So, just like there is a gearporn skin in Bazille, you can make one for Hive that has all the mod slots visible.
Or maybe one of the skilled GUI makers will make one...
So, just like there is a gearporn skin in Bazille, you can make one for Hive that has all the mod slots visible.
Yeah, I guess it would be pretty useless without multiple layers. Save that one for Zebra 3.Urs wrote: ↑Fri Jan 04, 2019 6:10 amThe advantage of multiple independent layers: Dual Arps! The curse of multiple layers: Can't reuse/route stuff from one layer in another.tony10000 wrote: ↑Fri Jan 04, 2019 5:27 amFrom Dune 3's web page:
"Two arpeggiator units instead of just one greatly increase the sound design capabilities of DUNE 3. The Arpeggiators can be programmed independently and support both classic Up/Down arps, as well as playing back different sequences or even MIDI files. Furthermore, new features like the Random mode or programmable Arp Hold make the arpeggiator more powerful than ever before!"
So, they are combination arpeggiators and step sequencers with MIDI file loading capabilities.
The advantage of non-independent layers: Economy, yay! The curse of non-independet layers: No Dual Arps.
We can have left side and right side in Hive play independent sequences/arpeggios only if we
- do not allow routing Osc1/VCF1 into VCF2 and vice versa
- do not allow ModEnv1 to be used in Osc2/VCF2 and vice versa
- and put similar restrictions on LFOs etc.
Obviously, if things can play at different tempo or with different keys, you need to separate them. But one of the greatest things about Hive is everything being freely routable. This is what allows Hive to be very flexible with very few parts.
I have some vague ideas for algorithmic pitching though, but I would not necessarily squeeze those into a second arpeggiator/sequencer pair.
That said, you can of course already play different notes on left and right side using the sequencer, arpeggiator or any other modulation source with the ModMatrix and its funky new quantization modes.
You might be able to trigger envelopes separately, yes. You can then set things up so that those envelopes align with lanes in the grid, sure.EvilDragon wrote: ↑Fri Jan 04, 2019 7:45 am You did say there will be more triggering options in Z3, yes? So I suppose if there will be ways to trigger each column in the grid separately, we could have our layers. Yes?
a bit like copying hardware designs in software?Urs wrote: ↑Fri Jan 04, 2019 7:28 am
I don't like layers. For me, they're the antithesis to elegance in synth design. "Make things look better by copying the same thing a dozen times". It was cool when a synth cost 8000 bucks and you wanted more than one sound at a time and you couldn't afford two. But nowadays? I don't know. From a synth design perspective it sounds lazy.
I think layers are useful because they allow you to created layered sounds without having to use multiple synths on a track. Many DAWs have tools you can use to stack synths (rack, combinator, patcher, etc.) but those are less elegant that being able to save a patch and just pull it up in any DAW and play.Urs wrote: ↑Fri Jan 04, 2019 7:28 am Hehehe, Zebra3 won't have multiple layers either.
I don't like layers. For me, they're the antithesis to elegance in synth design. "Make things look better by copying the same thing a dozen times". It was cool when a synth cost 8000 bucks and you wanted more than one sound at a time and you couldn't afford two. But nowadays? I don't know. From a synth design perspective it sounds lazy.
Sure, there's Dune with its voice based modifiers. We have similar things in Diva, ACE and Bazille. That's a kind of layering which I find less questionable. But I can't see myself design a synth where one set of modules is shielded away from another set of modules just because it enables to recall two sequences at once from a preset.
I'd much rather go for flexibility and more creative options.
Yes Arp/Seq.
LOL, making exact emulation on the level of Legend and Repro is a lot, but it's certainly not a lazy job. Yep, it's lazy from a synth design perspective, but it's certainly a lot more work than just implementing an original design.AnX wrote: ↑Fri Jan 04, 2019 8:24 ama bit like copying hardware designs in software?Urs wrote: ↑Fri Jan 04, 2019 7:28 am
I don't like layers. For me, they're the antithesis to elegance in synth design. "Make things look better by copying the same thing a dozen times". It was cool when a synth cost 8000 bucks and you wanted more than one sound at a time and you couldn't afford two. But nowadays? I don't know. From a synth design perspective it sounds lazy.
I don't know if/how Dune does layers, but afaik it does that "Differential Unison" thing which I specifically excluded from the lazy part. Fwiw I always found it's a clever design.wow, Richard must be the laziest dev around, what with Legend and Dune....
So let's take luSH101 for example. It has an Arp for each of it's 8 Layers. Would you then suggest loading up 8 different instances of luSH101 and then selecting 8 patches or resorting to using DAW Templates just to be able to play more than one Arp at once ?
And that's why Dune 3 can do sounds that Hive could not even dream of doing.
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