Rumble Box
Hi toxonic
It doesnt work for me
equ: filter unstable -> resetting
equ: filter unstable -> resetting
equ: filter unstable -> resetting
equ: filter unstable -> resetting
equ: filter unstable -> resetting
equ: filter unstable -> resetting
equ: filter unstable -> resetting
equ: filter unstable -> resetting
expr divide by zero detected
error: : no such array
... you might be able to track this down from the Find menu.
error: : no such array
error: : no such array
error: : no such array
error: : no such array
error: : no such array
error: : no such array
error: : no such array
error: : no such array
error: : no such array
error: : no such array
error: : no such array
error: : no such array
error: : no such array
Vline~ ramps
Hello
Having a bit of trouble getting my head around structuring ramps using vline~ and wondered if someone would mind explaining it a bit.
I've looked at the vline~ help file but I'm evidently missing something....
The example they give is:
[1 1000, 0 0 1000, 1 1000 1000]
ramp up, jump down, ramp up again.
I understand the logic of the first ramp up as being "take 1000ms to reach 1" but beyond that I get a bit lost. Why two lots of zeros for the ramp down and then a 1 1000 to ramp back up?
What I want to do is to ramp up to 1 and then ramp back down again softly, kind of like having a [1 1000] message followed by [0 1000] but combined.
Thanks
pmj
Vline~ and delta time (variable rate vline)
Ok: what it does is derive a second phasor from its input phasor.
If you want to go from [phasor~ 2] to [phasor~ 4], you can just use [*~ 2] and [wrap~]. If you want to go from [phasor~ 2] to [phasor~ 1] or [phasor~ 3], just using [*~] and [wrap~] won't do the job.
The patch I posted does some differentiation and integration, taking into account the jump in phasor~ and wrapping the output while integrating (to avoid float precision problems)
And now I realize that this is the solution to a different problem - will see what I can come up with for the real problem...
How do you timestretch?
Even easier. Forgive me, I'm new to Pd so this will be in Reaktor speak.
You can do this with basic granular synthesis. Do to it Homebrew style you need three things. You need two ramp oscillators (phasors?) and a clock generator. The main ramp sets the play position in samples, but ONLY when the clock generator bangs. The other ramp oscillator (phasor?) determins the pitch, so this is basically what you have now, just a basic table read. When the clock gen bangs this pitch osc is reset.
The speed of the clock generator is in milliseconds, this is the grain time.
BOTH the oscilators are added together, this sum is your new play position in your table!
It works pretty well, I've implemented it in reaktor. Hope this helps. Any questions, email me.