One-Synth-Challenge 57: Tunefish - Chat & Gossip
-
- KVRer
- 15 posts since 15 Dec, 2011
I am using beta9 on a x86 machine with Live8.
Why is the timing so inconsistent?
I've created a quarantined 4/4 loop and the sound comes sometimes way after the MiDi hits, sometimes (strangely enough) before the note will strike. I've bounced the MiDi to audio and you can clearly see how all the transients are messed up.
I was using an Init Preset and there are no LFOs and Attacks are at 0
I'm not using ASIO4ALL
Why is the timing so inconsistent?
I've created a quarantined 4/4 loop and the sound comes sometimes way after the MiDi hits, sometimes (strangely enough) before the note will strike. I've bounced the MiDi to audio and you can clearly see how all the transients are messed up.
I was using an Init Preset and there are no LFOs and Attacks are at 0
I'm not using ASIO4ALL
- KVRist
- 146 posts since 27 Aug, 2011 from Germany
Try the beta6 and see if the timing issue is still there. Then try if it reappears when going to beta7. If that's the case than the package splitting might have something to do with it. Although I work with internal package sizes of 8-9 ms at 44.1/48khz so the difference in timing can never be very big.radd wrote:I am using beta9 on a x86 machine with Live8.
Why is the timing so inconsistent?
I've created a quarantined 4/4 loop and the sound comes sometimes way after the MiDi hits, sometimes (strangely enough) before the note will strike. I've bounced the MiDi to audio and you can clearly see how all the transients are messed up.
I was using an Init Preset and there are no LFOs and Attacks are at 0
I'm not using ASIO4ALL
- KVRian
- 730 posts since 26 Dec, 2007 from Australia
Yep, all dials working with the mouse as expected nowpayne_bc wrote:Still looking...
EDIT: found him! fixed him!
Nice one. Thanks again.
- KVRian
- 730 posts since 26 Dec, 2007 from Australia
Agree that this could be a bug/oversight. This behaviour is different from that of the Additive Synth which does not incur this "mixing" or "Ducking" effect.chilledpanda wrote:A quick question regarding the noise generator.
The signal flow behaviour of it seems to be if the spline osc. volume is zero then output noise (with matrix mods.) at full whack else mix it with the spline osc. or at least use it's volume is this intentional?
I noticed that this mixing/ducking still occurs if you route noise to ADSR2 in the mod matrix.
IMHO they should be independent for maximum control over each?
- KVRist
- 146 posts since 27 Aug, 2011 from Germany
Hm... I have to try that out. If that is true however I guess I cannot fix it. Since people have probably created patches by now, I might wreck many of those if I change mixing behaviourH-man wrote:Agree that this could be a bug/oversight. This behaviour is different from that of the Additive Synth which does not incur this "mixing" or "Ducking" effect.chilledpanda wrote:A quick question regarding the noise generator.
The signal flow behaviour of it seems to be if the spline osc. volume is zero then output noise (with matrix mods.) at full whack else mix it with the spline osc. or at least use it's volume is this intentional?![]()
I noticed that this mixing/ducking still occurs if you route noise to ADSR2 in the mod matrix.
IMHO they should be independent for maximum control over each?
- KVRian
- 730 posts since 26 Dec, 2007 from Australia
Possibly, however because the Spline OSC effectively "kicks out" the Noise (the moment that the Spline OSC volume is raised above zero) the the only way you could hear noise in an existing patch/preset is if you are automating the volume of the Spline OSC on and off, along with a value above zero for the Additive synthpayne_bc wrote:Hm... I have to try that out. If that is true however I guess I cannot fix it. Since people have probably created patches by now, I might wreck many of those if I change mixing behaviourH-man wrote:Agree that this could be a bug/oversight. This behaviour is different from that of the Additive Synth which does not incur this "mixing" or "Ducking" effect.chilledpanda wrote:A quick question regarding the noise generator.
The signal flow behaviour of it seems to be if the spline osc. volume is zero then output noise (with matrix mods.) at full whack else mix it with the spline osc. or at least use it's volume is this intentional?![]()
I noticed that this mixing/ducking still occurs if you route noise to ADSR2 in the mod matrix.
IMHO they should be independent for maximum control over each?
The most likely effect would be noise appearing on patches where previously it was not there...
Anyway, It's your baby so ...just sayin
(PS: I'd be happy to test a beta and copy in the patches that I have so far)
- KVRist
- 146 posts since 27 Aug, 2011 from Germany
Yep, it's true. The formula is basicallyH-man wrote:Possibly, however because the Spline OSC effectively "kicks out" the Noise (the moment that the Spline OSC volume is raised above zero) the the only way you could hear noise in an existing patch/preset is if you are automating the volume of the Spline OSC on and off, along with a value above zero for the Additive synthpayne_bc wrote:Hm... I have to try that out. If that is true however I guess I cannot fix it. Since people have probably created patches by now, I might wreck many of those if I change mixing behaviourH-man wrote:Agree that this could be a bug/oversight. This behaviour is different from that of the Additive Synth which does not incur this "mixing" or "Ducking" effect.chilledpanda wrote:A quick question regarding the noise generator.
The signal flow behaviour of it seems to be if the spline osc. volume is zero then output noise (with matrix mods.) at full whack else mix it with the spline osc. or at least use it's volume is this intentional?![]()
I noticed that this mixing/ducking still occurs if you route noise to ADSR2 in the mod matrix.
IMHO they should be independent for maximum control over each?
The most likely effect would be noise appearing on patches where previously it was not there...
Anyway, It's your baby so ...just sayin![]()
(PS: I'd be happy to test a beta and copy in the patches that I have so far)
final = (osc + noise) * osc_volume;
for the cases where oscillator is active, otherwise
final = noise
additive signal is then handled correctly. It's not intentional but this bug came in when I did some optimization quite a while back. It's probably also in the RC from the website. I'll fix that and see how big the impact is on instruments. I suppose the work involved for fixing patches is just adjusting noise volume a bit, that's it.
- KVRian
- 730 posts since 26 Dec, 2007 from Australia
I tried this with the BASSDRUM Patch for 32 bars and every hit is bang on. This preset has ADSR mapped to Volume in the Mod matrix.radd wrote:I am using beta9 on a x86 machine with Live8.
Why is the timing so inconsistent?
I've created a quarantined 4/4 loop and the sound comes sometimes way after the MiDi hits, sometimes (strangely enough) before the note will strike. I've bounced the MiDi to audio and you can clearly see how all the transients are messed up.
I was using an Init Preset and there are no LFOs and Attacks are at 0
I'm not using ASIO4ALL
Is it possible that this drift in the timing could result from the Volume's default patching, and disappears once the OSC output is routed to the Envelopes?
- KVRist
- 146 posts since 27 Aug, 2011 from Germany
Hm, I find that unlikely. But it would be good to know by how much the timings are off? Are we talking 10ms? 50ms? 100ms?H-man wrote:I tried this with the BASSDRUM Patch for 32 bars and every hit is bang on. This preset has ADSR mapped to Volume in the Mod matrix.radd wrote:I am using beta9 on a x86 machine with Live8.
Why is the timing so inconsistent?
I've created a quarantined 4/4 loop and the sound comes sometimes way after the MiDi hits, sometimes (strangely enough) before the note will strike. I've bounced the MiDi to audio and you can clearly see how all the transients are messed up.
I was using an Init Preset and there are no LFOs and Attacks are at 0
I'm not using ASIO4ALL
Is it possible that this drift in the timing could result from the Volume's default patching, and disappears once the OSC output is routed to the Envelopes?
-
- KVRist
- 219 posts since 18 Jul, 2011
+1 from me to change it to work separate for more control, currently once you invoke the volume spline osc the noise kinda gets lost anyway so you cannot balance/refine it. I would expect any work for existing patches using the spline/ noise osc. to be minimal rework. I'd be happy with a #ifdef'd bespoke x64 version or a test/beta beta version lol, if you don't want to make the change permanent.payne_bc wrote:Yep, it's true. The formula is basicallyH-man wrote:Possibly, however because the Spline OSC effectively "kicks out" the Noise (the moment that the Spline OSC volume is raised above zero) the the only way you could hear noise in an existing patch/preset is if you are automating the volume of the Spline OSC on and off, along with a value above zero for the Additive synthpayne_bc wrote:Hm... I have to try that out. If that is true however I guess I cannot fix it. Since people have probably created patches by now, I might wreck many of those if I change mixing behaviourH-man wrote:Agree that this could be a bug/oversight. This behaviour is different from that of the Additive Synth which does not incur this "mixing" or "Ducking" effect.chilledpanda wrote:A quick question regarding the noise generator.
The signal flow behaviour of it seems to be if the spline osc. volume is zero then output noise (with matrix mods.) at full whack else mix it with the spline osc. or at least use it's volume is this intentional?![]()
I noticed that this mixing/ducking still occurs if you route noise to ADSR2 in the mod matrix.
IMHO they should be independent for maximum control over each?
The most likely effect would be noise appearing on patches where previously it was not there...
Anyway, It's your baby so ...just sayin![]()
(PS: I'd be happy to test a beta and copy in the patches that I have so far)
final = (osc + noise) * osc_volume;
for the cases where oscillator is active, otherwise
final = noise
additive signal is then handled correctly. It's not intentional but this bug came in when I did some optimization quite a while back. It's probably also in the RC from the website. I'll fix that and see how big the impact is on instruments. I suppose the work involved for fixing patches is just adjusting noise volume a bit, that's it.
- KVRist
- 146 posts since 27 Aug, 2011 from Germany
Well what do you know.. now that I fixed that, the percussion presets actually sound right againchilledpanda wrote: +1 from me to change it to work separate for more control, currently once you invoke the volume spline osc the noise kinda gets lost anyway so you cannot balance/refine it. I would expect any work for existing patches using the spline/ noise osc. to be minimal rework. I'd be happy with a #ifdef'd bespoke x64 version or a test/beta beta version lol, if you don't want to make the change permanent.
http://www.tunefish-synth.com/beta11/vst24_tf3_x64.zip
http://www.tunefish-synth.com/beta11/vst24_tf3_x86.zip
- KVRist
- 146 posts since 27 Aug, 2011 from Germany
Hm, this seems fine here with beta11H-man wrote: Sure, it was this one:
1. Map ADSR1 to Noise (or volume)
2. UP the mod value a little
3. Make some quick changes to the sustain on ADSR1
4. Sound drops out, instrument seems to hang.
Off to test Beta10
-
- KVRist
- 219 posts since 18 Jul, 2011
Good to hear (party).payne_bc wrote:Well what do you know.. now that I fixed that, the percussion presets actually sound right againchilledpanda wrote: +1 from me to change it to work separate for more control, currently once you invoke the volume spline osc the noise kinda gets lost anyway so you cannot balance/refine it. I would expect any work for existing patches using the spline/ noise osc. to be minimal rework. I'd be happy with a #ifdef'd bespoke x64 version or a test/beta beta version lol, if you don't want to make the change permanent.So the bug is not too old.
http://www.tunefish-synth.com/beta11/vst24_tf3_x64.zip
http://www.tunefish-synth.com/beta11/vst24_tf3_x86.zip
Okay I seems I can get a click with the bassdrum (it is pre 11 as well as 11).
If I hold my midi key board for the full length of the bassdrum sound no click. if I give a quick single tap on my keyboard/pad, I get the old click on release (or something related).
- KVRist
- 146 posts since 27 Aug, 2011 from Germany
Yep that ones been reported. I just didn't find it yetchilledpanda wrote: Okay I seems I can get a click with the bassdrum (it is pre 11 as well as 11).
If I hold my midi key board for the full length of the bassdrum sound no click. if I give a quick single tap on my keyboard/pad, I get the old click on release (or something related).
It's caused by the highpass afair
-
- KVRist
- 219 posts since 18 Jul, 2011
Ah I wasn't sure. But yes, if I turn HP off on both sounds the click goes.payne_bc wrote:Yep that ones been reported. I just didn't find it yetchilledpanda wrote: Okay I seems I can get a click with the bassdrum (it is pre 11 as well as 11).
If I hold my midi key board for the full length of the bassdrum sound no click. if I give a quick single tap on my keyboard/pad, I get the old click on release (or something related).
It's caused by the highpass afair
Did a quick render and loaded the output wav and looks like where the click is the waveform seems to be suddenly inverted?
I rendered one without high pass, bit harder to tell (more noise), but looks like it doesn't seem to be inverted, if that makes any sense (but I'm possibly talking ollocks
EDIT: is actually more obvious when more zoomed out, you can see the sudden inverse ramp (for want of a better description )
Last edited by chilledpanda on Wed Nov 13, 2013 10:21 pm, edited 2 times in total.
