256 Multiparameters is fantastica and all, but...

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...Is there any chance there would be an upgrade to 512 MP?? Or whatever customized number an user would desire... :ud:

i remembered MXXX having 128 MP, and at one point we now have 256. I wish it was possible to customize that, because the way things are going with my loopgenerator, I ran into organizational problems that could be solved with more MPs.

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...Is there any chance there would be an upgrade to 512 MP?? Or whatever customized number an user would desire... :ud:

i remembered MXXX having 128 MP, and at one point we now have 256. I wish it was possible to customize that, because the way things are going with my loopgenerator, I ran into organizational problems that could be solved with more MPs.

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+1 it would definitely open up crazier possibilities

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What are those use cases? Do you publish or sell your devices somewhere? I'm curious.

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hey hey. thanks for peeking interest!

im building several presets right now.
The biggest one is a loopgenerator or lets just say "sample playback engine" based on the granular sampler.

You can run 6 sampling engines in parallel (MSoundfactory6Out hosts 6 MSoundfactories, you would send those 6 channels to your dedicated DAW mix); to create music, you could set the engines to:

Bass
Sub
Synth/FX
Perc
Kick
Snare

This is my basic setup. Why Kick and Snare in a seperate engine each..? Because of Sidechain mixing.

Now, you can use the arpeggiator to trigger kick and snare patterns; The rest can run by simple midi note triggering.
Ive uploaded some examples that my loopgenerator created. its drum and bass on the bit heavier side. mind you, those are 1 bar loops... the thing can create as long of loops as you want. but its difficult to track exactly what youre doing when you'd use an 8 bar loop length.

examples:
https://on.soundcloud.com/h9nyEfgTDMDcyuM7it

Ok, so the nitty gritty of this loopgenerator is the ability to load sounds from folders and mix them together.
It can change sounds for each folder in every conceivable way; it can modulate position and length, and pitch and fx for each sound; it can be operated in strict or completely randomized ways. Samplers can be targeted individually, or in batch, in linear ways or distributed ways.

It started like this: I used 4 granular samplers, dedicated a gate to each of them, with a little trick you can prevent the 4 LFO's that control the volume from ever overlapping; now you have a bassline made out of 4 samples. The complex shapes
the LFOs of Meldaproduction can make, created this already in a very interesting tool to create basslines. You can create endless material with this setup... if you have created loads of sounds like me.

Now imagine, you have these 4 sampers with 4 LFO gates (that absolutely CAN overlap if the user wants): we call that a sampler. You have 4 of these samplers per "Engine". And we have 6 engines. So, the bass has actually 16 samplers summed into 4x4, and the rest exactly the same.

Why? Because I want to use it live, and the only thing that really works live in this magnitude are Volume operations!
No lag, no stutters, no crackles. I can map bank multiparameters to faders and playback the sounds and patterns in the order i programmed them.

Anyway, id have to write an indepth manual to paint the full picture... its too early yet, i have to play and experiment with it a lot more to see what actually works and makes sense.

It wont just be able to create loops, it will also be a sound design instrument for sample based processing and creation.

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This is how my multiparameters look like at the moment..
It just got out of hand really. But since im not a programmer or coder, Meldaproduction is the only
platform I could conceive this idea. It came to me in a split second and since then im building it lol.

It all started with the file switch.. imagine you have a dope pattern for your bass music, and then you can just flip a switch and all samples in all folders have changed. this is what motivated me to pursue. and it works !
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1000s of parameters in use, this is why an unlimited amount of Multiparameters would literally motivate me to clean this mess up from scratch

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That looks crazy complicated. I don't think MXXX is really meant for this kind of work, but impressive what you're getting out of it.

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but all love and glory to melda, im already so impressed this thing actually runs and doesnt crash! absolutely mindboggling. whenever i played live the first time with this, which hopefully is in less than 6 months, ill report back how it went :D

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Held wrote: Sun Oct 26, 2025 1:49 pm That looks crazy complicated. I don't think MXXX is really meant for this kind of work, but impressive what you're getting out of it.
thanks. yeah i also dont think its meant to be used that way.
Its MSoundfactory though.. the LFOs are very lightweight compared to Modulators!
And the granular sampler is also lightweight as hell.
This is why this works :)

but i dont think anyone would even want to use it in its current form. i need to create a solid UI
that allows the complex mechanisms to be easily accessible.. its almost impossible.
its my dream though! a more badass octatrack for software solution, that is usable live

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Haha sorry folks, no more increases, too complicated, would make things too slow etc... and honestly, don't do that :D

Aaaah f** it... you know what. If you want that, at your own risk, go to user settings, there should be a GPU.xml file (if not, go to a plugin and change GPU acceleration mode or something), open it, and add an attribute MXXX1MPCount="512" (or whatever). That's all I'm going to say, if you can't figure this out, then it is not for you :D
Vojtech
MeldaProduction MSoundFactory MDrummer MCompleteBundle The best plugins in the world :D

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Vojtech, you're the best, any other little tricks you care to share ? :-)

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MeldaProduction wrote: Thu Oct 30, 2025 11:23 am Haha sorry folks, no more increases, too complicated, would make things too slow etc... and honestly, don't do that :D

Aaaah f** it... you know what. If you want that, at your own risk, go to user settings, there should be a GPU.xml file (if not, go to a plugin and change GPU acceleration mode or something), open it, and add an attribute MXXX1MPCount="512" (or whatever). That's all I'm going to say, if you can't figure this out, then it is not for you :D
Understood 8)
thanks for sharing anyway!

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:D Hi Vojtech,
I'm not having much success with my custom version of your code, and I guess you're not surprised that "MAutoDynamicEqMPCount="128" " is not getting me anywhere. :D
So there's really no easy way of increasing the number of MP's for MAutoDynamicEq ?
Cheers Al.

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Hey, it only works for MXXX. 😊
Jason @ Melda Production

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