.Sem and .Sep files needed for end user?

Modular Synth design and releases (Reaktor, SynthEdit, Tassman, etc.)
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Hi. This is probably a newbie question but I couldn't find an answer. I'm cleaning up and categorizing my VST folder by creating subfolders and sorting my plugins into them. Most synths just have a .dll and a .fxb soundbank, possibly also a .dat file. Some synths (SynthEdit synths, apparently) have .SEP and .SEM files as well. Are those used by the actual synth, or are they just provided so that other SynthEdit users can use them in their projects? Do I need to move them with the .dll, or can I just delete them?

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JimmiG wrote:Hi. This is probably a newbie question but I couldn't find an answer. I'm cleaning up and categorizing my VST folder by creating subfolders and sorting my plugins into them. Most synths just have a .dll and a .fxb soundbank, possibly also a .dat file. Some synths (SynthEdit synths, apparently) have .SEP and .SEM files as well. Are those used by the actual synth, or are they just provided so that other SynthEdit users can use them in their projects? Do I need to move them with the .dll, or can I just delete them?

They're actually created by the .dll on-the-fly when it runs. If you delete them, they'll reappear. If you move the .dll, delete the 'old' versions; new ones will turn up wherever you move the .dll to.
An idiot on Set Theory:
"In some cases there is an object called red that contains everything that is red. In much the same way a pot is a plate."

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JimmiG wrote:Hi. This is probably a newbie question but I couldn't find an answer. I'm cleaning up and categorizing my VST folder by creating subfolders and sorting my plugins into them. Most synths just have a .dll and a .fxb soundbank, possibly also a .dat file. Some synths (SynthEdit synths, apparently) have .SEP and .SEM files as well. Are those used by the actual synth, or are they just provided so that other SynthEdit users can use them in their projects? Do I need to move them with the .dll, or can I just delete them?
Yes, they're used by the actual synth. However, you can delete them and move the dll somewhere else and the sep/sem files will be recreated next time you run the plugin.
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JimmiG wrote:Hi. This is probably a newbie question but I couldn't find an answer. I'm cleaning up and categorizing my VST folder by creating subfolders and sorting my plugins into them. Most synths just have a .dll and a .fxb soundbank, possibly also a .dat file. Some synths (SynthEdit synths, apparently) have .SEP and .SEM files as well. Are those used by the actual synth, or are they just provided so that other SynthEdit users can use them in their projects? Do I need to move them with the .dll, or can I just delete them?
And yes you can put some of them in your SynthEdit Modules Folder and they(Not the CK ones) will load up in the Application. :wink: :hihi:

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BFunKu wrote:And yes you can put some of them in your SynthEdit Modules Folder and they(Not the CK ones) will load up in the Application. :wink: :hihi:
I'm pretty sure you're wrong about that, the sem files outputted by SE VSTs are protected. If they weren't then why would some dodgy russian synthedit dev (who I'm not going to name but still has the program available on his page) write a program that hacks the outputted sem files and makes them usable in SE? Jeff even changed the way the sems are saved (since v1.0003 iirc) to stop that program working and to add better module protection.

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chuck death wrote:
BFunKu wrote:And yes you can put some of them in your SynthEdit Modules Folder and they(Not the CK ones) will load up in the Application. :wink: :hihi:
I'm pretty sure you're wrong about that, the sem files outputted by SE VSTs are protected. If they weren't then why would some dodgy russian synthedit dev (who I'm not going to name but still has the program available on his page) write a program that hacks the outputted sem files and makes them usable in SE? Jeff even changed the way the sems are saved (since v1.0003 iirc) to stop that program working and to add better module protection.
I meant the FREE Modules there not Protected. It's a lot easier to do it this way then too go to every FREE Modules Developers site(About 30 of them)and download all the FREE Modules when you can just copy and paste them from your VST Folder instead if they came with a certain FREE VST you downloaded. Don't even try it with Commercial or Private Modules though as they won't load anyway, well most of them that is unless the Developer didn't use any Copy-Protection method in the first place.(Ex.J&H,DS,SB,EP and Nord RingMod Modules all work right out of the folder even though I DON'T Promote using them without Permission of the Dev of coarse). 8)

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@BFunKu:
only the old modules compiled with old SDK versions, and the VST built
with an old SE version.
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Cheers Novaflash that's what I thought too. I know it used to be possible but as I mentioned before I believe this changed with v1.00003 (which is also why Chris Kerry's old modules won't work with the newer versions of Synthedit). The modules Bfunku mentioned are all old SDK/pre v1.00003 modules which is what I think is causing the confusion.

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I have v1.0150 and all the Modules I stated above(Ex.J&H,DS,SB,EP and Nord RingMod Modules)load right out of the folder. So I'm not sure if your right on that, but anyway I know what you mean though. 8)

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BFunKu wrote:I have v1.0150 and all the Modules I stated above(Ex.J&H,DS,SB,EP and Nord RingMod Modules)load right out of the folder. So I'm not sure if your right on that, but anyway I know what you mean though. 8)
Yeah, we're pretty much agreed now! Just to clear something up though, when I say it all changed at v1.0003 I'm referring to modules/plugins created with the SDK/SE after that version came out. All the modules you are referring to are from before that and probably came from VSTs compiled before v1.0003 so I'd expect those to work. I *believe* that if you were to compile those modules into a new VST with your current version of Synthedit and then were to try to use the modules from the plugins folder, the "ripped" versions would not work because of the new copy protection.

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You got it. 8)

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Hm, those modules are needed to run the instruments. So please dont remove them, they are simply C+ code. They should be in the same folder as the corresponding dll. file, so I think you can move them to a subfolder.

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That's something that has always bugged the fsck out of me with SynthEdit creations. If the DLL already has the SEPs and SEMs and whatnot inside of it, why bother to litter the filesystem with them? What possible benefit is there in not just, I don't know, maybe properly linking in the code into the DLL in the first place? I could see it if any of these pieces of code were shared libraries, but they're not.

I'm sure there's a rational reason; but I can't find it, and I can't help think that this system of working with libraries tarnishes something otherwise wholly admirable.
Wait... loot _then_ burn? D'oh!

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Actually, its Windows that requires that the third party SE modules are extracted separately - they are like any other .dll file you find littering your hard drive. Except with SE .sep and .sem files you know exactly where they are, and you don't have to go on a bloody redundant .dll file hunt after deleting the program. :wink:

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Sonic Assault wrote:Actually, its Windows that requires that the third party SE modules are extracted separately - they are like any other .dll file you find littering your hard drive. Except with SE .sep and .sem files you know exactly where they are, and you don't have to go on a bloody redundant .dll file hunt after deleting the program. :wink:
That's the stupi -- err, actually, it's a pretty clever workaround to a flaw...
Wait... loot _then_ burn? D'oh!

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