[announce] VeeSeeVST Rack VST2 plugin
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- KVRian
- 1262 posts since 15 May, 2002 from Finland
Wow, this is good news! I hope this would become official 
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- KVRist
- 114 posts since 28 Sep, 2011
Thanks very much for the response and taking the time to convert those modules, really appreciate it. I tested OSC out on the Trowasoft modules and it is working as expected, which is great.
In case anyone is interested (and has a copy of Reaktor), you can quite easily achieve working MIDI out. I currently have this set up to trigger drum samples in Battery (but you could trigger anything else with MIDI out). Just use the Trowasoft 'cvOSCcv' module. You need to find your computer's IP address (via ipconfig) and put this in the address on the config page of 'cvOSCcv'. Pick an out port (eg 9000) and enable OSC in Reaktor (getting it to listen on port 9000 in this case). I have added a link to a very simple Reaktor ensemble that will listen for the first 4 'val' ports on the 'cvOSCcv' module and convert them to MIDI notes for triggering (you can choose the MIDI note and channel in the ensemble window).
I think this is pretty useful to open up VCV further (I am also finishing an ensemble that will also take pitch into account to drive external instruments etc).
Here is the link in case anyone else wants to try it:
https://www.dropbox.com/s/rprffj0efw4lb ... 2.ens?dl=0
In case anyone is interested (and has a copy of Reaktor), you can quite easily achieve working MIDI out. I currently have this set up to trigger drum samples in Battery (but you could trigger anything else with MIDI out). Just use the Trowasoft 'cvOSCcv' module. You need to find your computer's IP address (via ipconfig) and put this in the address on the config page of 'cvOSCcv'. Pick an out port (eg 9000) and enable OSC in Reaktor (getting it to listen on port 9000 in this case). I have added a link to a very simple Reaktor ensemble that will listen for the first 4 'val' ports on the 'cvOSCcv' module and convert them to MIDI notes for triggering (you can choose the MIDI note and channel in the ensemble window).
I think this is pretty useful to open up VCV further (I am also finishing an ensemble that will also take pitch into account to drive external instruments etc).
Here is the link in case anyone else wants to try it:
https://www.dropbox.com/s/rprffj0efw4lb ... 2.ens?dl=0
- KVRian
- 1297 posts since 23 Jun, 2007 from Findlay OH USA
Probably won't happen unless Antonio opens his source code.klinik wrote: Also, some request:
...
-NYSTHI, because those are wonderful modules!
And they are indeed wonderful modules.
Best,
dp
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- KVRian
- 784 posts since 29 Mar, 2016
Thank you. This made VCV Rack quite useable in my DAW (ableton and FL studio) no problems. I hope that the official VCV Rack gets it set up this way. BUt as it stands with what is available in this vst format plenty to work with as it is.
I noticed one thing that is different. The mixers and volume controls do not do anything while in VCV as a vst. You have to use the DAW mixer volume to control. Am I missing something?
Does anyone have any preset setup templates to share?
I noticed one thing that is different. The mixers and volume controls do not do anything while in VCV as a vst. You have to use the DAW mixer volume to control. Am I missing something?
Does anyone have any preset setup templates to share?
- KVRAF
- 3303 posts since 27 Mar, 2010 from UK
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- KVRist
- Topic Starter
- 173 posts since 23 May, 2017
hmm, unless this is just a setup/routing issue, maybe some other dev can take a look at the plugin source to see if there is anything that would prevent the audio inputs from working ?klinik wrote:Tried the VST effect version in studione 3.5 andcan´t work... the "inputs" from tthe core audio module are working (I can send a VCO and it sound thru the Studioone track where Veeseee is inserted, but the audio from the track can´t reach core audio "outputs" tried even bridging ins to outs
Tried in reaper (not my daw but for testing) and worked fone.
I've only scratched the surface myself but from what I've seen so far, this could be a real desert island synth/effect ! (so many interesting and great sounding modules !)klinik wrote:it really opnen a new world for quick prrocessing tracks thru the VCV modules inside the DAW. Thanks!!
I've put these on my TODO list but I really have to be careful not to burn the candle from both sides for too long (this is all done in my spare time).klinik wrote: -Arable&Parable instruments please!! I the parasite firmaware for the Clouds, and also a better interface having all parameters in dedicated knobs so great for automation all of them inside the DAW
-Aepelzens, also some parasites firmwares for warps and others
-NYSTHI, because those are wonderful modules!
Believe it or not, I haven't even had time to create patches / make music with what's already there.
But as they say, Rome wasn't built in one day and eventually those modules will be added, too.
I wrote an email to Andrew the other day and suggested the same thing. Maybe he'll look into it when he's not so busy anymore (?).Taika-Kim wrote:Wow, this is good news! I hope this would become official
cool, thanks for testing !KennyG5000 wrote:I tested OSC out on the Trowasoft modules and it is working as expected
There are mixer and volume controls ?? (..where ?)melodyz wrote:The mixers and volume controls do not do anything while in VCV as a vst
Regarding the VST host timing issue (no clock out) that KennyG5000 reported:
Here's an update that implements the clocks and the start / stop signals.
I've tested them in my own host and in Reason.
Changelog:
Code: Select all
** July 6th, 2018
- Core.MIDI-1: support clock and start, stop signals
(host must implement audioMasterGetTime and
support kVstTempoValid + kVstTransportPlaying)
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- KVRer
- 17 posts since 23 Jun, 2015 from Beijing
Awesome work! I am grateful for your generosity.
Just a little inquiry and request, currently VeeSeeVST Rack, like VCV, check for opengl 2.0 upon startup, and if detected opengl version is lower, the whole plugin shuts down along with the DAW.
Is the GUI necessary for the sound engine to work? If not, is it possible to include a checkup at activation so that if the detected opengl version is lower than 2.0, the GUI does not start, only the sound engine?
The situation is that I am using RDP to control my production desktop, and RDP has only opengl 1.1...that would start this plugin at all. So I have to use VNC to connect with single monitor (because bandwidth issue that causes a lot of lag if I go vnc with multiple monitors) to use this plugin. If the sound engine works without the GUI, then I can dial the VeeSeeVST Rack vst2 with VNC, then do post-production with RDP on multiple monitors.
Just a little inquiry and request, currently VeeSeeVST Rack, like VCV, check for opengl 2.0 upon startup, and if detected opengl version is lower, the whole plugin shuts down along with the DAW.
Is the GUI necessary for the sound engine to work? If not, is it possible to include a checkup at activation so that if the detected opengl version is lower than 2.0, the GUI does not start, only the sound engine?
The situation is that I am using RDP to control my production desktop, and RDP has only opengl 1.1...that would start this plugin at all. So I have to use VNC to connect with single monitor (because bandwidth issue that causes a lot of lag if I go vnc with multiple monitors) to use this plugin. If the sound engine works without the GUI, then I can dial the VeeSeeVST Rack vst2 with VNC, then do post-production with RDP on multiple monitors.
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- KVRist
- Topic Starter
- 173 posts since 23 May, 2017
The patch state in the rack engine seems to be tied to the UI (patch states are loaded by "ModuleWidget"s, not "Module"s).RCJacH wrote:Is the GUI necessary for the sound engine to work? If not, is it possible to include a checkup at activation so that if the detected opengl version is lower than 2.0, the GUI does not start, only the sound engine?
Therefore, the OpenGL context needs to be created before a patch can be loaded (=> the VST plugin has to delegate any load requests to the UI thread, then wait for it).
Like everything "good and binary", this could be changed, but it would take a considerable effort (I won't do it).
Last edited by bsp804 on Fri Jul 06, 2018 4:36 pm, edited 1 time in total.
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- KVRian
- 784 posts since 29 Mar, 2016
How do we connect a midi controller to it to trigger notes? also I see in FL studio this has to be loaded as an effect only which may affect using a midi controller to trigger it
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- KVRer
- 17 posts since 23 Jun, 2015 from Beijing
Thank you for the quick reply, I'll find some other way to work it out.bsp804 wrote:The patch state in the rack engine seems to be tied to the UI (patch states are loaded by "ModuleWidget"s, not "Module"s).RCJacH wrote:Is the GUI necessary for the sound engine to work? If not, is it possible to include a checkup at activation so that if the detected opengl version is lower than 2.0, the GUI does not start, only the sound engine?
Therefore, the OpenGL context needs to be created before a patch can be loaded (=> the VST plugin has to delegate any load requests to the UI thread, then wait for it).
Like everything "good and binary", this could be changed, but it would take a considerable effort (I won't do it).
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- KVRist
- Topic Starter
- 173 posts since 23 May, 2017
Don't know about FLStudio but In Reason for example you instantiate the effect, choose "Combine" in the context menu, enable "Receive Notes" in the combinator programmer, and voilà.melodyz wrote:How do we connect a midi controller to it to trigger notes? also I see in FL studio this has to be loaded as an effect only which may affect using a midi controller to trigger it
- KVRAF
- 1908 posts since 7 Jan, 2004 from Earth
Last version recognised as an effect inside FL, previous versions were ok though...
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- KVRian
- 784 posts since 29 Mar, 2016
How about ableton can we use our midi controller to trigger notes that way? I like what you did - more than trying to use bridge. - especially having all modules straight away did but we need a way to trigger notes in any daw.
Last edited by xtreme sounds on Fri Jul 06, 2018 5:36 pm, edited 1 time in total.
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- KVRist
- Topic Starter
- 173 posts since 23 May, 2017
you have to rename "veeseevstrack_instr.dll__" to "veeseevstrack_instr.dll" if you really want to use the instrument version.Totolitoto wrote:Last version recognised as an effect inside FL, previous versions were ok though...
just keep in mind that only one of them (effect or instrument) can be used at the same time.
If your DAW does not support note input for effects, please direct your complaints to the DAW vendor.melodyz wrote:How about ableton can we use our midi controller to trigger notes that way? I like what you did - more than trying to use bridge. - especially having all modules straight away did but we need a way to trigger notes in any daw.
In any DAW, you will have to set this effect plugin up like a harmonizer / pitch shift effect that also expects MIDI note input.
Last edited by bsp804 on Fri Jul 06, 2018 5:41 pm, edited 2 times in total.
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- KVRian
- 784 posts since 29 Mar, 2016
I tried and it didnt work. It wants even the intru version to be loaded as an effect. I wonder if I can do it in patcherbsp804 wrote:you have to rename "veeseevstrack_instr.dll__" to "veeseevstrack_instr.dll" if you really want to use the instrument version.Totolitoto wrote:Last version recognised as an effect inside FL, previous versions were ok though...
just keep in mind that only one of them (effect or instrument) can be used at the same time.
Last edited by xtreme sounds on Fri Jul 06, 2018 5:42 pm, edited 1 time in total.