Viper|1.2.2 update with bugfixes and new skin
-
Touch The Universe Touch The Universe https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=190615
- KVRAF
- 5808 posts since 2 Oct, 2008
That, or sub contracting parts of the code to multiple software developers, so no one but adam has the full picture, thus minimizing the risk of theft with the maybe added benefit of a smaller one time fee, opposed to a partnership.
100 High Quality Soundsets: Omnisphere 2, Dune 3, Tone 2 Synths, Pigments, Uhe Synths, Halion, Spire, and others.
TTU Youtube
TTU Youtube
- KVRAF
- 19795 posts since 16 Sep, 2001 from Las Vegas,USA
Someone who would know pretty well is Lennard of Sylenth 1 fame. It was originally an S.E. creation supposedly just to wrap the GUI but he saw the light and coded a non-S.E. version. Sylenth has gone on to be one of the most popular plugins in the business.db3 wrote:I have no idea how much effort would be required to re-code in 64bit, but if Viper does has "the sound", partnering with another developer for a share of the profits would seem a good move.Teksonik wrote:Get someone to work with you who can code native plugins. Like Rob Papen and Jon Ayres. If Viper sounds as good as claimed it's a crime to handcuff it with SM/FS/SE.
If the idea is just to create a plugin...any plugin...as a labor of love that sounds like a Virus that's one thing but it's a whole different matter if the idea is to create a financially successful plugin. I'm not too sure how well a 32 bit only "Save As" plugin would sell these days. I wouldn't buy it but I might be in the minority.
None are so hopelessly enslaved as those who falsely believe they are free. Johann Wolfgang von Goethe
-
- KVRian
- 505 posts since 2 May, 2014
adamtrance wrote:
Anyway, yes, initially it will be released as 32 bit for PC, but if there is a high interest and its worth my time and effort a port is not out of the question. Right now the goal is to release at least one version first. But I beg, lets not derail this thread with another bit and mac fight, lets keep it for this synth only. Thank you!
-
Distorted Horizon Distorted Horizon https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=392076
- Banned
- 3878 posts since 17 Jan, 2017 from Planet of cats
Wow.. Didn't know that O_oTeksonik wrote:Someone who would know pretty well is Lennard of Sylenth 1 fame. It was originally an S.E. creation supposedly just to wrap the GUI but he saw the light and coded a non-S.E. version.
-
- KVRAF
- 35671 posts since 11 Apr, 2010 from Germany
Yeah, i only read about that a few years ago too. Hopefully stuff like that will also change the perception people have about SynthEdit. It really can be anything, from putting stock modules together, to coding something like Diva in it.Distorted Horizon wrote:Wow.. Didn't know that O_oTeksonik wrote:Someone who would know pretty well is Lennard of Sylenth 1 fame. It was originally an S.E. creation supposedly just to wrap the GUI but he saw the light and coded a non-S.E. version.
-
Distorted Horizon Distorted Horizon https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=392076
- Banned
- 3878 posts since 17 Jan, 2017 from Planet of cats
G-Sonique afaik uses custom code inside SE world. Shame they don't do the final piece with fully c++ or similar..
- KVRAF
- 2747 posts since 28 Feb, 2015
I don't think they use custom code inside SE, they use (afaik) a custom bit bridge wrapper from jBridge.Distorted Horizon wrote:G-Sonique afaik uses custom code inside SE world. Shame they don't do the final piece with fully c++ or similar..
Edit: ...and this comes, of course, with an extra cost. Either a one time amount, or some kind of licensing per sold license.
Mac Mini M4 Pro | 14 Cores (10P/4E) | 48GB RAM | Studio One | Reason | Bitwig Studio | Logic Pro | FL Studio | Cubase Pro | Waveform | Reaper | Renoise | ~1000 VSTs/AUs | ~350 REs
- Banned
- 7624 posts since 13 Nov, 2015 from Norway
I thought G-Sonique used SM/FS?Distorted Horizon wrote:G-Sonique afaik uses custom code inside SE world. Shame they don't do the final piece with fully c++ or similar..
EnergyXT3 - LMMS - FL Studio | Roland SH201 - Waldorf Rocket | SoundCloud - Bandcamp
- KVRAF
- 2747 posts since 28 Feb, 2015
They do.Halonmusic wrote:I thought G-Sonique used SM/FS?Distorted Horizon wrote:G-Sonique afaik uses custom code inside SE world. Shame they don't do the final piece with fully c++ or similar..
Mac Mini M4 Pro | 14 Cores (10P/4E) | 48GB RAM | Studio One | Reason | Bitwig Studio | Logic Pro | FL Studio | Cubase Pro | Waveform | Reaper | Renoise | ~1000 VSTs/AUs | ~350 REs
-
- KVRAF
- 2802 posts since 31 Aug, 2011
For that to happen people would have to be willing to learn more about it. But unfortunately most people seem to be content just repeating what they hear from other people who are just repeaters themselves. So chances are not very good.chk071 wrote:Hopefully stuff like that will also change the perception people have about SynthEdit.
You dont 'code' anything in SE. What you do is write your code (modules) and then use SE to run them, just like you would run plugins in a DAW. (Exactly the same basic principle. You connect modules together in SE just as you connect/chain plugins in a DAW.)chk071 wrote:It really can be anything, from putting stock modules together, to coding something like Diva in it.
Because technically SE is simply a host. A host for code. (Yes, you can run and integrate VST plugins too, but you know what i mean.) What comes out of it solely depends on what you make it do, i.e. it does not have a 'sound' of its own, or a 'look' of its own, or anything else of its own. Just like your DAW it will simply output whatever you tell it to output, in other words the only thing that matters with respect to output quality is your code and your artwork and nothing else.
Another widespread misconception is the belief that there is this big difference between SE and C++. (As if SE plugins were made of some mysterious material that just kinda exists but nobody really knows what it is.) Not surprisingly i say, because there simply is no such thing. As far as i was able to see, practically all of the SE stock modules ARE written in C++ and the same goes for the vast majority of 3rd party modules too. (Ive seen a few modules by one single developer (Christian Budde if i remember correctly) which were written in Delphi but thats it.) So the idea that there should be this big huge difference in quality if only the plugin was converted from 'SE' (you know, the mystery stuff) to C++ is just crazy because in like 99% of the cases the code already is C++ and in the rest of the cases it would probably be Delphi, which of course doesnt sound any different either.
Anyway. Just thought id mention it.
-
- KVRAF
- 9852 posts since 15 Sep, 2005 from East Coast of the USA
OP-X Pro II also, not sure how Peter got it to 64-bit exactly, but it is now.Distorted Horizon wrote:Wow.. Didn't know that O_oTeksonik wrote:Someone who would know pretty well is Lennard of Sylenth 1 fame. It was originally an S.E. creation supposedly just to wrap the GUI but he saw the light and coded a non-S.E. version.
- Banned
- 7624 posts since 13 Nov, 2015 from Norway
That's what i though.starflakeprj wrote:They do.Halonmusic wrote:I thought G-Sonique used SM/FS?Distorted Horizon wrote:G-Sonique afaik uses custom code inside SE world. Shame they don't do the final piece with fully c++ or similar..
EnergyXT3 - LMMS - FL Studio | Roland SH201 - Waldorf Rocket | SoundCloud - Bandcamp
-
- KVRAF
- 35671 posts since 11 Apr, 2010 from Germany
Well exactly. Maybe i used the wrong terms. What i wanted to say is that you can create any synth you can imagine it, using your own code in the modules.ENV1 wrote: You dont 'code' anything in SE. What you do is write your code (modules) and then use SE to run them, just like you would run plugins in a DAW. (Exactly the same basic principle. You connect modules together in SE just as you connect/chain plugins in a DAW.)
- KVRAF
- 2747 posts since 28 Feb, 2015
They use a plugin wrapper with a built-in bit bridge (developed by the guy behind jBridge), in which they place their plugins.Halonmusic wrote:That's what i though.starflakeprj wrote:They do.Halonmusic wrote:I thought G-Sonique used SM/FS?Distorted Horizon wrote:G-Sonique afaik uses custom code inside SE world. Shame they don't do the final piece with fully c++ or similar..
Mac Mini M4 Pro | 14 Cores (10P/4E) | 48GB RAM | Studio One | Reason | Bitwig Studio | Logic Pro | FL Studio | Cubase Pro | Waveform | Reaper | Renoise | ~1000 VSTs/AUs | ~350 REs
-
- KVRAF
- 2802 posts since 31 Aug, 2011
Precisely.chk071 wrote:What i wanted to say is that you can create any synth you can imagine it, using your own code in the modules.
And just for completeness sake; these modules are really DLLs too.
Ordinary PEs, only with their file-extension changed from .dll to .sem or .sep
This makes it even clearer how conceptually similar SE+Modules and DAW+Plugins are. In both cases the application is merely hosting external DLLs in order to provide functionality, the only real difference is that in SE you do all the low-level stuff, (like creating and wiring up oscillators, filters, envelopes and whatever other building blocks the project requires), whereas in a DAW youre working with fully developed VST/VSTi plugins.
