• elden

    Good thought, thanks. Maybe it' s a start. I'll check it out as soon as I can.

    posted in technical issues read more
  • elden

    Hey guys,

    I just checked this little thing csm_Waverazor_Arp_Presets_8fbc7616c5.jpg

    Seems to me that they switch between different wavetable oscillators in the time of the wavelength at key frequency.
    In general, one could easily do this using an audio input switch that cycles through the different inputs at the rate of the wave frequency of the triggered midi note. If you now manipulate the different audio streams that are connected to the different audio inputs of the switch, you can edit the different waveform segments separately.

    My question: How can I switch between different audio inputs at the rate of a midi note frequency?
    Or mighty it be less complicated to just concatenate different wavetables into a wavetable of a length equal to note frequency? What do you think how Waverazor works?

    posted in technical issues read more
  • elden

    hello guys,
    I used the last few days to analyze the authentic expression technology filter in Native Instruments' "Kontakt" to make my own remake of it in form of a multiple input audio source morphing tool that functions exactly like the AET filter in NI Kontakt. I'll upload a video demo on how it's done, soon. For now here's the description. This following little patch is a recreation of how Kontakt's modwheel behaves in relation to key velocity. You need it for an authentic AET experience.

    Henry velocity plus modwheel merger.pd

    What Kontakt's channel vocoder does is this: It swaps the carrier and modulator input signal everytime a morphing has finished while at the same time routing another audio source into the respectively muted input.
    This can easily be done with freeware, too - with up to 12 audio sources!
    Here is how:

    modwheel morpher needed softwares.jpg this picture shows all softwares needed to fake the AET filter functioning.: a modular host / VST wrapper; Midicurve; RD switch 6×6; DtblkFXs

    routing and parameter assignment:

    1. modwheel to puredata, to DAW, to all Midicurves
    2. first and second Midicurves into one 6x6 switch each; assigning 6×6's input switching parameter to the Midi output CC from Midicurves
    3. third Midicurve to DtblkFXs, assigning it's "0.Val" parameter to Midi output CC from Midicurve
    4. rout your audio sources (synths / samplers / microphones) into the RD switches - instruments 1,3,5,7 & 9 into one switch and the instruments 2,4,6 & 8 into the other switch (all instruments get a different input at the RD switches - don't put all of them into the first audio channel, otherwise they won' t morph)
    5. draw the transform functions of the Midicurves as seen in the picture and make sure to place a hook at "CC" and select the CC of your modwheel!
      If you turn your modwheel up, now, the switches should change the input channels one at a time.
    6. adjust DtblkFXs as seen in the picture!

    Much fun with your own totally free AET morphing tool!

    posted in patch~ read more
  • elden

    Some depictions of what Ewolverine does to your synthesizes:
    EWOLVERINE DEMO PIC.jpg
    klangpotential darstellung.jpg

    posted in patch~ read more
  • elden

    Oh, thank you! That's a good start - although l don't really get the meaning of the numbers of the [connect( message, yet and what influences the positioning of an object in a patch?

    posted in technical issues read more
  • elden

    Hi,
    l want to replicate certain objects a variable number of times and patch them to others automatically. Is that possible and if Yes - how?

    Thanks!

    posted in technical issues read more
  • elden

    Hello everyone,
    I want to connect a (long short term memory) neural network to midi parameters and let it find out what assigned synth parameters influence the generated sound in which way for a sound matching application. How would you do this?

    Regards

    posted in technical issues read more
  • elden

    Looks pretty convincing, actually. I need to check it out in more detail. Stay tuned.

    posted in technical issues read more
  • elden

    Do you know my patch "Ewolverine"? The functionality is limited on midi for now, but I experimented with a pdvst version already and the results were similar. The only problem was that I couldn't figure out how to make a VST out of a pd patch. I was also thinking of stuff you mentioned. I don't think that's very hard to do, but first I need to convert a patch into a vst with midi and audio inputs as well as outputs. I don't use artificial neural nets. The audio analysis of sampled sounds is based on spectral comparison to a target sample. ANNs are not necessary for such operations. If I'd like to check adapted sound against some special features I want them to provide, I'd surely use ANNs, but that would probably cost me many months or even years of development. I don't think that I have the necessary endurance for that. At least not in pd. Patches would be highly complex and surely I'd myself not be able to overlook it.

    posted in technical issues read more

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