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Lil' update:

I'm implementing the Offline Render option today. Then I'll add the file browser for tun files and patch info fields. And then I'll fix a left over bug. And add the bottom gradient into Graphics (saves me from implementing gradients on Win for now)

If that's happening today then we'll have a Release Candidate. Which would possibly mean a release before x-mas.

(I also need to add 64-bit Win... hopefully today too)

:)

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Urs wrote:Lil' update:

I'm implementing the Offline Render option today. Then I'll add the file browser for tun files and patch info fields. And then I'll fix a left over bug. And add the bottom gradient into Graphics (saves me from implementing gradients on Win for now)

If that's happening today then we'll have a Release Candidate. Which would possibly mean a release before x-mas.

(I also need to add 64-bit Win... hopefully today too)

:)
Awesome! :)

Cheers
Dennis

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I am loving the sound of Diva, and thank you Uhe for such great products and support!! (I would have said Urs, but there now seems to be quite a team!!) :)

I have one question. I understand that Diva is very CPU intensive, and on patches playing two or three note chord, can easily see 40% - 50% CPU useage. This is on a Quad2core processor in Win XP Pro using Studio One 2, Cubase 6.02 or Reaper. However, in addition to this I will sometimes see spikes that hit 100% and off course cause cracks and pops (I would say the occurence is common but not go as far as saying frequent, if that makes sense). This is by no means all the time, and in fact, I often see quite a few spikes (to about 75% CPU useage) even after I have stopped playing Diva. If you change the patch the spikes stop. I have played around with the quality settings, and it also varies depending upon patch, but it just seems slightly odd that I can play happily (with high CPU useage for sure), but then not doing anything different have a 100% spike that disrupts the music, and then it is fine again for 20 ish seconds.

I am sorry if this is a dumb question, :oops:

Many thanks,

Mark.

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What's the rule for LFO delay? I have a mono patch for which I'd like the delay to apply to the start of every new note. LFO is set to Gate, but delay only seems to trigger if the Env1 release of the last note has reached zero.

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hakey wrote:What's the rule for LFO delay? I have a mono patch for which I'd like the delay to apply to the start of every new note. LFO is set to Gate, but delay only seems to trigger if the Env1 release of the last note has reached zero.
I noticed this too, and I must say it's annoying. When the LFO is to be triggered by gate, the delay should happen in every new note triggered. Instead, if we have notes with long release times, the LFO affects ALL notes, even the new ones, without any delay. This prevents to use the LFO to add vibrato to just the release part of the sound.
Either this, or I still do not understand the LFOs.
Fernando (FMR)

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Ingonator wrote:BTW besides Lector there will be another 64-bit update released very soon so Waldorf is not totally sleeping...
I'd rather see them fixing all the damn bugs in Blofeld. Like this nasty one that was recently found out.

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Similar question about the envelopes in mono mode - for consecutive notes the attack starts off at whatever value the release has reached, so there's no way to retrigger overlapping notes and have the envelope start from zero?

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hakey wrote:Similar question about the envelopes in mono mode - for consecutive notes the attack starts off at whatever value the release has reached, so there's no way to retrigger overlapping notes and have the envelope start from zero?
Doesn't seem to be possible at the moment.
This and/or a "round robin" mono mode would be my #1 feature requests :)

Cheers
Dennis

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hakey wrote:What's the rule for LFO delay? I have a mono patch for which I'd like the delay to apply to the start of every new note. LFO is set to Gate, but delay only seems to trigger if the Env1 release of the last note has reached zero.
Urs has already fixed that little annoyance. Will be in next beta (tonight or tomorrow) :)

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fmr wrote:This prevents to use the LFO to add vibrato to just the release part of the sound.
That's what I'm trying to do - inverted envelope to lfo amount with lfo delay cutting out the attack portion. ;)

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Howard wrote:
hakey wrote:What's the rule for LFO delay? I have a mono patch for which I'd like the delay to apply to the start of every new note. LFO is set to Gate, but delay only seems to trigger if the Env1 release of the last note has reached zero.
Urs has already fixed that little annoyance. Will be in next beta (tonight or tomorrow) :)
Ah, right. Thanks. :)

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hakey wrote:Similar question about the envelopes in mono mode - for consecutive notes the attack starts off at whatever value the release has reached, so there's no way to retrigger overlapping notes and have the envelope start from zero?
All the old synths (even the polyphonic ones) at Urs' place "sing" i.e. don't always retrigger from zero. It's a feature, a rather important characteristic of old hardware synths. I don't know all Urs' plans, but "singing" might be optional in future versions...
Last edited by Howard on Sun Dec 18, 2011 5:18 pm, edited 3 times in total.

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Howard wrote:All the old synths (even the polyphonic ones) at Urs' place "sing" i.e. don't always retrigger from zero.
Hmm, yeah, though it might be a "legacy" issue! ;)

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I found my one preset sounds(two saw) differ.

when I play Diva at savi host, Preset sound is O.K at first time, But If I go other presets, and then turn back first, first preset sounds changed. If I want listen original sound again, I have to run again Diva.
I like music

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debby wrote:I found my one preset sounds(two saw) differ.

when I play Diva at savi host, Preset sound is O.K at first time, But If I go other presets, and then turn back first, first preset sounds changed. If I want listen original sound again, I have to run again Diva.
Could be an accidental MIDI Learn.

Check out this file:

..\Vstplugins\Diva.data\Support\com.u-he.Diva.midimap.txt

If tehre's anything in there, it might be a parameter controlled by ModWheel or so, and reset when you press play...

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