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Hi
Welcome to the forum.

Please post any questions regarding SynthCraft here.

- Suggestions to improve the SynthCraft program. (Graphics, Themes, Layout, User Interaction etc...)
- Bug reports!
- General feedback on existing options and functions

I will try to answer all your posts.
Also, many thanks to KVR for hosting this forum.

Regards
Kirsty

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:tu:
How original

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OK. :tu:

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Moved to separate topic. This post can be deleted.
Last edited by Featherless biped on Thu Apr 18, 2024 6:09 am, edited 1 time in total.

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Moved to separate topic. This post can be deleted.

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Hello. This seem like the most appropriate place for common questions. At least I didn't find a better one)

Based on just a slight similarity between the GUI and the name, I would like to ask if SynthCraft has anything in common with SynthEdit and SynthMaker/Flowstone? Is there any module compatibility, or are there different formats here and there?

So, SynthMaker compiles plugins in VST2 32/64 bit, do I understand correctly? I.e. it is still possible to create this despite Steinberg's "actions"? I'm wondering what other plugins formats do you want and consider it possible to support in the future, and are you going to continue to support VST2?

And finally, let me just express my gratitude and admiration and respect for your projects: XSRDO Patchwork Modular System, XSRDO Analogy and SynthCraft! :hail:

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IV! wrote: Sun Oct 27, 2024 1:53 am Hello. This seem like the most appropriate place for common questions. At least I didn't find a better one)

Based on just a slight similarity between the GUI and the name, I would like to ask if SynthCraft has anything in common with SynthEdit and SynthMaker/Flowstone? Is there any module compatibility, or are there different formats here and there?
SynthCraft is not a host or plugin.
Its a visual compiler like Microsoft Visual Basic/Microsoft Visual C.
It takes ready made code functions and arranges them in the order specified on the DSP Editor schematic passing data between them via the virtual patch cables. Therefore SynthCraft code is not interoperable with other similar plugin makers.
IV! wrote: Sun Oct 27, 2024 1:53 am So, SynthMaker SynthCraft compiles plugins in VST2 32/64 bit, do I understand correctly? I.e. it is still possible to create this despite Steinberg's "actions"? I'm wondering what other plugins formats do you want and consider it possible to support in the future, and are you going to continue to support VST2?
Yes. Any compiler like SynthCraft or Microsoft Visual C for example can be used to make VST plugins and providing you have a compatible Steinberg licence you can distribute them.

In testing SynthCraft has already built a DSP plugin in the CLAP format, but I am having a hard time porting the GUI side into a multi-platform state. I'm currently looking a GPU accelerated graphics for this purpose.
I think the future of SynthCraft will be CLAP.
IV! wrote: Sun Oct 27, 2024 1:53 am And finally, let me just express my gratitude and admiration and respect for your projects: XSRDO Patchwork Modular System, XSRDO Analogy and SynthCraft! :hail:
SynthCraft is also being used to make the next version of Analogy.
Currently it compiles as a Windows *.exe. It's a modular monster when running on my 4k TV :lol:

Regards
Kirsty :)

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Thanks for the answers and sorry for the annoying typo! :dog:

SynthEdit and Flowstone are also graphical development environments that operate in a similar way to SynthCraft. Probably hundreds or thousands of DSP modules have been written for SynthEdit by third-party developers, so I asked about compatibility. I understood your answer, thank you. :tu:

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I would like to know why some modules (chorus, delay, reverb, signal analyzer, maybe some others) are limited to one instance per project? And will this change in the future?

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Also, please add support for Cyrillic characters if it is not burdensome. SynthCraft didn't work in the folder with Russian letters, I moved it to the folder with English letters in the path, it worked. It wasn't difficult. As opposed to searching for a working audio configuration among alien drivers)
1.png
I found it and was able to get the sound from the Synth-O-Matic. There is a new problem here: SynthCraft receives only "note on" messages from my hardware midi keyboard, without "note off", this is confirmed by the midi monitor. All played notes are stuck forever. The built-in midi keyboard works correctly and can cancel stuck notes. One at a time)
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SynthCraft's Midi is tested with my Akai LPK25, Novation Bass Station 2 and Samson Graphite 49 hardware keyboards.
Also nobody else using SynthCraft has reported this issue to me.
The only reason I can think of is that perhaps your Midi hardware device is sending Midi Note Off messages as Midi Note On with velocity zero. I have increased SynthCrafts method of handling this type of Midi message for the next update.

What Hardware Midi Keyboard are you using?

Cyrllic.
While SynthCraft is in beta and subject to change I'm only using the English character set.
Perhaps after V1.0 I can look at including more languages.

Regards
Kirsty

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IV! wrote: Thu Jan 16, 2025 4:44 pm I would like to know why some modules (chorus, delay, reverb, signal analyzer, maybe some others) are limited to one instance per project? And will this change in the future?
Signal Analyzer is a diagnostic tool so only one instance is needed.
I think my Reverb and Chorus modules sound Ok but most end users will apply much better effects in their DAW.
Delay. Same as above but, yeh, more delays might be useful.

Kirsty

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Thanks for the answers! I have an M-Audio Keystation 88es and yes, I saw on the midi monitor Midi Note On with zero velocity messages, but I did not understand why. You're absolutely right, and I'm glad it's scheduled for the next update.

Here's what I think about the effects:

Half a year ago, we had an ExtraBold synthesizer from Nakst in OSC, which had three slots for simple preset effects, including three identical ones. This configuration has produced a lot of amazing sounds! For example, three reverbs in a row turned into a lush shimmer effect, and from three delays you could get complex rhythmic patterns from a simple analog pluck. Several choruses also produce some interesting results.

A few Signal Analyzers might be useful when creating a multi-oscillator synthesizer, but I haven't gotten that far yet.

You can get a huge variety of effects from the delays. Some synthesizers and effects from NuSofting have delay matrices as their main feature.

In addition, physical modeling begins with delays. I was just about to try to create a Karplus-Strong with one delay per note or per voice, when I discovered that I could only add one copy.

In general, I want to say that if there are no serious technical barriers to this, then unlocking the number of effects would give us an amazing sound constructor with a lot of possibilities for sound forming, limited only by processor powerful!)

And great thank you for creation and enhancement this wonderful project! :hail:

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IV! wrote: Fri Jan 17, 2025 10:01 pm ...In general, I want to say that if there are no serious technical barriers to this, then unlocking the number of effects would give us an amazing sound constructor with a lot of possibilities for sound forming, limited only by processor powerful!...
No technical barrier but adding more modules to a project will naturally increase the CPU usage.

Instead of chaining lots of effects modules together (chorus -> delay -> reverb -> etc...)
with all the spaghetti of wires and switches needed to route the signal...

How about using many instances of a new Multi-FX Module.
I'd just need to design some sort of modulation matrix so Multi-FX can be used in serial or parallel modes.
Multi_FX_Module.png
This would be much more efficient in both project design an programming.

Whatch reckon :!:
Kirsty
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I don't understand yet whether Multi-FX allows you to load only one effect at a time or several at once. It's probably a good way to save space anyway. But many of the ideas I'm thinking about require independent configuration of each module's parameters. For example, to make multitap delay, I would arrange 8-12 delay modules in parallel, locking the time value of each on a separate parameter (1/2, 1/3, 1/4, etc.) and providing the amount parameter for each to the user.

So I'm interested to see what you mean by a modulation matrix for Multi-FX, but in any case, I hope that the limit on the number of modules will be nullified in the future.

If the Multi-FX module can work as only one (one of) effect modules with the same performance, then obviously it can replace them. Otherwise, one big lego piece is not always better than several small ones! :wink:

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