Black Magic Drum Machine Beta testing finished
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- KVRAF
- 5710 posts since 24 May, 2004 from []1
I use FL Studio exclusively. I have Sonar 4 and Acid, but I basically never use them anymore. I might be able to test in Sonar but the version is way outdated. Acid is version 5 or 6 I think and I don't remember if it loads vsts.Astralp wrote:Nice one alex, that's great
btw, I have found a problem with the Gapper, which I'm looking into.
Jim - If you just extract it to the HGSounds folder the file structure should be correct. Anyhow you got it working... Have you found any problems, what hosts have you tested in?
I don't think I've noticed any bugs yet in BM-007 (the James Bond of Percussion).
- KVRAF
- 4314 posts since 31 Oct, 2004
I tested beta 07 in the latest version of Mu.Lab (http://www.mutools.com/products.html) & in FL Studio v4. It work very well in both hosts.
Maybe it's just me but I'm having a hard time figuring out how the routing is working in this drum box & how do I apply an effect. The master effect section is working well but those drive, flanger, delay knobs at the top left which I think are for individual percussion editing don't do anything to the sounds, only pitch, pan & volume knobs seems to affect the sounds. I'm sure it isn't a bug but just my incompression on how things work, maybe a default preset would help a lot (+ a manual
).
One bug that I'm sure thought is when pressing that reverse button on/off, it mute the sounds forever! There's nothing I could do to have my sound back!
Thaht's about it for now.
Maybe it's just me but I'm having a hard time figuring out how the routing is working in this drum box & how do I apply an effect. The master effect section is working well but those drive, flanger, delay knobs at the top left which I think are for individual percussion editing don't do anything to the sounds, only pitch, pan & volume knobs seems to affect the sounds. I'm sure it isn't a bug but just my incompression on how things work, maybe a default preset would help a lot (+ a manual
One bug that I'm sure thought is when pressing that reverse button on/off, it mute the sounds forever! There's nothing I could do to have my sound back!
Thaht's about it for now.
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- KVRAF
- 5710 posts since 24 May, 2004 from []1
I haven't been too clear on that either. I thought maybe it's because I haven't played enough to figure it out. Maybe a specific label Master control versus Individual??SampleScience wrote:...those drive, flanger, delay knobs at the top left which I think are for individual percussion editing don't do anything to the sounds, only pitch, pan & volume knobs seems to affect the sounds..
- KVRAF
- Topic Starter
- 2247 posts since 25 Feb, 2005 from Ganymede
I will get to the manual soon, but the graphics need to be finished first, otherwise I'll have to redo it again later...SampleScience wrote: Maybe it's just me but I'm having a hard time figuring out how the routing is working in this drum box & how do I apply an effect. The master effect section is working well but those drive, flanger, delay knobs at the top left which I think are for individual percussion editing don't do anything to the sounds, only pitch, pan & volume knobs seems to affect the sounds. I'm sure it isn't a bug but just my incompression on how things work, maybe a default preset would help a lot (+ a manual).
Also Presets will be installed sometime this week, it has to be done after it is feature locked, but I think I'm almost done with features now.
As for the FX, I did explain it a few pages back but I'll have another go now:
The SoundScaper, Flanger and Delay are exactly like an external FX rack, they can be switched on individually or All switched off using the Main FX On/Off.
The Top 2 rows of Knobs are per section 1-10, ie the values change to the currently edited voice/section. You select this via the bottom Row of the top Right rows of buttons, currently selected section is indicated by a Green circle.
The 3 FX Knobs are sends for the currently selected section, and will send the knob amount to that particular effect. So for example if you have the Delay Send set to full and it is enabled via the button slightly above/right of it, 100% audio is then sent to the delay unit. If the delay unit is switched on, and the FX are switched on you will hear that sound going through the delay. The FX Mix Knob then balances the Mix between the entire FX section output and the Dry Signal.
The mixer is very useful for an overview of which sections are currently being sent the FX and the amounts etc....
Best thing to do is to switch the FX Mix to full and then you will only hear the FX units and have a play with just SoundScaper or the delay to get the idea
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The drive works the same but must be enabled via the little button next to the Master Drive Knob. When this is on, any sent signals from the sections which are also enabled will be sent through the sections Distortion Unit.
Hope this makes sense, I've been working all night and its now 5:30am so I'm pretty delirious
Thanks, fixed that in the next betaSampleScience wrote: One bug that I'm sure thought is when pressing that reverse button on/off, it mute the sounds forever! There's nothing I could do to have my sound back!
- KVRAF
- Topic Starter
- 2247 posts since 25 Feb, 2005 from Ganymede
Well it isn't complicated really, the Master Controls are on the Right, and the Section controls are the 2 Rows at the top. Only the section Knobs get covered by the other Panels (mixer, Sequencer etc...) You can see the Section stuff change when you select a different section to edit.Musical Gym wrote:I haven't been too clear on that either. I thought maybe it's because I haven't played enough to figure it out. Maybe a specific label Master control versus Individual??SampleScience wrote:...those drive, flanger, delay knobs at the top left which I think are for individual percussion editing don't do anything to the sounds, only pitch, pan & volume knobs seems to affect the sounds..
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- KVRAF
- 5710 posts since 24 May, 2004 from []1
Thanks the instructions recap. I need to do more reading and less tweaking or else do more reading and then more tweaking.
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- KVRian
- 538 posts since 18 Feb, 2005
Hey Folks,
V. 007 is Sweet. The new Panel modifications are excellent. One quick question/observation though. It seems to have unzipped to a new location. Probly something I did, but I always extract VSTs to the same directory, so I don't know how it happened. Should have just installed over the previous version shouldn't it? Did a couple loop recordings and it took me a while to find them!
Great Work Astralp! Your gonna be due for a nice vacation soon eh?
V. 007 is Sweet. The new Panel modifications are excellent. One quick question/observation though. It seems to have unzipped to a new location. Probly something I did, but I always extract VSTs to the same directory, so I don't know how it happened. Should have just installed over the previous version shouldn't it? Did a couple loop recordings and it took me a while to find them!
Great Work Astralp! Your gonna be due for a nice vacation soon eh?
- KVRAF
- Topic Starter
- 2247 posts since 25 Feb, 2005 from Ganymede
Great, I'm glad you like the Kits. I was originally just going to do a copy and paste feature for between patches, but thought that Kits can then easily be distributed this wayjdt wrote:Hey Folks,
V. 007 is Sweet. The new Panel modifications are excellent. One quick question/observation though. It seems to have unzipped to a new location. Probly something I did, but I always extract VSTs to the same directory, so I don't know how it happened. Should have just installed over the previous version shouldn't it? Did a couple loop recordings and it took me a while to find them!![]()
Should have extracted the same way, I haven't changed the name of it.
With the loop Recordings, when BM is running, just click on the Open button and it will open an explorer to the Recordings directory
lol, my life is an endless chain of things to do, my idea of a vacation at the moment is some time to make an albumGreat Work Astralp! Your gonna be due for a nice vacation soon eh?
There will be another beta up probably today, with a few more bug fixes and a few new features.
- KVRAF
- Topic Starter
- 2247 posts since 25 Feb, 2005 from Ganymede
Ok this one is getting close now, just really the graphics to finish, patches to do, kits to make and bugs to fix. Some of you that signed up for testing haven't tested/reported yet, now is the time to do it. Anyone no longer wanting to test please let me know so I can remove you, I really need some heavy testing this week, please?
Also, if the people experiencing specific problems can test the new version and verify if they are still there asap, it would be appreciated. I think the sensible way to go about it now is top create a new forum thread per problem, so I can focus on the remaining issues.
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Beta 008 changes:
* Fixed Gapper Glitch Problem
* Buttons now Blue
* Fixed an occasional CPU leak with the Mod Sequencer
* Fixed Global Rand and Section Rand not randomizing some elements
* Added Midi CC control for Master Knobs and FX Knobs (see below)
* Moved Global FX ON to the Main Panel
* Added Pitch Bend Amount to Master Panel
* Added Mod Wheel Destination to Master Panel
* Added Bank Lock column to Kit Page.
* Refresh Files added to Kit Page
* Resynchronise sequence buttons added to Sequence Page for main seqs, Mod Seq, Gapper and LFO.
* Fixed Reverse Bug (Note that start has no effect in reverse mode).
* Fixed a bug on section controls which could cause button to fail.
* Defaults are now useful for getting a standardized starting point.
* Added Patch Memories and Automation.
* Added some quick presets (up to the one called 5) though they still need naming.
* Added 120 new sequences to the random sequence presets.
* A few other minor fixes/changes
Midi CC
Master Section
07 - Master Volume
12 - FX Mix
13 - Swing
14 - Humanize
15 - Master Filter Cutoff
16 - Master Resonance
17 - Master Release
18 - Master Pitch
19 - Master Start
20 - Master Drive
21 - Master Attack
22 - Noise Gate
SoundScaper
23 - Size
24 - Width
25 - Damp
26 - Level
Flanger/Filter
27 - Depth
28 - Phase
29 - Feedback
30 - Level
Delay
31 - Feedback
32 - Width
33 - Level
Compressor
34 - Threshold
35 - Ratio
36 - Release
Andy
Also, if the people experiencing specific problems can test the new version and verify if they are still there asap, it would be appreciated. I think the sensible way to go about it now is top create a new forum thread per problem, so I can focus on the remaining issues.
--------------------------------------------
Beta 008 changes:
* Fixed Gapper Glitch Problem
* Buttons now Blue
* Fixed an occasional CPU leak with the Mod Sequencer
* Fixed Global Rand and Section Rand not randomizing some elements
* Added Midi CC control for Master Knobs and FX Knobs (see below)
* Moved Global FX ON to the Main Panel
* Added Pitch Bend Amount to Master Panel
* Added Mod Wheel Destination to Master Panel
* Added Bank Lock column to Kit Page.
* Refresh Files added to Kit Page
* Resynchronise sequence buttons added to Sequence Page for main seqs, Mod Seq, Gapper and LFO.
* Fixed Reverse Bug (Note that start has no effect in reverse mode).
* Fixed a bug on section controls which could cause button to fail.
* Defaults are now useful for getting a standardized starting point.
* Added Patch Memories and Automation.
* Added some quick presets (up to the one called 5) though they still need naming.
* Added 120 new sequences to the random sequence presets.
* A few other minor fixes/changes
Midi CC
Master Section
07 - Master Volume
12 - FX Mix
13 - Swing
14 - Humanize
15 - Master Filter Cutoff
16 - Master Resonance
17 - Master Release
18 - Master Pitch
19 - Master Start
20 - Master Drive
21 - Master Attack
22 - Noise Gate
SoundScaper
23 - Size
24 - Width
25 - Damp
26 - Level
Flanger/Filter
27 - Depth
28 - Phase
29 - Feedback
30 - Level
Delay
31 - Feedback
32 - Width
33 - Level
Compressor
34 - Threshold
35 - Ratio
36 - Release
Andy
- KVRAF
- 4314 posts since 31 Oct, 2004
You're quick!
Ok, download tonight, heavy testing tomorrow night. Let's go! 
- KVRAF
- Topic Starter
- 2247 posts since 25 Feb, 2005 from Ganymede
lol, I just work stupidly long hours!
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- KVRian
- 809 posts since 24 May, 2005
Hi Andy,
I did a quick test on Beta 008, here goes some issues.
I started clicking on Global Randomize and the Program started to get around 150% CPU utilization, then I stopped and minimized, the CPU went back to 9%, I open the GUI again (Not playing)and the CPU went to around 150% again. I closed Black Magic and I open a new one.
Issue # 2.
I opened Black Magic again and started playing, after I clicked on Kit Selection (In the double arrow box) The program just disappeared and Live quit (I had to go to Task Manager and end Live Process, because it was loaded into memory).
The second time I tried the same step I got an error "Live 7.0.14 encountered a problem and needs to close".
Alex.
I did a quick test on Beta 008, here goes some issues.
I started clicking on Global Randomize and the Program started to get around 150% CPU utilization, then I stopped and minimized, the CPU went back to 9%, I open the GUI again (Not playing)and the CPU went to around 150% again. I closed Black Magic and I open a new one.
Issue # 2.
I opened Black Magic again and started playing, after I clicked on Kit Selection (In the double arrow box) The program just disappeared and Live quit (I had to go to Task Manager and end Live Process, because it was loaded into memory).
The second time I tried the same step I got an error "Live 7.0.14 encountered a problem and needs to close".
Alex.
- KVRist
- 358 posts since 12 Dec, 2006 from Cologne, Germany
Hi there.
Will get back on track tonight and tomorrow night.
Doing some crazy recovery/troubleshooting hours at work and just get home too tired to even consider making music.
I'll get it sorted out today, hopefully.
Will get back on track tonight and tomorrow night.
Doing some crazy recovery/troubleshooting hours at work and just get home too tired to even consider making music.
I'll get it sorted out today, hopefully.
Carpe diem quam minimum credula postero
- KVRAF
- Topic Starter
- 2247 posts since 25 Feb, 2005 from Ganymede
hmmm if you can find a way to reproduce this or work out what the cause is, that would be handy, ie switch off Mod Sequencer, LFO etc... to see what makes the CPU drop back. My suspision is that it may be the Mod Sequencer as there was a CPU spike issue there I thought I'd fixed.alexfalcao wrote:Hi Andy,
I did a quick test on Beta 008, here goes some issues.
I started clicking on Global Randomize and the Program started to get around 150% CPU utilization, then I stopped and minimized, the CPU went back to 9%, I open the GUI again (Not playing)and the CPU went to around 150% again. I closed Black Magic and I open a new one.
Was it just a one off, or has it happened more then once?
You need to extract the kits, see the previous email for v7 for instructions or go back a couple of pages on this thread.alexfalcao wrote: Issue # 2.
I opened Black Magic again and started playing, after I clicked on Kit Selection (In the double arrow box) The program just disappeared and Live quit (I had to go to Task Manager and end Live Process, because it was loaded into memory).
The second time I tried the same step I got an error "Live 7.0.14 encountered a problem and needs to close".
Thanks for testing!
Andy
