Synthmaster - why is it so cheap sold?

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Keep it as SynthMaster

Might not have been the coolest choice at the time, but you have a following. SynthM 3 sounds dumb.

I think you should make a standalone FX plug-in though with its own FX only GUI. I understand that we can use the FX version with the Synthmaster Skin, but it would be nicer to have a slick FX only layout.

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vata44 wrote: Sun Feb 06, 2022 8:19 am Keep it as SynthMaster

Might not have been the coolest choice at the time, but you have a following. SynthM 3 sounds dumb.

I think you should make a standalone FX plug-in though with its own FX only GUI. I understand that we can use the FX version with the Synthmaster Skin, but it would be nicer to have a slick FX only layout.
Agreed with all your points, thank you :hug: :tu:
Works at KV331 Audio
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll

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kv331 wrote: Sun Feb 06, 2022 7:37 am I made it clear a couple of times here on kvr about what the new features in v3 will be:

1. Multiple layers (up to 16)
2. Flexible routing inside layers with 4 osc, 4 mod, 4 fx, 4 filters.
3. Granular synthesis
4. Wavetable editor
5. Sample editor
6. Sample library with acoustic instruments & vocals

I also have plans for more/better FX, but I don't think we'd have time for that.
Does #5 and #6 mean that you'll have a keymap editor, for assigning root note, tuning, and split points for full multisamples? Let's hope! Maybe even velocity splits and round robins?

For SFZ import, there's a (for me) important opcode needed: "tune". Without it, there is no way to tune your samples across the keyboard, so only SFZs containing perfectly tuned WAVs will work!

Also, for for WAVs, PLEASE recognize the tuning data in the header (both under INST and SMPL). Having to tune every sample again, even if it's already done before and stored in the header, is very tedious.

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MTorn wrote: Sun Feb 06, 2022 3:52 pm
Does #5 and #6 mean that you'll have a keymap editor, for assigning root note, tuning, and split points for full multisamples? Let's hope! Maybe even velocity splits and round robins?

For SFZ import, there's a (for me) important opcode needed: "tune". Without it, there is no way to tune your samples across the keyboard, so only SFZs containing perfectly tuned WAVs will work!

Also, for for WAVs, PLEASE recognize the tuning data in the header (both under INST and SMPL). Having to tune every sample again, even if it's already done before and stored in the header, is very tedious.
YES to all your points, ALL of them will be in the editor. As a matter of fact, we have a built in editor written in .NET framework already, we'll port that to C++/VSTGUI.

We read tuning data (root note), sample loop points,cue markers (which is used in chopped loops) and tempo/BPM data from wave files.
Works at KV331 Audio
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll

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Please no popup windows for the editors. Please keep it all self contained in the main GUI. It’s so annoying when plugins have popup preset browsers or the like.

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How about naming the flagship Synthmaster XT or Xtreme to differentiate it from Synthmaster One and Synthmaster V2?

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tony10000 wrote: Sun Feb 06, 2022 5:42 pm How about naming the flagship Synthmaster XT or Xtreme to differentiate it from Synthmaster One and Synthmaster V2?
Great idea.
I think that SM One came after SM2, is just a bit 'unusual' for instance.

rsp
sound sculptist

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Synthmaster X is cool,then upgrade to X2,X3 so on :)
Will you you add some instrumental waveforms - classic and ethnic like piano,trumpet,sax so on as well let say waveforms from traditional turkish instruments.
Cheers :)

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Personally, I don't think there is anything wrong with the name.

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kv331 wrote: Sun Feb 06, 2022 7:37 am
Tj Shredder wrote: Sun Feb 06, 2022 6:42 am If you like to ask and can live with getting no answer, do it…
I made it clear a couple of times here on kvr about what the new features in v3 will be:

1. Multiple layers (up to 16)
2. Flexible routing inside layers with 4 osc, 4 mod, 4 fx, 4 filters.
3. Granular synthesis
4. Wavetable editor
5. Sample editor
6. Sample library with acoustic instruments & vocals

I also have plans for more/better FX, but I don't think we'd have time for that.
Could you please make the GUI look better than 2? Current design looks cluttered and boring.

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kv331 wrote: Sun Feb 06, 2022 5:08 pm
MTorn wrote: Sun Feb 06, 2022 3:52 pm
Does #5 and #6 mean that you'll have a keymap editor, for assigning root note, tuning, and split points for full multisamples? Let's hope! Maybe even velocity splits and round robins?

For SFZ import, there's a (for me) important opcode needed: "tune". Without it, there is no way to tune your samples across the keyboard, so only SFZs containing perfectly tuned WAVs will work!

Also, for for WAVs, PLEASE recognize the tuning data in the header (both under INST and SMPL). Having to tune every sample again, even if it's already done before and stored in the header, is very tedious.
YES to all your points, ALL of them will be in the editor. As a matter of fact, we have a built in editor written in .NET framework already, we'll port that to C++/VSTGUI.

We read tuning data (root note), sample loop points,cue markers (which is used in chopped loops) and tempo/BPM data from wave files.
That's very exciting, can't wait to try it out!
The same sample playback capabilities in SynthMaster One would be even better.

As for WAV tuning data, I didn't mean the root note, I'm talking about fine tuning, found in the WAV header under SMPL - MIDI pitch fraction (used by Reason, Ableton, Bitwig) and INST - Fine Tune (used by Logic Pro and Studio One). Some programs don't deal well with negative fine tuning numbers (Ableton is one), hopefully you'll allow for both positive and negative (between -50 and 50).

If you import an SZF that uses the "tune" opcode AND the WAV also has fine tune data, you have to choose between which fine tuning info to use, so you don't double up on fine tuning! I'd say use the SFZ opcode for priority in those cases.

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vata44 wrote: Sun Feb 06, 2022 5:16 pm Please no popup windows for the editors. Please keep it all self contained in the main GUI. It’s so annoying when plugins have popup preset browsers or the like.
Unfortunately, I can not promise that. It is very difficult to pack so much stuff in one screen without tabs or popup windows.
Works at KV331 Audio
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll

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Tabs are fine, popups are terrible. Imo

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I prefer popups because they let me see two windows at once where as tabs only let you see one thing at a time.

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Or tabs that can also be floated as a new window, moved to a 2nd screen, etc.
Windows 10 and too many plugins

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