just a few points :plugin'd out wrote:Thanks Lotuzia for taking the time to make such a detailed reply to my post. And thanks also to jbuonacc, you articulated a lot of what was going through my mind when I was writing it.
I was initially thinking in terms of feature requests but I could see that adding more stuff would clutter up something that is already crowded which is why I dragged modules into it. And of course throwing in every possible feature to try to keep everyone happy would just make a mess of a synth.
I'm interested by your comment about making a drum machine that does all the sounds that a hardware synthesiser can do. Some earlier posts make much of the quality of the resonant filters, it seems to me that this is far from being the most important thing when creating percussion sounds. Percussion sounds are very short but potentially with a lot of detail over the course of the sound, both in the attack and the decay, so things like fast envelopes/lfos (up to audio rate?) - with the ability to fine tune at higher than usual speeds - and adjustable envelope shapes (giving more options for sculpting kicks, for example) become more important. I just wonder if looking at this through the lens of hardware designed primarily for creating melodic/harmonic content is a bit limiting - was it ever that great at percussion sounds in the first place? Analog hardware designed for percussion (or what can be done with a full on modular) is of course another matter!
On the subject of the clap (yes I know there are claps, but these are effectively variations of white noise snares) I could not recreate the clap sound that most people would recognise, i.e. a short roll of noise bursts followed by a single more diffuse one. Perhaps a simple way around this without messing too much with the synth as it is would be to allow a second oscillator to double as a noise source, then one oscillator can have a repeating ramp down lfo for the attack while the other could be used with different treatments for the body. But another problem is that lfo currently only modulates filter or pitch - if it could modify amp as well it would be much more useful.
I don't want come across as a clap obsessive, that was just one of the first things that struck me when I tried the demo. I had the same feeling about other sounds with a noise component or in higher registers. I'm also not that interested in samples in drum machines with synthesis engines - not because I never use percussion samples but because the attraction of percussion synthesis is the possibility to shape the sound. Samples also tend to break the underlying coherence of the sound of the synthesis engine.
Sorry if this comes across as rather negative - unlike one or two of the posters here there are things I like about Stix and I would love to be able to like it better - if I wasn't interested I'd just move on.
* You can have a second -or third- noise source by modulationg a sine oscillator by itself ( or by another sine oscillator )( 1rst switch the MOSC 1 or 2 to sine, then modulate in one of the matrixes ) FM can produce a variety of different noise sources.
* Yes you're right, we forgot to add the 2 LFOs as modulation sources in the Macro modulator
* Samples : With cross synthesis, you can *impose* some of the characteristics/shapes of the sample ( like a ... clap sample) to analog oscillators. It gives interesting results, because the *analog* oscillator keeps on beeing *alive*, but inherits some of the characteristics of the sample. Its different from the sample, but its different from the raw oscillator as well. Its hybrid, but it has a 'life'. Of course you have to tweak carefully the VCA and VCF EVs after that. You can also modulate other things using the sample, like the LFO speed for example, or well, anything.
* I always forgot to mention it, but StiX va engine is sample accurate also. Wich means very tight synchro. Not the case of all VA engines, for those, like me, who also enjoy making percussive/drum sounds with *regular* synthesizers.
For the claps specifically, I think a delay parameter for the osc and/or EVs might be usefull also. Or maybe your idea of a tilt filter. Well, we'll see. Atm we're all dedicated to finish the GUI/UI as good as possible, add a few functions that were missing, and debug the whole thing as much as possible. But we're noting all interesting ideas that come here and there. The GUI mods took notice of some comments here for example. Some ideas are incompatible with the global structure of Stix, and other might find their place with time ( and some room on the gui also
