this came also to my mind.Hanz Meyzer wrote:A depressive guy who cannot play piano vs. a little girl that plays the most vapid available sequences of the Avenger presets? Is the creator saying that Avenger users are vapid, depressive an even cannot play a piano? I don't get the point
Vengeance Producer Suite - AVENGER - 1.8.5 the main thread
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- KVRist
- 211 posts since 8 Mar, 2004
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- KVRist
- 56 posts since 1 Jan, 2018
I like the hipster guy in the video who makes strange sounds with his mouth. And they both make funny faces which I like. But the last sequence the girl plays I think is badly chosen and not very musical. But Avenger is still good!
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- KVRian
- 882 posts since 22 May, 2013 from Gent, Belgium
I think the essence of the marketing is that Avenger is more than a dance synth.
Still, there's some features that need to be worked out for that.
It's a wonderful product and my number 1 synth for now.
I use it live as my single synth. And for programming.
I keep sending functions request to Rene that improve the workflow of the synth.
I think this is a far better approach than the hi tech synth functions that are now being added to it.
Basics first! Right?
But I understand that Rene has hands full on developing!
You're doing a great job guys, and I hope Avenger can become nr 1 on the VST synth.
The last synth one ever needs !
This is my wishlist for easy of use functionality:
Still, there's some features that need to be worked out for that.
It's a wonderful product and my number 1 synth for now.
I use it live as my single synth. And for programming.
I keep sending functions request to Rene that improve the workflow of the synth.
I think this is a far better approach than the hi tech synth functions that are now being added to it.
Basics first! Right?
But I understand that Rene has hands full on developing!
You're doing a great job guys, and I hope Avenger can become nr 1 on the VST synth.
The last synth one ever needs !
This is my wishlist for easy of use functionality:
- fix sample load crash when fast loading presets
- FAV 127 presets list loading by CC nr
- Remove the 2 internal skins so that the dll is smaller
- Organise presets to category via drag
- Version history at save (in windows, save a copy every time)
- direct save, with keyboard shortcut or ctrl+save button (there are to many steps now for saving)
- Simple COMPARE function: shift + memory button = compare (save current version and recall last saved), turn button into COMPARE until shift click memory,
- Export samples from the editor to the internal Library (right click sample > export to lib)
- Hold/Decay in amp/filt should be double time. It's to short
- assign send fx per drum sound
- VMAN button in browser tabs CONTENT | INFO | FILES | VMAN (it's damn ugly now in the left corner)
- Drop skins onto editor
- Add skins folder
My sounddesign: Synth1/Ex5/D-50 patches https://goo.gl/zE3pkk
My stuff: W10x64i7 15" laptop, Reaper/Cantabile3+Synth1+Avenger on stage+NordStage2+Samson Graphite 49
Loving new VPS Avenger! Check my skins! https://goo.gl/MBNJHj
My stuff: W10x64i7 15" laptop, Reaper/Cantabile3+Synth1+Avenger on stage+NordStage2+Samson Graphite 49
Loving new VPS Avenger! Check my skins! https://goo.gl/MBNJHj
- KVRAF
- Topic Starter
- 2581 posts since 18 Apr, 2011
thats already possible since version 1.0 ?assign send fx per drum sound
no this will result in uncountable support emails from customers, being not able to install the skinsRemove the 2 internal skins so that the dll is smaller
dont understand... why?Export samples from the editor to the internal Library (right click sample > export to lib)
well for LONG envelopes you really should use the ModEnv as Amp SourceHold/Decay in amp/filt should be double time. It's to short
we already discussed this internallyVersion history at save (in windows, save a copy every time)
this is not necessary then any more if you have version historySimple COMPARE function: shift + memory button = compare (save current version and recall last saved), turn button into COMPARE until shift click memory,
well... 2 Clicks, because of the overwrite warning. We can disable the overwrite warning, when there is a version history of each presetdirect save, with keyboard shortcut or ctrl+save button (there are to many steps now for saving)
I encountered this too, but this happens so rarely and unexpected, we were not able to reproduce it stable. Only what we can reproduce can be debugged and fixed. But I am sure we will get this soon.fix sample load crash when fast loading presets
http://www.vengeance-sound.com
join our VPS AVENGER usergroup on FB: https://tinyurl.com/y99jurk9
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https://www.youtube.com/vengeancesound
join our VPS AVENGER usergroup on FB: https://tinyurl.com/y99jurk9
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- KVRian
- 882 posts since 22 May, 2013 from Gent, Belgium
Thank you for your clarification Manuel !
We're working together on this wonderful product.
Found it !!! Didn't know you could do it !
Now there is no way if you have a manually imported (and looped) sample to assign it to another preset. Also loop points in existing Avenger imported samples should be editable.
It would probably keep the preset files smaller also since you only have to load 1 time this sample insted of now with every preset, correct?
Maybe use a multiplier (x2 x4) if you don't want to mess up the internal structure?)
Ok I'll check out that mod env option.
I think it's an important function, also the compare function, for all serious sound designers?
As for me I compare allot. 1 preset can be edited 100s of times untill I get what I want.
Something else I forgot:
We're working together on this wonderful product.
Ok I probably missed that, let's check it out. Amsvs wrote:thats already possible since version 1.0 ?assign send fx per drum sound
Found it !!! Didn't know you could do it !
I don't see why? It's delivered with any install and would make the initial dll file allot smaller right?no this will result in uncountable support emails from customers, being not able to install the skinsRemove the 2 internal skins so that the dll is smaller
Very handy function if you want to reuse your imported OSC samples into other presets.dont understand... why?Export samples from the editor to the internal Library (right click sample > export to lib)
Now there is no way if you have a manually imported (and looped) sample to assign it to another preset. Also loop points in existing Avenger imported samples should be editable.
It would probably keep the preset files smaller also since you only have to load 1 time this sample insted of now with every preset, correct?
It's not that unreasonable long. For pads with a normal synth sweep it way to short.well for LONG envelopes you really should use the ModEnv as Amp SourceHold/Decay in amp/filt should be double time. It's to short
Maybe use a multiplier (x2 x4) if you don't want to mess up the internal structure?)
Ok I'll check out that mod env option.
Thxwe already discussed this internallyVersion history at save (in windows, save a copy every time)
As for me I compare allot. 1 preset can be edited 100s of times untill I get what I want.
Yes and no as long as revert is simple...this is not necessary then any more if you have version historySimple COMPARE function: shift + memory button = compare (save current version and recall last saved), turn button into COMPARE until shift click memory,
2 clicks or 1 ctrl+click makes a huge difference when you're working on expansions and editing in bulk.well... 2 Clicks, because of the overwrite warning. We can disable the overwrite warning, when there is a version history of each presetdirect save, with keyboard shortcut or ctrl+save button (there are to many steps now for saving)
Thx, yes I can reproduce it any time and sended VPS the video. It's a know bug but you can work around as long as you wait until the progress bar is finished. Stil tricky when you're on stage and the public is waiting. While your DAW crashes because you switched to quick the presets.I encountered this too, but this happens so rarely and unexpected, we were not able to reproduce it stable. Only what we can reproduce can be debugged and fixed. But I am sure we will get this soon.fix sample load crash when fast loading presets
Something else I forgot:
- Visual feedback what flow a sound is going (now you see the bar on the OSC, and the led blinking on the AMP/FILT, but a bar should be easier to see on the AMP/FILT tab.
- Visual feedback in the modmatrix with a line for all mods
- Open central console (like the full preset browser) for preset search, to edit Mod matrix, all other small accessible functions
- Assign midi channel per OSC
My sounddesign: Synth1/Ex5/D-50 patches https://goo.gl/zE3pkk
My stuff: W10x64i7 15" laptop, Reaper/Cantabile3+Synth1+Avenger on stage+NordStage2+Samson Graphite 49
Loving new VPS Avenger! Check my skins! https://goo.gl/MBNJHj
My stuff: W10x64i7 15" laptop, Reaper/Cantabile3+Synth1+Avenger on stage+NordStage2+Samson Graphite 49
Loving new VPS Avenger! Check my skins! https://goo.gl/MBNJHj
- KVRAF
- Topic Starter
- 2581 posts since 18 Apr, 2011
ATTENTION
if someone want to beta test the new 1.3.5 Version, please just mail to beta@vps-avenger.com
to get the links. Please also report problems / bugs to that adress
Here is the Changelog
1.3.5 - beta
- added new function for DRUM-SQ: "REVERSE SAMPLE". You can access it in the ROLL-MODE context. That will playback the sample reverse. The tempo anchor point is the Step next to, where the arrow will point at
- added Shape for a MOD entry / slot in the MOD MATRIX. With that function you can additionaly shape the modulation value before if modifies the target.
- added new LFO Parameter: "Synced Mod." When this is turned on, rate changes via modulation will be synced to your Song BPM, meant it will switch the Rate only at full cycle values to stay in sync. So a 32th to 8th wobble will always sound tight in your mix.
- added "CLEAR" button to DrumSQ. Clears all notes
- added UNDO for preset load. If you accidentially load a preset, you can un-do this.
- added COPY/PASTE for FX settings, now you can copy FX specific settings from one instance of an insert FX to another instance
- added ENDLESS BASS Mode playing the octaves from the ARP. Endless Bass Mode also only takes 1/1 voice now in the Voices page / global voice limit.
- added ARP shuffle is now working correct on pattern lenghts that are not related to 4/4 ( esp. odd pattern lengths, i.e. length 9 or length 7)
- added KEYTRACK to insert FX: Filter. Good if you want to use the new Comb filter for example on the master sum or an effect bus.
- added visual feedback for inner dials (i.e. OSC PAN, Noise color etc...)
- added visual feedback for the OSC's HP/LP Filter bar
- added phase-lock for OSC Noise, very handy for static attack-noises (Drum sound design)
- added OSC-endless bass mode as mod target
- added: quick assign drum slots to aux or specific FX bus. Now you can route all AUX Outputs with 1 click
- changed: loading a ModEnv preset does not chagne the trigger-mode anymore
- changed: preset search->added VARIOUS folder to author context where authors with less than 10 presets are listed
- fixed issue with solo-ed sample stacker after loading a new sample to a stacker slot where all slots were audible again
- fixed DrumSQ. leftClick + CNTRL to move the event free from the bpm-grid. Was working before but the note had to be selected first - now its easier to use. Great for Humanized Drum patterns
- fixed drum kit route gain-slider
- fixed a issue in AAX format where not all AUX outputs were processed correct.
- fixed an issue with resample/wavetable beat selector which was working only for OSC1
- fixed wandering crossFM attack sound
- fixed StepSQ clicks in stereo mode when stereo width is not 100%
- fixed an issue where granular-env position-dot did display the position of OSC1 even if OSC2 was selected
- fixed an issue where custom-samples was not stored correct in the sample-stacker
- fixed an issue with insert FX Filter "inertia". Now the insert FX: Filter is much faster for modulations.
- fixed an issue with Arp clock mode "first note" and play with multiple patterns where the arp did start at pattern A but B should have been already reached.
- fixed an issue in the mod matrix. modulating the strength of an slot using a per-voice-source where the target of the modulated slot is not per-voice
- fixed: changing StepSQ state and stepSQ module on multiple-selected drumSlots does not work
- fixed: mod-matrix slot strength modulation "bar" showed wrong value if mod add was used to modulate the strength
- fixed: granular-envelope speed mode wsa not saved/loaded correct
- fixed: crash when removing ARP1 after ARP2 was created.
- fixed a scrolling issue, when adding a new target/source to a quite full modmatrix
- fixed retriggering voices on chorder on/off and active legato
- VMAN: fixed: expansion not visible after downloading and importing it via VMAN
- VMAN: fixed: wrong folder for VMAN bitmap cache on MAC OS
- tons of minor bugfixes and imporovements
if someone want to beta test the new 1.3.5 Version, please just mail to beta@vps-avenger.com
to get the links. Please also report problems / bugs to that adress
Here is the Changelog
1.3.5 - beta
- added new function for DRUM-SQ: "REVERSE SAMPLE". You can access it in the ROLL-MODE context. That will playback the sample reverse. The tempo anchor point is the Step next to, where the arrow will point at
- added Shape for a MOD entry / slot in the MOD MATRIX. With that function you can additionaly shape the modulation value before if modifies the target.
- added new LFO Parameter: "Synced Mod." When this is turned on, rate changes via modulation will be synced to your Song BPM, meant it will switch the Rate only at full cycle values to stay in sync. So a 32th to 8th wobble will always sound tight in your mix.
- added "CLEAR" button to DrumSQ. Clears all notes
- added UNDO for preset load. If you accidentially load a preset, you can un-do this.
- added COPY/PASTE for FX settings, now you can copy FX specific settings from one instance of an insert FX to another instance
- added ENDLESS BASS Mode playing the octaves from the ARP. Endless Bass Mode also only takes 1/1 voice now in the Voices page / global voice limit.
- added ARP shuffle is now working correct on pattern lenghts that are not related to 4/4 ( esp. odd pattern lengths, i.e. length 9 or length 7)
- added KEYTRACK to insert FX: Filter. Good if you want to use the new Comb filter for example on the master sum or an effect bus.
- added visual feedback for inner dials (i.e. OSC PAN, Noise color etc...)
- added visual feedback for the OSC's HP/LP Filter bar
- added phase-lock for OSC Noise, very handy for static attack-noises (Drum sound design)
- added OSC-endless bass mode as mod target
- added: quick assign drum slots to aux or specific FX bus. Now you can route all AUX Outputs with 1 click
- changed: loading a ModEnv preset does not chagne the trigger-mode anymore
- changed: preset search->added VARIOUS folder to author context where authors with less than 10 presets are listed
- fixed issue with solo-ed sample stacker after loading a new sample to a stacker slot where all slots were audible again
- fixed DrumSQ. leftClick + CNTRL to move the event free from the bpm-grid. Was working before but the note had to be selected first - now its easier to use. Great for Humanized Drum patterns
- fixed drum kit route gain-slider
- fixed a issue in AAX format where not all AUX outputs were processed correct.
- fixed an issue with resample/wavetable beat selector which was working only for OSC1
- fixed wandering crossFM attack sound
- fixed StepSQ clicks in stereo mode when stereo width is not 100%
- fixed an issue where granular-env position-dot did display the position of OSC1 even if OSC2 was selected
- fixed an issue where custom-samples was not stored correct in the sample-stacker
- fixed an issue with insert FX Filter "inertia". Now the insert FX: Filter is much faster for modulations.
- fixed an issue with Arp clock mode "first note" and play with multiple patterns where the arp did start at pattern A but B should have been already reached.
- fixed an issue in the mod matrix. modulating the strength of an slot using a per-voice-source where the target of the modulated slot is not per-voice
- fixed: changing StepSQ state and stepSQ module on multiple-selected drumSlots does not work
- fixed: mod-matrix slot strength modulation "bar" showed wrong value if mod add was used to modulate the strength
- fixed: granular-envelope speed mode wsa not saved/loaded correct
- fixed: crash when removing ARP1 after ARP2 was created.
- fixed a scrolling issue, when adding a new target/source to a quite full modmatrix
- fixed retriggering voices on chorder on/off and active legato
- VMAN: fixed: expansion not visible after downloading and importing it via VMAN
- VMAN: fixed: wrong folder for VMAN bitmap cache on MAC OS
- tons of minor bugfixes and imporovements
http://www.vengeance-sound.com
join our VPS AVENGER usergroup on FB: https://tinyurl.com/y99jurk9
join our reFX NEXUS usergroup on FB:https://tinyurl.com/tc5o9x7
https://www.youtube.com/vengeancesound
join our VPS AVENGER usergroup on FB: https://tinyurl.com/y99jurk9
join our reFX NEXUS usergroup on FB:https://tinyurl.com/tc5o9x7
https://www.youtube.com/vengeancesound
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Sampleconstruct Sampleconstruct https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=191286
- KVRAF
- 16738 posts since 12 Oct, 2008 from Here and there
Brilliant!- added Shape for a MOD entry / slot in the MOD MATRIX. With that function you can additionaly shape the modulation value before if modifies the target.
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- KVRist
- 109 posts since 28 May, 2013 from MUC
This is something I would also find very useful for exactly the same reason...I don't see why? It's delivered with any install and would make the initial dll file allot smaller right?Very handy function if you want to reuse your imported OSC samples into other presets.dont understand... why?Export samples from the editor to the internal Library (right click sample > export to lib)
Now there is no way if you have a manually imported (and looped) sample to assign it to another preset. Also loop points in existing Avenger imported samples should be editable.
It would probably keep the preset files smaller also since you only have to load 1 time this sample insted of now with every preset, correct?
I do like the fact that samples get saved as part of the patch when they don't exist as part of the library however.
1.3.5 is looking super sweet!
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- KVRian
- 882 posts since 22 May, 2013 from Gent, Belgium
And on top of that, make it batchablethe3ug3reeder wrote:This is something I would also find very useful for exactly the same reason...I don't see why? It's delivered with any install and would make the initial dll file allot smaller right?Very handy function if you want to reuse your imported OSC samples into other presets.dont understand... why?Export samples from the editor to the internal Library (right click sample > export to lib)
Now there is no way if you have a manually imported (and looped) sample to assign it to another preset. Also loop points in existing Avenger imported samples should be editable.
It would probably keep the preset files smaller also since you only have to load 1 time this sample insted of now with every preset, correct?
I do like the fact that samples get saved as part of the patch when they don't exist as part of the library however.
1.3.5 is looking super sweet!
My sounddesign: Synth1/Ex5/D-50 patches https://goo.gl/zE3pkk
My stuff: W10x64i7 15" laptop, Reaper/Cantabile3+Synth1+Avenger on stage+NordStage2+Samson Graphite 49
Loving new VPS Avenger! Check my skins! https://goo.gl/MBNJHj
My stuff: W10x64i7 15" laptop, Reaper/Cantabile3+Synth1+Avenger on stage+NordStage2+Samson Graphite 49
Loving new VPS Avenger! Check my skins! https://goo.gl/MBNJHj
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- KVRAF
- 2623 posts since 20 Oct, 2014
Great beta, thanks.
- KVRAF
- 2684 posts since 9 Jul, 2015 from UK
The old Melda transfer shape. Excellent.Sampleconstruct wrote:Brilliant!- added Shape for a MOD entry / slot in the MOD MATRIX. With that function you can additionaly shape the modulation value before if modifies the target.
Jason @ Melda Production
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- KVRist
- 109 posts since 28 May, 2013 from MUC
I'm wondering...
is there a way to apply keyboard tracking to the pitch of drum parts?
basically I'd like to have the kick follow the pitch of my bassline and simply applying keyboard tracking to the bassdrum pitch doesn't seem to work properly.
is there a way to apply keyboard tracking to the pitch of drum parts?
basically I'd like to have the kick follow the pitch of my bassline and simply applying keyboard tracking to the bassdrum pitch doesn't seem to work properly.
- KVRAF
- Topic Starter
- 2581 posts since 18 Apr, 2011
you should drag and drop the bassdrum in one of the normal OSCs
http://www.vengeance-sound.com
join our VPS AVENGER usergroup on FB: https://tinyurl.com/y99jurk9
join our reFX NEXUS usergroup on FB:https://tinyurl.com/tc5o9x7
https://www.youtube.com/vengeancesound
join our VPS AVENGER usergroup on FB: https://tinyurl.com/y99jurk9
join our reFX NEXUS usergroup on FB:https://tinyurl.com/tc5o9x7
https://www.youtube.com/vengeancesound

