FREE Ultimate SE Drum Machine collab - source + dll

Modular Synth design and releases (Reaktor, SynthEdit, Tassman, etc.)
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i have midi munger,and pack#4 but i've just checked and there's no DH_HLStoRGB 1.0+ in it for some reason,i'm all paid up so i should be good,i'll have to dl the packs again.

wow,yes please,one pattern might help me understand it a lot better.
have you seen dover's drumseq prefab?i was looking at that one,with only se modules,i think,it was quite clearly layed out,but i couldn't get it to sync properly.and didn't understand how the patterns worked.
so a really simplified one would be great.
i drew out more or less,what i might need to do,last night,it helped make things clear in my head.here's a dumb pic; :oops:
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sorry,it looks a bit small here.

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hmmm...
I did a simple one, but it's not much more simple, because in the original, the seq is already separated from the sampler/synth part.

If you want a 16 steps pattern + some 16 steps enveloppes, You can take the seq and the envelopes in the original.


Here is how the thing works:
the 16steps patterns can send several infos:
- drum trigger = ch1 - 36 - noteon
- flam = a delayed gate added to the original.
- step FX = CC# 1 to 4 0 = no, 127 = yes. Those controllers send a gate to some adsr you can control on the "envelopes" screen.

Those FX are choosen with a 5 pos knob: pos1 (carrot) = flam, pos2 = ADSR#1, etc.

Then there are the stepped enveloppes.
They run freely and send values between 0 and 127 for CC# 5 to 8, I think.
So they are just connected to the main seq for pulse and tempo, in order to be perfectly synced.
From your drwaing, I'd suggest you use 2 of them for "filter" and "delay".



The seq works as follows : the values from each pad are translated from numbers (velocity from 0 to 9 + FX from 1 to 5) to ascii characters. that way, I can store them in DH text array patch using no comas or anything, which let me save space. then the values are translated back and fed into the GUI again.


The pads are triggered by a mouse detector, so you can drag verticaly to edit velocity, and horizontaly to edit several pads in a row.
You could make a simple pattern without that feature, with simple stepped bitmaps. It would require to remove the mouse detector, and replug lots of stuff.
The velocity dragging still has some bugs. I will try to make a few fixes later...

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thanks for the explanation,
i wouldn't need flam,and i could loose the delay cos in my head i was trying to keep things easy by just having an 8 step seq but with delay so i could do simple shuffle/delay beats.really i should figure out how to do shuffle.
the filter also is not important for now.
mouse detection,you told me about it before,but things have been hard enough for me just to get my head around the basics,so i was putting off tackling that,but it should be good.
i bought ck packs 1-5 and dh sub-controls,but haven't got to use them much.i've never figured how to do the bmp-host sync thing.and my pattern playing thing was simple like my old soundmaster drummachine ,where pattern A was the main one and you'd set pattern B to occur every 4,8 or 16 for the rolls.again,this could wait i guess.if i can get a simple 1 bar pattern with 16ths with velocity that would be enough to get me started.
i've got look after the kids now,but i'll have another look later,thanks very much for your help.
:)

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Imagei've just got all the latest packs from dave haupt and i still get loads of these errors.any ideas anyone?

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i think it still works,regardless of the error messages.but it's pretty far over my head atm,there's so many containers i just don't understand.
it's something i'll need to keep going back to and maybe figure it out eventually.
i don't even understand the basics of clocks and triggers,so all the cool extras just add to my confusion.:oops:
thanks for sharing this beast,though.and i shall have a go ripping things out to make a very tiny basic one. :D

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small explanation : the pads are just here to display and help you write the patterns. those patterns are stored in an array, and consist of a series of letters.
those letters are translated into numbers that can be interpreted by the sequencer as velocitis, gates and FXs (which requires a translation circuitry, hence the amount of containers.)
Then those numbers series are sent into DH_array seq which fed by a pulse will output the numbers one after the others, synced to bpm.

That's it.

What's tricky in this thing is the translators (in both directions), and the way the pads are triggered by a "mouse detector", which is buggy in a certain extent. I might go back to classic "click" buttons.

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thanks for trying to explain to me,i still don't know what array is,and a number of other things,the best/basic way of syncing to bpm etc. so i have more manuals to read,i'll get there in the end.

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Mokafix wrote:the pads are triggered by a "mouse detector",
i'm trying to figure out your mouse detector prefab here
could you shead some light?

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about the midi error messages,dave says;
'he must have used an old version of DH_MIDIMunger (or its predecessor, which was just called MIDI Munger). The current version, v1.2, was released back on March 22, 2006.'
he suggests replacing them with the new one...
i've had a look,but i still haven't found them yet,i'll keep looking. :oops:

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way too many seps or sems missing to load this, cant keep up with what i have or havent got from all the free stuff i tried to DL....especially all the KDL and DH stuff, i thought i had it all but obviously not.

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I'll try to clean this, but currently I don't have internet at home...
check back in 2 weeks.

I use mostly KDL and DH stuff. I'll check updates and update the se1 file.

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spacedad wrote:
Mokafix wrote:the pads are triggered by a "mouse detector",
i'm trying to figure out your mouse detector prefab here
could you shead some light?

In my mouse detector prefab, you have the sliders too.
just remove all sliders but one, and then unplug anything that is plugged to X axes of mouse detector (I use X axe to make the values feed sliders 1,2,3,etc.).

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i don't get it,it keeps crashing se when i try it. :?
i delete all the other slider but one,then go back and try the slider and boom!
edit;i've tried something simple-on another thread called mouse detector instead of messing up this thread :)

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I still believe this project could be great, so I made an update. :D

The sequencer was buggy, so i redesigned it.
Now the drag left and right to edit pads in a row won't work, (nor drag up and down for vel, though I might put that one back, it was handy).
So it's simple click on pad to change it, and click on upper small pad to add/remove FX.

I also added a midi impementation that let you use your keyboard to edit patterns in real time (C=pad 1, D= pad2, etc.)

The file:
http://mokafix.chez-alice.fr/vst/SE_modules/seq5.rar



As I think some people didn't get how the thing works while they didn't dare to ask, here is a quick tutorial that should enlight you:

Image
http://mokafix.chez-alice.fr/vst/SE_mod ... llaTut.jpg


On this image you can see the three panels together.
Let's look at drum module1.
  • The lower part is the drum synth edition part. The upper part concerns the output. You got in order:
    play/mute/solo/dry volume/pan/pitch shift/output#/send1/send2/send3/send4

    You can see send 2 and send3 are set to respond to "apple" and "carrot" Fxs. ok?

    on panel2 (FX), you can see that send 2 corresponds to the reverb, and send3 to a bitcrusher.

    If you look at the pattern, you can see that step1 will be bitcrushed, and step9 will be send to the reverb.

    You may also notice that drum "send4" knob is set to 4.5 or something (11 o'clock).
    This means that the signal will be send to send4 FX, which in current version is a filter.
    If you look at the FX panel, you can see that the first parameter of the filter (freq) is set to respond to "sun" FX. "sun" FX isn'' a pad gate FX, but a stepped modulation FX. if you look at modulation panel, you can see there's a pattern edited for the sun FX, which means this pattern will drive the freq of the filter in the FX section.

The collab part of this project consists in adding new drum synths or samplers in each drum slot (currently there are 3 drum synths: TTP,VL blip and bitendo), and new FXs (currently reverb, bitcrusher and filter, but this part was really done fast to get an idea. The final FX section would be more sofisticated, but I didn't decide how to do it yet. Any idea is welcome).

There are 4 FX symbols, which means a pad can send 4 different gate data which can be used to trigger the send volume of each drum (that's all it can do for now, but it is easy to expand thosepossibilities to fx parameters, or even drum synths parameters)

The idea is to have something modular, quite easy to use when you got how the automation works, and very versatile soundwise.

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the file call a unknown module : dehaupt MIDI message mapper
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