Here's a Sample replacer I've done. It'd be good to know what you guys think.
I'm gonna look into including velocity layers amongst other functions.
Cheers,
J
Drum Replacer
Here's a Sample replacer I've done. It'd be good to know what you guys think.
I'm gonna look into including velocity layers amongst other functions.
Cheers,
J
looks pretty nice but i can't get any sound of it. could you add some comments how to use it?
and i'd advice you to use [*~] instead of [spigot~] (i replaced them already). i never really figured out, what is [spigot~]'s sense, since both objects do pretty much the same (afaik) - but [spigot~] is not available for win (ah, ok this seems to be the answer...).
so, only use it, if you don't want win users (like me) to use your patches.... *lol*
To be honest I never even considered that it might not work in windows.
When toggled on the right inlet [spigot~] switches its left and right outlets. It seems to work just like an audio rate [spigot]. I'm not sure if that is correct but it seems to be the case in use.
I see what you mean with [*~]. Do you think there is a computational difference between the two?
With regards to working the patch, I don't know if you've used plugins in DAWs that replace drum sounds before, but the intention was to copy that idea. You load in the original drum tracks you want replacing (usually multitracked recordings) in the Input section and load the triggers in the Trigger section. There are sample recordings in the project folder. These are meant to be loaded on start-up but obviously the directory of the file will differ on your machine.
Its possible to playback, loop and record each track with a mix ratio of input to triggers set by the user.
Thanks for your feedback!
ok, this is what i guessed, although i never used such plugins - but a good idea. nevertheless, there is no sound coming out. the samples seem to load properly and i also replaced the loops with some of mine and the one shots too. but when i hit play, the position slider in the background runs, but no sound at all.
but i will have a look into the structure, maybe i figure out the problem, then i will post it here.
thanks for sharing.
ok, i still didn't dig deep into the patch, but while playing around with some of the toggles inside some of the playback abstractions i got it working once and it a real cool idea. but there seem to to be some initialisation issues and there some strange behaviour when i check the "loop" toggle: the playback slows down like a record you stop with your fingertip.
although it still needs some work it's really nice patch - if i have some time, i'll try to build something similar, i guess. would be cool if you could use one complex drum track instead of single tracks. although i'm not very experienced with bonk, i think it's capable of multiple instrument recognition.
again, nice idea, thanks for sharing!
Hey Toxonic,
thanks for the reply!
I think the patch is really buggy to be honest. It was quite a rushed project. I haven't had time at the minute to go through them all but I'd thought I'd share it.
Several bugs off the tog of my head:
The only initial problem I saw was that, for example when detecting a snare, it would create several templates. Basically until it filled the maximum templates. This would mean that there would have to be some picking-algorithm that could choose the source type (possibly based on frequency). I think messing around with threshold and frequency in [bonk~] might come up with some clues.
I've attached some documentation in case you're interested. It was rushed but I hope it might be of some use.
Cheers,
J
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