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silicon/silicium wrote:remember SC2 only load battery1 drumkits! battery2 kits aren't compatibles.
Ahah Ok.
But i have a kit that SC1 can load and SC2 can't.
Oh, nevermind. I think i'm gonna just create my own kit and stop being lazy.
That SC2 is damn addictive !
The efx are good :)

[edit : Does anyone know if when you save a kit the samples are embedded into the kit ? Or does it only save in the kit the file's path ?]

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jens wrote:
silicon/silicium wrote:Anyone can explain what the slice keymapped mode would do, and how it does work?
Rex/Acid-files - try it. ;-)
Ok, so manual beat slicing like 1.2 had is not there?
I still find SC2 to be easy enough by setting start/end points of each sample.
SC1 allowed you set several markers in 1 sample.

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lotus2035 wrote:
jens wrote:
Jake Jackson wrote: Is CS2 supposed to support these formats?

Yes, they load fine here (I have downloaded several Battery-programs just becasue SC2 supports them :-D). :?
...is there some kind of source for free battery kits?
I'm googling right now but feel free to post some links if you have them..
yes, there's a secret one - hardly known to anyone but me so far:

http://www.kvraudio.com

:hihi:

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Caco wrote:
I did some testing though and it plays back soundfonts fine and I downloaded a couple of SFZs and they play fine so it appears SC1 has problems playing back SFZs created with Chicken Systems Translator and Highlife. Has anybody else found this?
Chicken Sys Translator doesnt do a good job translating to SFZ. I translated several files, and translates values like 0.250 to 5,9998AE or so. If you open the sfz files from chicken sys with SFZed, these values are in red (out of range, and with the "," instead of the dot)

Additionaly, i have opened some Highlife sfz maps, with SFZed, and whitout change nothing, re-save them, and Highlife refused to open them properly.

So, im concluding, that SFZ files are properly read only by SFZ-VSTi. SC is less problematic than Highlife reading them, but like i noted above, advanced programming of SFZ files is simply ignored (keyswitching, randomess parameters, etc)

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jens wrote:
swivel wrote:
MitchK1989 wrote:Surge doesn't use samples... It uses wavetable synthesis (sweepable wavetables, like the PPG kind), FM, and VA synthesis...
A little known undocumented feature is that you can drag and drop wavs onto the oscillator waveform. So you can actually use samples in surge!
that reminds me: SC is also a real synthesizer b.t.w. :-D

:o :-o :shock:

Iĺl know exactly where to go if I out grow SC then! :D
It is by caffeine alone I set my mind in motion,
It is by the beans of Java that thoughts acquire speed,
The hands acquire shaking, the shaking becomes a warning,
It is by caffeine alone I set my mind in motion.

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lowkey wrote:
jens wrote:
swivel wrote:
MitchK1989 wrote:Surge doesn't use samples... It uses wavetable synthesis (sweepable wavetables, like the PPG kind), FM, and VA synthesis...
A little known undocumented feature is that you can drag and drop wavs onto the oscillator waveform. So you can actually use samples in surge!
that reminds me: SC is also a real synthesizer b.t.w. :-D

:o :-o :shock:
Yeah, you can key-map and velocity-switch and layer and combine with samples different types of oscillators - the power is pretty incredible. :party:

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jens wrote:
lowkey wrote:
jens wrote:
swivel wrote:
MitchK1989 wrote:Surge doesn't use samples... It uses wavetable synthesis (sweepable wavetables, like the PPG kind), FM, and VA synthesis...
A little known undocumented feature is that you can drag and drop wavs onto the oscillator waveform. So you can actually use samples in surge!
that reminds me: SC is also a real synthesizer b.t.w. :-D

:o :-o :shock:
Yeah, you can key-map and velocity-switch and layer and combine with samples different types of oscillators - the power is pretty incredible. :party:
I just tried the empty wave trick. I muted a short looped string sample, saved it and loaded into SC2. You have a choice of 2 oscillators(filters) or 1 osc/1 filter. It works pretty good.

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jens wrote:
lotus2035 wrote:
jens wrote:
Jake Jackson wrote: Is CS2 supposed to support these formats?

Yes, they load fine here (I have downloaded several Battery-programs just becasue SC2 supports them :-D). :?
...is there some kind of source for free battery kits?
I'm googling right now but feel free to post some links if you have them..
yes, there's a secret one - hardly known to anyone but me so far:

http://www.kvraudio.com

:hihi:
..thanks for the link, the site is down right now, ill check it again later..

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tomg wrote:
jens wrote:
lowkey wrote:
jens wrote:
swivel wrote:
MitchK1989 wrote:Surge doesn't use samples... It uses wavetable synthesis (sweepable wavetables, like the PPG kind), FM, and VA synthesis...
A little known undocumented feature is that you can drag and drop wavs onto the oscillator waveform. So you can actually use samples in surge!
that reminds me: SC is also a real synthesizer b.t.w. :-D

:o :-o :shock:
Yeah, you can key-map and velocity-switch and layer and combine with samples different types of oscillators - the power is pretty incredible. :party:
I just tried the empty wave trick. I muted a short looped string sample, saved it and loaded into SC2. You have a choice of 2 oscillators(filters) or 1 osc/1 filter. It works pretty good.

the sample is automatically muted so it doesn't really matter what sample you use (at least soundwise)

b.t.w.: don't forget that each part has got two insert-slots which can also be used for filters... :-D

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jens wrote:
lowkey wrote:
jens wrote:
swivel wrote:
MitchK1989 wrote:Surge doesn't use samples... It uses wavetable synthesis (sweepable wavetables, like the PPG kind), FM, and VA synthesis...
A little known undocumented feature is that you can drag and drop wavs onto the oscillator waveform. So you can actually use samples in surge!
that reminds me: SC is also a real synthesizer b.t.w. :-D

:o :-o :shock:
Yeah, you can key-map and velocity-switch and layer and combine with samples different types of oscillators - the power is pretty incredible. :party:
Ive just been reading the manual. Surge has got Audio in too. :love:
It is by caffeine alone I set my mind in motion,
It is by the beans of Java that thoughts acquire speed,
The hands acquire shaking, the shaking becomes a warning,
It is by caffeine alone I set my mind in motion.

Post

Neat, the empty wav trick is only good for sc1.
jens wrote:
tomg wrote:
jens wrote:
lowkey wrote:
jens wrote:
swivel wrote: A little known undocumented feature is that you can drag and drop wavs onto the oscillator waveform. So you can actually use samples in surge!
that reminds me: SC is also a real synthesizer b.t.w. :-D

:o :-o :shock:
Yeah, you can key-map and velocity-switch and layer and combine with samples different types of oscillators - the power is pretty incredible. :party:
I just tried the empty wave trick. I muted a short looped string sample, saved it and loaded into SC2. You have a choice of 2 oscillators(filters) or 1 osc/1 filter. It works pretty good.

the sample is automatically muted so it doesn't really matter what sample you use (at least soundwise)

b.t.w.: don't forget that each part has got two insert-slots which can also be used for filters... :-D

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The more i try v2, the more i like it -and the more i wish it could be developed a bit further ahead (at least to match the missing features from v1 like slicing & automation)-. If a donation system could help fueling the dev's motivation back, i'd gladly give some cash.
Wonderful work, Claes, and hugely generous gift. Thanks once more.

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jens wrote: the sample is automatically muted so it doesn't really matter what sample you use (at least soundwise)

b.t.w.: don't forget that each part has got two insert-slots which can also be used for filters... :-D
Ok... and you can mix the sample back in.. Cool! So you can have 8 osc/filter combos, modulated by 8 LFOs and 16 envelopes plus effects and stuff. That's impressive.

However.. bummer. Multi-select and group edit from SC1 seems to be missing. Selecting one layer to tweak also seems to mute the others so it's kinda hard to detune oscillators on separate layers but it can be done. Not a show stopper.

EDIT: IF you toss multiple parts on the pile.. What's that? 256 possible oscillators + samples! :)

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I have found in the depth of my HD some loops which seems to have some markers (i can't remember where do they come from...?). I have loaded them into SC2, and the markers were read by SC2, but is there any way to define trigger notes for each markers (in order to make "classic" slicing), move them, and have a different efx assigned to each slice ? That would be amazing (i think i remember that SC1 has that : if you haven't tried that already, do it !).
Pfew, so much power so few manual :)

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amazing sampler!!! many thanks to the developer. SC2 will be my only sampler from now on. im thrilled! very well integrated FXs. elegant design ...thanks... thanks!

guess that empty space in the gui below the mod matrix in the part window was reserved for a part lfo :? ...or is there other way that i can use the zone lfos in the part mod matrix ?

does anyone knows what are the numbers above some of the adsr sliders ... value multipliers or range limiters ? is that seconds ?

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