Let's build a mega-Synth

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urvieh wrote:ok. another idea is to reduce the number of oscillators.is there a way to detune the incoming event before it passes the oscillator?
I have to check ,I'm also looking at other possible solutions :tu:

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Ok,I tried to find all the solutions, to have that kind of control the patch need 32 oscillators,so the setup you used for your patch is the only solution urvieh,we can still try to optimize the patch and see the result.
question, why you use those mux outside of polysynth?

Edit:I forgot to specify, only 32 oscillator for both layer,the event delay solution unfortunately not work in this case.

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sadly i came to the same conclusion :-( no other possibilities there.
the mux patch uses audio-event generators. they are not present at the synthpatch.
i now start again from the simplified patch. i have dropped a lot of amps behind the oscillators and could free up some cpu-power.
all layers wont work in one synth-patch, i think so. because of the given polyphonic limit (48). i will have another try and then i will upload again

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hey taifunk,
i came from work, my wife and my little daughter are on the road to the grandparents...now it is time for mulab :party: :party: :party:

i quickly added another oscillator and did some little improvements. You can also turn on/off the Oscillators from the front-panel.

now the result is as follow:
with the same settings on the silenth the cpu is nearly identical. For this test i used your step-sequencer from the modified first version.

Now by playing 3 keys (without stepsequencer) at the same time (8*2*3=48 Voices!), the mux eats a little bit more cpu ~1-2% than silenth. (silenth was 9-10%, mux has used 11-12%)
So i think we are on the way :-) the modulation hopefully doesn't eats the rest of the CPU :P
2017-03-21_16h25_23.png
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Simply perfect, well done urvieh :party: For what I see we had the same idea :D
Sorry for the delay ,at the time I do not have my pc,in a few hours I'm at home and begin to see what I can add :tu:

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thats great! nice that you think the same way ;-)
i also think, we have to stop with osc1 and osc2 (+ the additional trigger model). the patch then can simply multiplied by everyone. what do you think? :-)

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I think it's the right way :) :tu:

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Hi urvieh,
I'm trying different solutions for the various features,
ATM I added the filters,I used the switch technique suggested by bibz1st,works great.
I changed the color of the panel to work better, I'm a bit color blind and I have some problems with the colors,do not pay attention to the front panel is only a temporary layout.
I'm sorry if I answer late, but unfortunately my days are a mess.
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Nice Filters. Thanks...but not playable live :-( it uses too much CPU while playing.
please do not stress yourself. Its all right. This project should be fun :-)

i have just finished the oscillator-section. so we can simply do the rest.
i would NOT integrate an amp-distortion into this patch, because of its massive cpu-usage.
let us first keep it simple, please ;-)

here is a picture of the final oscillator-section. it works great an it is much more flexible than silenth:
you can also combine retriggered and free oscillators. The result is a sound with much more attack!

i also found out that the cpu-usage is now equal with the silenth one:
i alway forgot to boost the polyphony into silenth. now silenth uses more cpu. it has ever stolen my voices :-)
BTW: sylenth was originally compiled with synthedit.

i also started with a background-skin. - sorry for the colors - this thing will be a real beast, when we are finished :-)

So what to do?:

1. Modulation-matrix? yes/no (which destinations)
2. Fixed Filter-Envelope (yes/no)?
3. Portamento?
4. Noise-gen? (yes/no)

-> some days ago i have also replicate the lfo. how much lfo's should this one-layer-patch have?
2017-03-22_17h01_38.png
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urvieh wrote:Nice Filters. Thanks...but not playable live :-( it uses too much CPU while playing.
exactly, this is the reason why some of the things can not be the same,in fact I prefer to use only two filters in series.
please do not stress yourself. Its all right. This project should be fun :-)
Thanks, totally agree!
i have just finished the oscillator-section. so we can simply do the rest.
i would NOT integrate an amp-distortion into this patch, because of its massive cpu-usage.
let us first keep it simple, please ;-)
No problem, I think it is unnecessary to add all the same functions,better something like "inspired by" not a real clone.
here is a picture of the final oscillator-section. it works great an it is much more flexible than silenth:
you can also combine retriggered and free oscillators. The result is a sound with much more attack!
i also found out that the cpu-usage is now equal with the silenth one:
i alway forgot to boost the polyphony into silenth. now silenth uses more cpu. it has ever stolen my voices :-)
BTW: sylenth was originally compiled with synthedit.
Perfect :tu:
surely, more voices = more cpu
i also started with a background-skin. - sorry for the colors - this thing will be a real beast, when we are finished :-)
No problem, that's great :)

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urvieh wrote: So what to do?:

1. Modulation-matrix? yes/no (which destinations)
2. Fixed Filter-Envelope (yes/no)?
3. Portamento?
4. Noise-gen? (yes/no)

-> some days ago i have also replicate the lfo. how much lfo's should this one-layer-patch have?
The modulation matrix is very difficult if not impossible without eat all the CPU,
Maybe for modulations is better 1lfo+1envelope with different destinations(filter/pitch/volume)
you can always add more later.
A global portamento control without the other control.
A noise generator with an on / off switch connected to the same oscillator amplifiers should do the job:)

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urvieh wrote:Nice Filters. Thanks...but not playable live :-( it uses too much CPU while playing.
please do not stress yourself. Its all right. This project should be fun :-)

i have just finished the oscillator-section. so we can simply do the rest.
i would NOT integrate an amp-distortion into this patch, because of its massive cpu-usage.
let us first keep it simple, please ;-)

here is a picture of the final oscillator-section. it works great an it is much more flexible than silenth:
you can also combine retriggered and free oscillators. The result is a sound with much more attack!

i also found out that the cpu-usage is now equal with the silenth one:
i alway forgot to boost the polyphony into silenth. now silenth uses more cpu. it has ever stolen my voices :-)
BTW: sylenth was originally compiled with synthedit.

i also started with a background-skin. - sorry for the colors - this thing will be a real beast, when we are finished :-)

So what to do?:

1. Modulation-matrix? yes/no (which destinations)
2. Fixed Filter-Envelope (yes/no)?
3. Portamento?
4. Noise-gen? (yes/no)

-> some days ago i have also replicate the lfo. how much lfo's should this one-layer-patch have?
2017-03-22_17h01_38.png
any chance to download patch showing in picture ?

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I was thinking the same!
Would you mind sharing at this stage?
Others may be able to contribute to the design?

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Taifunk wrote: The modulation matrix is very difficult if not impossible without eat all the CPU,
Maybe for modulations is better 1lfo+1envelope with different destinations(filter/pitch/volume)
you can always add more later.
A global portamento control without the other control.
A noise generator with an on / off switch connected to the same oscillator amplifiers should do the job:)
noisegenerator is ready.thank you so much taifunk :-)
my customized lfo is a desaster. it makes a heater out of my cpu :?
so i have to use the mux-lfo module but its toooo sloooooooow...
no matter :)
Last edited by urvieh on Wed Mar 22, 2017 8:38 pm, edited 1 time in total.

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@sl23 @runaudio
sorry,pc is off. will upload tomorrow :-)

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