Tracktion Presents: Wavesequencer Hyperion

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Hyperion

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One thing I really like about it is that unlike most of the synths made by Tracktion (I know, this one, like Waverazor, is just showcased by them), the CPU usage is really minimal. So far, 4-5 layers = 9%, which isn't bad at all. These are medium-complex layers.
Duality without regard to physicality

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I particularly like the plucked string engine and the physically modeled flute.

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Just curious - how many presets are included off the bat?

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What's the copy protection?

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You activate Traction products from within the application by signing in with your online account credentials. Pretty painless, unless you forgot your password. Good thing is you only need to do it once!

When not activated they periodically emit noise.
Windows 10 and too many plugins

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So basically the challenge/response CP. Okay, got it, thanks. Not sure why it's listed as "other" in the kvr database though.

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The database depends on human input. Sometimes it's just wrong, and then sometimes somebody fixes it.
I hate signatures too.

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bharris22 wrote: Fri Apr 02, 2021 7:00 pm Just curious - how many presets are included off the bat?
424

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The new instrument sounds amazing!!! But the GUI needs a complete makeover, as IMHO it's almost unusable in the current schematic form, as far as telling what is doing what just by looking at it.

But maybe it's just me... :wink:
Windows 10 and too many plugins

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zzz00m wrote: Sat Apr 03, 2021 9:03 pm IMHO it's almost unusable in the current schematic form, as far as telling what is doing what just by looking at it.
Yeah, it's not just you. You really have to look at the individual nodes to have a sense of what they're doing. To do that, you have to find them and click on them, and since they can be anywhere on the patch graph, it can get kind of frustrating.

It's not an inevitable consequence of the nodes-and-graphs interface style, either. For example, earlier I mentioned Zebra 2, where the interface is dominated by node editors:
zebra_interface.jpg
Audio nodes, such as oscillators and filters, all appear in the left column. Modulation sources appear in the right column, and are automatically created and destroyed on demand when modulation assignments change. The central graph widget only shows audio routing, not modulation routing. The latter is set up via the node editors for the respective modulation targets, or done through the mod matrix panel at the bottom of the window. Note properties aren't shown anywhere at all, because there's nothing to edit. Compared to an interface that lets you place anything anywhere, it probably sounds really limiting, but it also focuses the display of information to help you concentrate on the parts of your patch that are most relevant to sound design.

I haven't used a lot of the software that other posts mention, so the next best comparison I can make is to the shader node graphs in Blender:
blender_interface.jpg
This is a patch I made a while back that makes spheres look like planets. "Altitude" is sort of a macro patch that does noise manipulation; all the inputs in this patch are hidden inside that. Most of the nodes available in this interface have very clearly labeled inputs and outputs (though sometimes they just say nonsense like "Fac" or "Value" when the parameter is an arbitrary number). The nodes themselves are their own editors. The "signal" flows from left to right, simply because that allows the parameter labels and controls to be flush with their respective connection points. Many of the parameters are controlled by embedded widgets with rich visual feedback. When a noodle is connected to a parameter, the widget is hidden, because the input value overrides it.

I've been thinking about these other interfaces every time I use Hyperion. As much as I'd like to be talking about the sound, the interface is the part that keeps me bouncing off of using this synth at all. I believe there's an opportunity here for the UI to become substantially more usable without having to rebuild it from the ground up, and I hope that the developer can respond to some of the problems we've described here in ways that fit into his overall vision for what Hyperion is ultimately supposed to be.
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I hate signatures too.

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Yes, I hope that Hyperion could be made more usable. I really want to like it!

But your comments about Zebra also hit home with me. I have been trying the demo again and again for years, but the workflow somehow just doesn't agree with me. I want to like it too, because it sounds so great!

Lately I have been getting into Voltage Modular, after trying VCV Rack, Softube Modular, & Full Bucket ModulAir. After trying them all I decided to settle on VM.

I just like everything exposed out in the open I suppose. I like to visualize the signal path end-to-end. If something is hidden from view, for me it is easily overlooked.

As far as synths go, the less pull downs, pop-ups, tabs, and multiple pages there are, the better!
Windows 10 and too many plugins

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FigBug wrote: Sat Apr 03, 2021 7:20 pm
bharris22 wrote: Fri Apr 02, 2021 7:00 pm Just curious - how many presets are included off the bat?
424
Thank you!

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So this is like NI Reaktor 6 UI wise.. I already own Komplete 12 Standard with Reaktor 6 and so I won't need this one then.
Reaktor 6 allows for quite low-level DSP programming too. This plugin should be the same instead. Then if they would add an even simpler interface for those with no DSP background they might get a wider customer base.

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Is the verdict that this does not do Wavestation-style wave sequencing? What VSTs out there do? Particularly that let you load your own samples?

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Hyperion does up to 32 step wavesequences (for both standard and 4op FM oscillators) - the difference with the Wavestation is that instead of x-fading single cycle or sample waveforms each step is a oscillator configuration with freely selectable parameters for the waveform, waveshape (wavefold or pwm), unison detune, hard sync, pitch. Each step is a continually free running oscillator.
The same for the FM wavesequences - each step can be a different FM algorithm with different modulator ratios and levels, feedback amount and overall mod depth. Hyperion wavesequences however don't have time information - you modulate the position in the table with external mod sources. Sweeping between different FM algorithms can lead to some pretty drastic tonal shifts - I really need to make some factory patches to show this off.
(Wavesequences can be saved and restored as separate files.)

As for UI design, I'm constantly refining Hyperion UI to try to make it easier to use - and will definitely consider all feedback. I recently updated Hyperion to v1.061 which includes animation of modulation values on all the modulate-able knobs and sliders in the edit panels (for the last triggered voice). You can still also see the actual modulated values of every single active voice via the mod sources mixing tab displays.

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