be cool to have i.e. a longer release and still use a new ArpMod setting.
I'll look into it today... there's only one feature to be fine tuned left for V2.2, so i might as well check possibilities for a quick Arp enhancement...
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- KVRist
- 140 posts since 28 Apr, 2004 from switzerland
- KVRAF
- 4197 posts since 23 May, 2004 from Bad Vilbel, Germany
You can double the length and halve the gate of the note (and reduce the number of steps by 1). This works OK - and has the advantage of making even longer arpeggios - but I do agree that skip would be easierkuniklo wrote:Setting gate to zero still triggers a note, if only briefly. I want to skip steps in the arp entirely, like the Albino arp.
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- KVRAF
- Topic Starter
- 2875 posts since 28 Jan, 2004 from Da Nang, Vietnam
If it's possible to add it then it would be much appreciated! Very useful for those Moroder-esque bass lines, among other things.Urs wrote: I'll look into it today... there's only one feature to be fine tuned left for V2.2, so i might as well check possibilities for a quick Arp enhancement...
Somewhere down the road, if you find yourself with more time to work on the arp, it would be fantastic to have the option of clamping transposed notes to a musical scale. I use this feature all the time with the arp in the Monomachine and it's very handy for playing melodic arps in key.
- u-he
- 30213 posts since 8 Aug, 2002 from Berlin
This can already be done... it's tricky, but it's possible... by "abusing" the Microtuning, in which i.e. a the "black keys" of welltempered scale get assigned the same values as the nearest "white keys".kuniklo wrote:Somewhere down the road, if you find yourself with more time to work on the arp, it would be fantastic to have the option of clamping transposed notes to a musical scale. I use this feature all the time with the arp in the Monomachine and it's very handy for playing melodic arps in key.
Unfortunately I havn't yet managed to add this to the scripting engine, otherwise I'd already have some nice presets from a-minor to b-major ready-2-use...
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- KVRAF
- Topic Starter
- 2875 posts since 28 Jan, 2004 from Da Nang, Vietnam
... runs off to fire up zebra2...Urs wrote: This can already be done... it's tricky, but it's possible... by "abusing" the Microtuning, in which i.e. a the "black keys" of welltempered scale get assigned the same values as the nearest "white keys".
Maybe Zebra 2.3?Unfortunately I havn't yet managed to add this to the scripting engine, otherwise I'd already have some nice presets from a-minor to b-major ready-2-use...
- u-he
- 30213 posts since 8 Aug, 2002 from Berlin
Dammit, I'm home from the dentist with numb lips and somehow don't feel like doing major work in the evening...kuniklo wrote:If it's possible to add it then it would be much appreciated! Very useful for those Moroder-esque bass lines, among other things.Urs wrote: I'll look into it today... there's only one feature to be fine tuned left for V2.2, so i might as well check possibilities for a quick Arp enhancement...
However, a question would be: Where would the skip happen? Would it be a Gate length of zero maybe? Or would it be "0 voices"? - Because, the step control in the top row (same/next/first/last) only refers to the "reservoir of notes", and "same" is basically a pause/break there...
There has to be a rule as to what happens if the previous step is a legato one, with the Gate forming an arrow...
Hmmm... I think there are some major issues here... maybe it has to be postponed till 2.3 along with a major overhaul...
Later,
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- KVRAF
- Topic Starter
- 2875 posts since 28 Jan, 2004 from Da Nang, Vietnam
Too bad, but glad to hear you haven't given up on the idea entirely. I'm sure the implementation details are much more complex than than the concept itself. Something along the lines of the arps in FM8, Albino, the Reason RPG-8 arp or (ideally) the Monomachine arp would be fantastic.Urs wrote: Hmmm... I think there are some major issues here... maybe it has to be postponed till 2.3 along with a major overhaul...
Sorry to hear about the dentist. Nothing I hate more than the torture of the dentist's chair.
- u-he
- 30213 posts since 8 Aug, 2002 from Berlin
OKOKOK
After staring a bit confused at the most complicated code I've ever written, a quick experiment shows that setting voices to 0 pretty much solves the problem
The only issue at first sight is, if the previous step is a legato one, the note isn't released - but plays on until the 0 voice gate is finished. This might be useful even, despite not being too consistent (why would the number of voices allow for step extensions?)
I'll give this option into the beta group tonight. So it'll be available tomorrow unless they find anything serious about it.
Cheers,
Urs
After staring a bit confused at the most complicated code I've ever written, a quick experiment shows that setting voices to 0 pretty much solves the problem
The only issue at first sight is, if the previous step is a legato one, the note isn't released - but plays on until the 0 voice gate is finished. This might be useful even, despite not being too consistent (why would the number of voices allow for step extensions?)
I'll give this option into the beta group tonight. So it'll be available tomorrow unless they find anything serious about it.
Cheers,
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- KVRAF
- Topic Starter
- 2875 posts since 28 Jan, 2004 from Da Nang, Vietnam
I've done enough programming to know that the devil is always in the details in these "simple" features, but that sounds like a pretty reasonable solution to me. Thanks!Urs wrote: After staring a bit confused at the most complicated code I've ever written, a quick experiment shows that setting voices to 0 pretty much solves the problem
