Code: Select all
c 0
c* 0.8.33
d 0.16.67
d* 0.25
e 0.33.33
f 0.41.67
f* 0.50
g 0.58.33
g* 0.66.67
a 0.75
a* 0.83.33
b 0.91.67
c 1Weather a bit shitty down err.
Code: Select all
c 0
c* 0.8.33
d 0.16.67
d* 0.25
e 0.33.33
f 0.41.67
f* 0.50
g 0.58.33
g* 0.66.67
a 0.75
a* 0.83.33
b 0.91.67
c 1Thats what my problem was logarithm cheers.jonnyG wrote:Me again![]()
A couple of thoughts... If you superimpose the above intervals on a linear slider the first few semitones will be bunched at the left-hand end of the scale and then progressively spread out. It's a logarithm thing. Also (bear in mind I haven't a clue what's going on here) you may need some separate fine tuning control. Or not.
x1 - x2 makes more logic to my addled brain. That way the 1.000, 1.059, 1.122... thing could have been implemented directly. I'm still confused tho, your numbers are evenly spaced. Do they directly control playback speed?Dunks wrote:No its software, Actually it doesn't have to be 100 it can go from 0>1
I imagine most people wouldn't know an equal temperament scale if it bit 'em on the arse. Suggest "semitones".Dunks wrote:Should I change this to 'Decimal value in 12-TET' Thats on the wiki site?
Gah! Devon!Dunks wrote:Weather a bit shitty down err.
Yes they do 0 = normal speed, 0.5 = + half as fast and 1 = twice as fast. I could implement 1.000, 1.059, 1.122... directly just change 1 for a 0 as the number before doesn't really matter its just the distances between the notes need to be right.jonnyG wrote: x1 - x2 makes more logic to my addled brain. That way the 1.000, 1.059, 1.122... thing could have been implemented directly. I'm still confused tho, your numbers are evenly spaced. Do they directly control playback speed?
Then go with 0-96. Eight (logarithmic) steps per semitone, and you hit exact semitones along the way. Easy. Or if you must have 101 steps, make the topmost steps of the control, from 96 to 100, all return 96.Dunks wrote:No its software, Actually it doesn't have to be 100
I thought there were 100 steps, which complicated my thinking something awful on this.Dunks wrote:No its software, Actually it doesn't have to be 100 it can go from 0>1 this is what I have so far and sounds ok to me but to someone with a trained ear it may sound off:
c 0
c* 0.8.33
d 0.16.67
d* 0.25
e 0.33.33
f 0.41.67
f* 0.50
g 0.58.33
g* 0.66.67
a 0.75
a* 0.83.33
b 0.91.67
c 1
Should I change this to 'Decimal value in 12-TET' Thats on the wiki site?
Weather a bit shitty down err.
if the first frequency is given, I imagine his program will take care of that, these are demonstrably equal 'semitone' relationships acc'ding to decimal system.mr wrote:I believe it is better to talk about Hertz and not notes.
Find a table of Hz of all the notes of your octave and then do the math.
I tried this before asking here on KVR and I got very similar numbers to 1.000, 1.059, 1.122...but they went 0.000, 0.059, 0.122...which tells me the numbers 1.000, 1.059, 1.122... are the correct ones to use I can use these to go from 0>1 without having to do any maths.mr wrote:I believe it is better to talk about Hertz and not notes.
Find a table of Hz of all the notes of your octave and then do the math.
This is what I am confused about. I thought there had to be 12 value equal distance from each other like it says on Wiki, so dividing 1 by 12 would give the 12 equal distances between notes, straight linear. By using 0.000, 0.059, 0.122 they seem bunched up at the bottom end of the scale.jancivil wrote:
I'm extremely curious, now: My first instinct tells me that in terms of speeding up a motor, what you got from dividing 1 by 12, straight linear, would do the job.
Is this not correct?
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0 = 0
.25 = 1/4
.50 = 1/2
.75 = 3/4
1 = 100% pitch increaseSubmit: News, Plugins, Hosts & Apps | Advertise @ KVR | Developer Account | About KVR / Contact Us | Privacy Statement
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