Math module looks very 'Modular' but how is it used?

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It seems that Maths could be the MBitFun for signals/ routing/ modulation, but I'm not sure how to actually use it. Does anyone have any ideas/ tips?

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As usual the built in help does in fact not help

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It does the selected math operation on the input signal(s). For example, if you have a sin as input and use derivative, you'll get a cosine as a result (though not the same amplitude, not quite a true derivative as we are in discrete space and not continuous). Some operators can use two inputs to generate a result.
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Thanks dakkra. Have you found any instances where you used the module for anything? This is one of the modules that causes me to look at MSF in a more traditional 'modular' manner, but I'm still struggling to find ways to actually make use of it.

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I haven't made much use of it because of MSF/MXXX huge list of modules. In Bitwig, I've used it to create asymmetric distortion (creating DC offset via signal+constant). In MUX I've used math to build my own crossover filters (not nearly as good as Melda). I mostly find it useful when I have to actually build my own module or device.

Now that said, that doesn't mean there aren't other uses. For example, you can use math to do AM (multiply signal A with signal B), wave shaping, phasing, filtering, or pretty much anything that you know basic DSP about. YMMV.
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Follow up post, you can do funny things like this:


I made this in response to a post about MSF not being able to make certain phase distortion sounds... :P
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dakkra wrote: Fri May 01, 2020 5:13 pm Follow up post, you can do funny things like this:


I made this in response to a post about MSF not being able to make certain phase distortion sounds... :P

Sweeet, but how?

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VariKusBrainZ wrote: Fri May 01, 2020 8:33 pm Sweeet, but how?
Well... it's math: https://kaegi.nl/werner/userfiles/downl ... system.pdf



I think the issue lies in that those who understand how to use the math module also understand DSP and it's concepts (some calculus, lots of algebra, waves and physics, etc...) It's not a creative module unless you're already creative with math.
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Cannot explain everything. but let's for instance concentrate on trigonometric functions here.
First thing to note here:
  • Oscillators emit values in a range from -1 to 1. Example if you use a saw wave it will ramp down from 1 to -1 in a linear fashion
  • Trig Functions often have a different range for input,take sine: It expects 0 to 2*Pi (the math constant 3.1415...
  • To use the trig functions in the math module you have to "translate" somehow between the ranges.
Just for the sake of the experiment: How to create a sine from a saw with two math modules
  1. Setup a Oscillator, change it to saw wave. It will emit 1 to -1 ramp downs
  2. Wire it into Math Module 1 - "Value range translation": translate 1 to -1 into Pi to -Pi (it's a range of 2 Pi then)
    Algorithm: Multiply by constant:
    Constant: 3.14
    Output Limit: off
  3. Wire this into another Math Module 2 - "Trig Function"
    Algorithm: Sin / Cos / ATan
    Output Limit: off
  4. Go to FX Page: Add an Oscilloscope Module, playsome notes and watch the waveform closely resemble a "sine"
Note:
  • We have not talked about transforming the output. If you want to use the output a Oscillator then the output is expected to be in a range of -1 to 1
  • If you select Tan as Algorithm then you see what I mean ;-)
  • This transformation in step 2 is useful for trigonometry functions like sine,other functions like sqrt are different... remember sqrt is not defined for negative values.
I posted some elaborate math formulas for the Math-Formula interpreter which as well covers the topic of definition range and output range of formulas and how this could be used ... I will add alink if I find it ;-) viewtopic.php?p=7638475#p7638475

Here's an example Patch...

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Interesting find:
If you compare the results of a "normal" Oscillator" with those of a LFO module as source to the math modules, then the later is cleaner.
I think it's due the the fact that "sound" oscillators use a techique called ripples to avoid aliasing.

Compare this patch to the previous one - on a functional perspective they should be the same.
Only difference is that the later uses an LFO module whose output freq is sychronized to "frequency"
It gives much cleaner results!

Damn ... please stop these topics which drive me into nerdistan for hours ;-)

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