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I found a weird bug. It seems if you set the volume all the way to zero for a channel and then apply a modulator such as the Modwheel or an LFO, the volume doesn't modulate. I only hear the modulation if the volume has at least 0.50 or greater. I can see my levels oscillating for values as small as 0.10 but the max volume still stays absurdly low, something around -52db. This is with the modulation amount to maximum.

Is this supposed to happen?

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bmrzycki wrote:Is this supposed to happen?
I think so, yes. Volume modulation takes "the amount of modulation from the current value and adds the modulator times what's left". Thus, if it's zero, there's never gonna be anything left.

That's the problem with polyphonic synth designs... you can't just "add" to the volume (as in all other modulation cases), you can only attenuate & multiply. Otherwise there would be no way to find out when a note stops. All voices would always play, i.e if ModWheel would add to Volume and thus Volume would never fall to zero after a key was lifted.

;) Urs

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Urs,
I loved the fact that Filterscape has a randomizer. Is it a possiblility for Zebra2? Also Default global volume for the patches.
Thanks,
Tav

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tav wrote:I loved the fact that Filterscape has a randomizer. Is it a possiblility for Zebra2? Also Default global volume for the patches.
As zebra presets are scriptable, I've always wanted to come up with some randomizer scripts... but d'oh... never got around that.

I might concentrate on scripting and stuff once Filterscape 1.5 is out...

What exactly do you mean by "Default global volume for the patches"?

;) Urs

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It might be cool to make a "patch remixer" script that just modifies the currently loaded patch by a % also!

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kodama wrote:It might be cool to make a "patch remixer" script that just modifies the currently loaded patch by a % also!
energyXT 1.x has a preset generator which is perfect for this and more :wink:

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Urs wrote:I might concentrate on scripting and stuff once Filterscape 1.5 is out...
Soo...what's in the Filterscape update? Any hints? :)

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krushing wrote:
Urs wrote:I might concentrate on scripting and stuff once Filterscape 1.5 is out...
Soo...what's in the Filterscape update? Any hints? :)
George says we can create an alpha build shortly after I'm back from LA... that would add all "improvements" features (including Midi Trigger & Keyboard control) as well as the new SVF flavours for FS and FSVA. It would also "try to add" a linear/minimum phase eq plugin with a great concept such as the inevitable snapshot dial. We havn't even prototyped latter, so we're not sure if it goes right into it or comes later.

Later,

;) Urs

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attackmode wrote:
kodama wrote:It might be cool to make a "patch remixer" script that just modifies the currently loaded patch by a % also!
energyXT 1.x has a preset generator which is perfect for this and more :wink:

Well I actually own XT, but am on Mac, I can't remember is this is in V2, lots of stuff seems to be missing..

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kodama wrote:
attackmode wrote:
kodama wrote:It might be cool to make a "patch remixer" script that just modifies the currently loaded patch by a % also!
energyXT 1.x has a preset generator which is perfect for this and more :wink:

Well I actually own XT, but am on Mac, I can't remember is this is in V2, lots of stuff seems to be missing..
Even if it is there, there's a lot of Z2 variables not exported do to VST variable limitations. So even if you could modulate them via the host there's no guarantee you'll actually change parameters on active modules.

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bmrzycki wrote:
kodama wrote:
attackmode wrote:
kodama wrote:It might be cool to make a "patch remixer" script that just modifies the currently loaded patch by a % also!
energyXT 1.x has a preset generator which is perfect for this and more :wink:

Well I actually own XT, but am on Mac, I can't remember is this is in V2, lots of stuff seems to be missing..
Even if it is there, there's a lot of Z2 variables not exported do to VST variable limitations. So even if you could modulate them via the host there's no guarantee you'll actually change parameters on active modules.
True. The MSEGs and arpeggiator for instance aren't affected and the patch morphing also does not work (can't wait for Urs to implement program change :hyper:)
But the most important module parameters are changed and it's definitely possible to come up with some interesting new sounds.

I sure want to see a random script in Zebra but for the time being I'm more than happy with this alternative.
(and yes it's only in XT1 :()

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Urs wrote:as well as the new SVF flavours for FS and FSVA
fantastique

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Patch Randomizer V1.0:

http://www.kvraudio.com/forum/viewtopic.php?t=203929

Doesn't do everything, but what it does it does almost everywhere.

;) Urs

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This is a pretty long thread, and I'm sorry if it's been suggested, but a few granular sample-based oscillators would be cool. The way it's currently set up is perfect for that. The user could import a sample to use as a granular oscillator, and then the ten wavetables for that oscillator could each have there own loop position within the sample, allowing morphing between positions. My god that would be excellent!

I don't know what else this synth could use, it's great. But user-loadable sample osc's for the wavetable would be brilliant!

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R.J.Dubya wrote:a few granular sample-based oscillators would be cool. The way it's currently set up is perfect for that. The user could import a sample to use as a granular oscillator, and then the ten wavetables for that oscillator could each have there own loop position within the sample, allowing morphing between positions. My god that would be excellent!

I don't know what else this synth could use, it's great. But user-loadable sample osc's for the wavetable would be brilliant!
:love: +1
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prism spirit

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