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VST, AU, AAX, CLAP, etc. Plugin Virtual Instruments Discussion
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sinkmusic wrote:You mean it has been updated ?

:o
yep...v0.5.1 :party:

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hcv242 wrote:
Reverse Engineer wrote:
MaliceX wrote:I'm pretty I was playing around with a cut-up loop with SC2's autoslicer thing...
What autoslicer? :P I went to the wiki (no info there :( ) and i can't even figure out how to manually slice...i right click on the wav and the only options it presents are 'set start' and 'set end', nothing about slicing at all. :cry:

you have to setup markers in the wav file with wavosaur (its very easy). save and then load in sc2.
Fair enough, what about manual slicing?

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hcv242 wrote:
Reverse Engineer wrote:
MaliceX wrote:I'm pretty I was playing around with a cut-up loop with SC2's autoslicer thing...
What autoslicer? :P I went to the wiki (no info there :( ) and i can't even figure out how to manually slice...i right click on the wav and the only options it presents are 'set start' and 'set end', nothing about slicing at all. :cry:

you have to setup markers in the wav file with wavosaur (its very easy). save and then load in sc2.
thanks for the tip
I was loading multiple instances of the same audio file and adjusting start and end points (which I still like if I don't want the beginning of the next slice to be dictated by the end of the previous slice)

I like that idea too tho

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opia wrote:
hcv242 wrote:
Reverse Engineer wrote:
MaliceX wrote:I'm pretty I was playing around with a cut-up loop with SC2's autoslicer thing...
What autoslicer? :P I went to the wiki (no info there :( ) and i can't even figure out how to manually slice...i right click on the wav and the only options it presents are 'set start' and 'set end', nothing about slicing at all. :cry:

you have to setup markers in the wav file with wavosaur (its very easy). save and then load in sc2.
thanks for the tip
I was loading multiple instances of the same audio file and adjusting start and end points (which I still like if I don't want the beginning of the next slice to be dictated by the end of the previous slice)

I like that idea too tho
That's more or less what i thought i had to do. :lol: I've never used a sampler before, so it's all new stuff to me. :P

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Reverse Engineer wrote:
opia wrote:
hcv242 wrote:
Reverse Engineer wrote:
MaliceX wrote:I'm pretty I was playing around with a cut-up loop with SC2's autoslicer thing...
What autoslicer? :P I went to the wiki (no info there :( ) and i can't even figure out how to manually slice...i right click on the wav and the only options it presents are 'set start' and 'set end', nothing about slicing at all. :cry:

you have to setup markers in the wav file with wavosaur (its very easy). save and then load in sc2.
thanks for the tip
I was loading multiple instances of the same audio file and adjusting start and end points (which I still like if I don't want the beginning of the next slice to be dictated by the end of the previous slice)

I like that idea too tho
That's more or less what i thought i had to do. :lol: I've never used a sampler before, so it's all new stuff to me. :P

after you set the markers with wavosaur in the wav file you can readjust them in sc2. sc2 only wont let you create markers / slices.

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hcv242 wrote:after you set the markers with wavosaur in the wav file you can readjust them in sc2. sc2 only wont let you create markers / slices.
Yeah, i noticed that. :P It's just that you can insert them manually in SC1, it just seemed odd that you couldn't in SC2.

That's not a complaint, i'm neither here nor there about it, and i'm more grateful for these freebies than i could be 'bothered' about anything. :P

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Does anyone know how to set up multiple outputs in Live..?

Short Circuit version 1 with 4 stereo and 4 mono outputs configured. SC inserted into Live track gets audio from stereo out 1/2 as normal. Next audio track set to input from SC stereo 3/4 but NOTHING comes out - should be tom-toms... :?

Mono outs don't work either.

Tried changing the output routing on SC at Zone level and Group Mix level. The level meters in SC show audio is going out of the respective outs, but it isn't getting into Live unless it's from the main, stereo 1/2 outs.

What am I missing..?

:?:

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Am I right in seeing that several of the filters from version 1 are missing from the version 2? No morph-eq, for example, in the 2.x versions?

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Jake Jackson wrote:Am I right in seeing that several of the filters from version 1 are missing from the version 2? No morph-eq, for example, in the 2.x versions?
you are right. there is no morph-eq, but maybe the other filters in sc2 replace the filters from sc1. i cant tell. i dont know the sc1 filters well.

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Jake Jackson wrote:Am I right in seeing that several of the filters from version 1 are missing from the version 2? No morph-eq, for example, in the 2.x versions?
claes was talking about revamping the morph filter for sc2, but you're right it's not in there currently.
I believe the other sc2 filters are slightly better than the sc1 ones as they benefit from the filter improvement work done for surge.

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Need some help while writing the manual:

I'm running into some trouble while working on a section about the Zones page. Most of the parameters I understand, but my limited knowledge of drum\beats programming is beginning to show when I try to understand a few of the controls on the modulation drop-down list on the Names and Ranges box.

Can anyone tell me what the following things do and how they're used:

Sync (1 beat)
Sync (2 beats)
Sync (1 bar)
Sync (2 bars)
Sync (4 bars)

Thanks for any information.

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Jake Jackson wrote:Need some help while writing the manual:

I'm running into some trouble while working on a section about the Zones page. Most of the parameters I understand, but my limited knowledge of drum\beats programming is beginning to show when I try to understand a few of the controls on the modulation drop-down list on the Names and Ranges box.

Can anyone tell me what the following things do and how they're used:

Sync (1 beat)
Sync (2 beats)
Sync (1 bar)
Sync (2 bars)
Sync (4 bars)

Thanks for any information.
I guess you mean temposync in the mod matrix? I've never used them, but according to the help file they are a value going from 0 to 1 every 1 beat or 1 bar or whichever period you choose. Basically a sawtooth wave synced to the tempo. (sync means, it's in time with the tempo - for temposync (1 bar) will be 0 at the precise start of a bar, and 1 at the exact end).

I guess the idea is to use them to modulate the zone start parameter:
Using the temposync sources, it is possible to start the playback of a loop at any time and still have the loop synchronised to the host sequencer.

Example:
For a one bar loop, the following setting can be used.
[ temposync (1bar) ] [ 100% ][ zone start ]
That's actually interesting, kind of like a gate effect. I'll have to try it.

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No, no. I'm speaking of these parameters on the mod drop-down list in the Name and Ranges box. (At the very bottom of that box on the left side of the Zones page, there are two mod drop-down lists. The default is None. Click on None to see the list that includes these parameters.) Version 2, this is for.

I understand what you are saying about their use: I thought that setting the sample to one of these settings would make it play back once per beat, etc, if you held down the key, but that doesn't happen. It just plays the sample through. But it's probably used in conjunction with some other feature that I just don't know about or understand. Do I need to set something else up before the parameter has an effect?

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Jake Jackson wrote:No, no. I'm speaking of these parameters on the mod drop-down list in the Name and Ranges box. (At the very bottom of that box on the left side of the Zones page, there are two mod drop-down lists. The default is None. Click on None to see the list that includes these parameters.) Version 2, this is for.

I understand what you are saying about their use: I thought that setting the sample to one of these settings would make it play back once per beat, etc, if you held down the key, but that doesn't happen. It just plays the sample through. But it's probably used in conjunction with some other feature that I just don't know about or understand. Do I need to set something else up before the parameter has an effect?
OK, what I wrote referred to was for sc1, but should work the same in the sc2 mod matrix.
I see where you mean now, the lower part of the Name & Ranges section, and I have to admit I don't understand it.

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It determines if (=under which circumstances) the sample is played back.

Examples:

- noise: quasi-random

- modwheel: only when the modulation has an amount which is within the lower and the upper boarder the sample is played.

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