SEQS doesn't support using other MIDI busses. What's the issue with just using two tracks that you send me MIDI to?
Have the MIDI be generated or recorded on one track (Track 1).
From that track send the first MIDI channel to Vital (Which is on track 2).
And send the second MIDI channel to SEQS (Track 3).
Then from the vital track send audio to the SEQS track (Track 2 -> Track 3). And turn off the master send.
Now everything should work. If necessary, add a MIDI note filter on the vital track.
Thanks, it works this way but it would have been more convenient to use only one track instesd of 3.
Anyway, great plugin.
I see your bug fix is working, but I'm still a bit confused. Now the play head is engaged all the time. When I drag a wave file into the view, it starts making noise if the wave file is big enough. Is there a way to configure it so that the play head only engages and emits sound when I send a midi note to it? Maybe as a toggle feature?
The intended use was to modulate post-gain by an envelope (this will provide you with an attack and decay).
Dial the post gain to zero. Hook up envelope 2. Then on envelope 2, enable the "TRIG" button, this will make it respond to MIDI notes. The little highlighted area shows the loop points. It will loop there until the MIDI note has been released. I'd recommend enabling SOFT as well, which smoothens the envelope, since it provides a better looping experience.
I realize this is terrible UX and requires way to many actions from the user given how basic a functionality it is. I will at some point probably add a default ADSR. I'm just doubting where to place it. I always try to avoid tabbed UIs like the plague. Perhaps it'd make sense to have a small strip with basic functionalities like that on the bottom of the waveform.
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I've figured out a work around. I position the play head just outside of the audible audio area and then set ENV1 to the Position parameter. Then when I hit a note, the play head traverses into the audible audio and sound appears.
That'll work too.
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One other request: Can you modify the envelope parameters so that they are automate-able as parameters inside Reaper? I want to control the envelope start and stop points for each envelope via a Reaper LFO.
You mean the loop points? Or the modulation depth?
- Attach 2st envelope to postgain as per your recommendations.
- I have Bidirectional enabled.
- If I release the note while the playback head in the envelope is moving backwards, the playback head exits the envelope screen to the left, not to the right.
I can live with that, but the next note-on I play (without using reaper playback) doesn't emit any sound. I can see the envelope playback line move to the right, but no sound. I play the note by clicking the virtual keyboard in the midi arrange view.
To fix it, I need to hit play in reaper and then I can hear the audio again.
Does that make sense? I think I can provide an animated gif if needed.
I felt bad for providing only such a shitty solution with the post-gain thing. I have added a basic ADSR envelope now. You can enable it with the toggle.
I have also exposed the loop points for envelope 1; but note that this is with a very dirty hack. Please let me know if any unexpected behaviors pop up (marked the sliders as experimental for now).
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- If I release the note while the playback head in the envelope is moving backwards, the playback head exits the envelope screen to the left, not to the right.
Whoops! Should be fixed now! It'll continue until the left bound, then bounces back one last time towards forward and exit on the right.
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I can live with that, but the next note-on I play (without using reaper playback) doesn't emit any sound. I can see the envelope playback line move to the right, but no sound. I play the note by clicking the virtual keyboard in the midi arrange view.
Despite the previous fix, I would still like to reproduce this issue on v0.15. Is it possible you could send me a minimal RPP that reproduces the behaviour so I can study it? For me, I could reproduce the bidi having the envelope exit on the left. But in my case, the next trigger would just trigger again. I suspect that a note may have gotten stuck on your end.
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Does that make sense? I think I can provide an animated gif if needed.
The bug report makes sense. But I'm having some trouble reproducing it.
Unfortunately, adding the ADSR added 4 more knobs. I'm wondering if I should put the knobs related to sample playback on a horizontal bar under the sample. It seems that the sample eats up a lot of screen space compared to all the rest, and maybe I should allocate some of that room for knobs.
Maybe something more akin to this (just quickly shuffling things around in paint; not sure what imgur did to the colors):
Then again, might get cluttered. What do you think?
Personally i prefer it much more as in this pic, the grain controls separated from the others.
Agreed. One thing about this plugin that I love is the visualization. However thinking about it, the vertical scale of the audio isn't that critical to it's usability. So putting the knobs there gives you more real estate on the left, it provides contextual indicators for the knobs and at little cost to the UX.
I felt bad for providing only such a shitty solution with the post-gain thing. I have added a basic ADSR envelope now. You can enable it with the toggle.
New envelope is working great!
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Originally Posted by sai'ke
I have also exposed the loop points for envelope 1; but note that this is with a very dirty hack. Please let me know if any unexpected behaviors pop up (marked the sliders as experimental for now).
Not needed anymore. I figured out a way to automate the position parameter in Reaper to do what I wanted. Sorry for the ask on this, but if it's a dirty hack, feel free to remove this. I will be more cautious about feature requests in the future.
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Originally Posted by sai'ke
Whoops! Should be fixed now! It'll continue until the left bound, then bounces back one last time towards forward and exit on the right.
Tested and verified working.
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Originally Posted by sai'ke
Despite the previous fix, I would still like to reproduce this issue on v0.15. Is it possible you could send me a minimal RPP that reproduces the behaviour so I can study it? For me, I could reproduce the bidi having the envelope exit on the left. But in my case, the next trigger would just trigger again. I suspect that a note may have gotten stuck on your end.
The bug report makes sense. But I'm having some trouble reproducing it.
I can reproduce the problem tonight using v0.15. To revert to v0.15, I'm thinking I can download the Amaranth folder to my jsfx folder and overwrite? If so I'll embed the wave file as a preset and upload it to my dropbox account.
What happened to Amaranth? I cannot synchronize the latest version via ReaPack; it gets stuck downloading the widgets.
I'm curious what caused the syncing issue. Maybe an internet or git fluke? I guess we'll never find out.
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Originally Posted by taji
I can reproduce the problem tonight using v0.15. To revert to v0.15, I'm thinking I can download the Amaranth folder to my jsfx folder and overwrite? If so I'll embed the wave file as a preset and upload it to my dropbox account.
No worries. I thought you installed via Reapack. In Reapack it would've only been a matter of right mouse on the package and selecting the menu version and the version you want. But as long as it is solved, I guess things are fine now
I've juggled the UI around a bit based on the mockup. This makes the plugin more compact. I've also added scaling.
Maybe something more akin to this (just quickly shuffling things around in paint; not sure what imgur did to the colors):
Then again, might get cluttered. What do you think?
Looks much tidier. Overall seems a bit more intuitive in the user interface.
What would also look cool would be graphically displayed filter types, instead of dropdown textboxes. The space would be there now. With a similar handling as in vital, you could even save the space for the knobs of the filters. What do you think? :P
I've juggled the UI around a bit based on the mockup. This makes the plugin more compact. I've also added scaling.
Nice but pitch is not together with grain controls, it would be nice if it was at the same group of controls.
Also while at it could i ask for few new additions? Like having a mode for the grain rate to be synced to beats. Also the size in ms is quite small, would be great if it was up to 1000ms as most granular plugins. Last it would be great if we could choose different grain envelopes and visualize them, since it's really important for the shape of each grain and can be used on different situations.
EDIT: Just to have some fun or inspiration Unfiltered Audio has released a monster realtime granular fx yesterday, you can download and try for free. It's fully functional for 15 days.
It has some amazing features and I love the stretch function, i think it's two buffers where the one is writing the samples and the other is reading them slower or faster which makes this real-time stretch effect.
Hi Saike, good day. I've been having an issue with your "Saike Pitch shifter", I love it so much out of many shifters but there seems to be an issue.
After playing audio longer than about 3 min and 30 seconds it stops working and the track goes back to a normal pitch. I've tried different settings and doesn't seem to work, I have everything at Default or 0 and I only moved back the playspeed to about 0.8581 which is the tone I need to render out a whole 5 min song haha hopefully you can help. Thanks!
Hi Saike, good day. I've been having an issue with your "Saike Pitch shifter", I love it so much out of many shifters but there seems to be an issue.
After playing audio longer than about 3 min and 30 seconds it stops working and the track goes back to a normal pitch. I've tried different settings and doesn't seem to work, I have everything at Default or 0 and I only moved back the playspeed to about 0.8581 which is the tone I need to render out a whole 5 min song haha hopefully you can help. Thanks!
Haha, yes I never really intended this plugin to be used for durations that long. I suspect you ran out of buffer
Edit the plugin and just change bigbuffer to a larger value.
You should be able to set it to a three times longer buffer without any other changes. That is, change:
I just wanted to say that I've had most of your plug-ins installed for about 2 years now but I had never really tried out Filther, until today... It has to be one of the most powerful filter/saturator/distortion plug-in out there! If it was multi-band capable it would probably be tied with Saturn 2, in terms of functionality. I might try to create a template where I split the output of a track into three or four bands with ReaFIR just so I can easily load it when a track needs some extra magic.
Thank you so much for your work, you absolute madman!
Thanks JonLinnarson. There's a bandsplitter / joiner in the repo too. Things might get CPU hoggy with multiple filthers though
There's a new toy in the repo. Abyss verb. Meant for shimmery atmospherics. Internally it's a combination of pitch shifters, filters and reverb. It's a time domain reverb, so it doesn't suffer as much from the horrendous latency that some of my other reverbs have.
Abyss absolutely kills my CPU (Ryzen 7 3700X) no matter what I do for my audio device settings. I get xruns steadily. RT CPU is way too high without even arming the track, around 35%, and the plugin (one instance) takes 13% CPU. I'm using Reaper for Linux.
Is this plugin supposed to be realtime? (It shows no PDC for me.)
Get some of those gems out of beta, my man! Haha but I was getting some nasty explosions out of the amazing Amaranth when I would start playback.
Nothing's getting out of beta until there's been a feature freeze for at least half a year without any issues.
I'd be interested in studying this explosion. Do you have a reproducible example of this?
Do you remember if it was with/without feedback (the yellow lines)? With feedback it's clear that this can happen if the overall gain is bigger than unity.
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Originally Posted by JamesPeters
Abyss absolutely kills my CPU (Ryzen 7 3700X) no matter what I do for my audio device settings. I get xruns steadily. RT CPU is way too high without even arming the track, around 35%, and the plugin (one instance) takes 13% CPU. I'm using Reaper for Linux.
Is this plugin supposed to be realtime? (It shows no PDC for me.)
Oh wow, that's hideous performance. Especially given that your proc is much newer than the one in the computer I typically produce these plugins on.
Yes, it's meant for RT, but it isn't doing anything iterative or unpredictable (like some of the filters I've been producing before).
Such high performance usage hasn't been my experience. On my i5-2500K it takes about 1.6-2.3%. On my i7-9750H around 0.5%. But both admittedly run windows.
Which reaper version are you on? Just the latest stable?
I wonder if Linux has issues with rendering somehow. One thing you could try is deleting all the stuff in @gfx. There's a small particle visualization in there that's just there for fun and it's not really needed since I'm just using stock sliders for now.
Which reaper version are you on? Just the latest stable?
Oh, I forgot I was running the latest dev version. I just installed version 6.29 (stable) and it seems fine! CPU is down to 0.39% and RT CPU isn't worth worrying about at all (0.2% which is only 0.1 higher than the baseline with nothing in the project).
I wonder if this has something to do with the "EEL2 x86_64/SSE" stuff that's in the dev branch. I'll report this.
(The @gfx stuff had nothing to do with the CPU issue. I tried that first.)
Last edited by JamesPeters; 06-14-2021 at 07:02 AM.
I wonder if this has something to do with the "EEL2 x86_64/SSE" stuff that's in the dev branch. I'll report this.
Possibly. I just remembered that there was a feature branch for that, so I figured I'd ask. Thanks for reporting it upstream. I should probably start keeping an eye on dev builds with that feature branch. Hopefully they figure out what's going on.
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Originally Posted by JamesPeters
(The @gfx stuff had nothing to do with the CPU issue. I tried that first.)
For the slowdown in the +dev builds (coming to 6.30 in the not too distant future):
On linux/x86_64/SSE tan($pi/2) is really slow. It's probably dependent on the libc version. To workaround, the contents of Abyss's init_tpt_monopole() function should be updated to something like:
For the slowdown in the +dev builds (coming to 6.30 in the not too distant future):
On linux/x86_64/SSE tan($pi/2) is really slow. It's probably dependent on the libc version. To workaround, the contents of Abyss's init_tpt_monopole() function should be updated to something like:
Hope that helps! If I can find an efficient way to speed up tan($pi/2) for SSE code, I will, but not sure what that will be, yet.
Thank you, it does!
Serves me right for using a technically undefined value
I'll start scanning my plugins for bad uses of tan. I'm sure there'll be more.
How is the performance near that limit? Given that that function skyrockets to infinity there, I could imagine that there may be some slower method for approximating it near that value too?
In this case, I could also rephrase the entire term as:
I'll start scanning my plugins for bad uses of tan. I'm sure there'll be more.
Captain Tan himself.
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Originally Posted by sai'ke
How is the performance...
Well whatever you did in the latest update, it performs well in the Reaper dev branch now on my computer, better than running the previous version of the plugin on the stable Reaper branch actually. CPU went from around .39% to around .30%.
Tried Squashman? It's not as powerful as Filther but has a lot of the filters and mojo...and multi-band of course.
Yes, I love that one for bass A lot of times I actually prefer it over Neural DSP Parallax because you can choose among several filters, while Parallax only has one.
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Originally Posted by sai'ke
Thanks JonLinnarson. There's a bandsplitter / joiner in the repo too. Things might get CPU hoggy with multiple filthers though
I'll try that!
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Originally Posted by sai'ke
There's a new toy in the repo. Abyss verb.
Nice! Love shimmer reverbs. I was so happy when I found Geraint Luff's Atlantis Reverb, but it has some issues with pops and crackle, so this is a very welcome addition
There's a new toy in the repo (alpha status at the moment). It's called bric-a-brac. I'm still planning to do a tutorial and presets for it, but if you want to take it for a spin already, an alpha version is on there.
Essentially, it can be used to add some extra texture to your sounds. It takes a signal, and up to 4 samples (Drag and drop these from the media explorer. Dragging from the timeline is not possible in REAPER at the moment). The input serves as an envelope for the samples. For example, adding some metallic noise to one sample, setting a loop and then running this plugin over a drum beat can add some metallic sheen to the drums.
Alternatively, you can use it in a triggered mode. In that mode it retriggers the samples whenever a threshold is crossed.
This sounds awesome, Sai'ke! Going to give it a spin as soon as tomorrow, I guess. You're an infinite source of fun (and occasionally useful stuff too... )