Old 01-18-2015, 05:33 AM   #81
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Default v20150118

I have just updated JS mono_synth & libs to v20150118.

Change:
  • colored_noise: Added LP/BP/HP filter.
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Old 02-08-2015, 05:22 AM   #82
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Default v20150208

I have updated JS mono_synth & libs to v20150208, and renamed it to Tale's JSFX Pack, see:
https://forum.cockos.com/showthread.php?t=155064

Changes:
  • drum_synth: Added simple drum synth (GM compatible, although incomplete).
  • wavetable_synth: Added paraphonic wavetable synth (work in progress).
  • Improved NSIS installer (added sections, formatted license/changelog).
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Old 02-08-2015, 05:40 AM   #83
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Your mono/poly synth already have a LP filter...
mine still do not have one.
I think that's why the CPU overhead is different.
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Old 10-13-2017, 05:53 PM   #84
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Hey Tale, I just tried implementing PolyBLEP saw and it's dull at low frequency, used this code as reference: https://nbviewer.jupyter.org/github/...Polyblep.ipynb

Tried your mono synth and it works exactly as I would want an oscillator to work: sawtooth is sharp at low freuquency and approaches sine at high frequency and drops to 0 amplitude as you approach nyquist. How did you do that?
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Old 10-13-2017, 09:50 PM   #85
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Two problems I noticed: modulating pulse width too fast will cause clicks, why is that?

Other problem is that PWM causes square to suffer from DC offset.
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Old 10-14-2017, 04:00 AM   #86
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Quote:
Originally Posted by Argitoth View Post
Tried your mono synth and it works exactly as I would want an oscillator to work: sawtooth is sharp at low freuquency and approaches sine at high frequency and drops to 0 amplitude as you approach nyquist. How did you do that?
Well, the saw I use in mono_synth comes from my poly_blep.jsfx-inc library, so you can reuse it like this:

Code:
@init
osc.poly_setf(220);

@sample
spl0 = osc.poly_saw() * 0.25;
If you want to know how it works, then just have a look inside poly_blep.jsfx-inc.

Quote:
Originally Posted by Argitoth View Post
Two problems I noticed: modulating pulse width too fast will cause clicks, why is that?
How are you modulating the pulse width? Because if you do this at audio rate, then there should be no clicks:

Code:
desc:Simple PWM oscillator
slider1:1.0<0.01,20.0,0.01>LFO Rate (Hz)
slider2:220<20,20000,1>Osc Freq (Hz)

import Tale/lfo.jsfx-inc
import Tale/poly_blep.jsfx-inc

@slider

lfo.lfo_setf(slider1);
rect.poly_setf(slider2);

@sample

pwm = (lfo.lfo_para() + 1) * 0.5;
rect.poly_setpw(0.1 + 0.8 * pwm);

spl0 = spl1 = rect.poly_rect() * 0.25;
Quote:
Originally Posted by Argitoth View Post
Other problem is that PWM causes square to suffer from DC offset.
A pulse with a non-50% pulse width has a DC offset, but you can easily compensate.
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Old 10-14-2017, 06:36 PM   #87
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Quote:
Originally Posted by Tale View Post
A pulse with a non-50% pulse width has a DC offset, but you can easily compensate.
Are you speaking in general terms of naive rect or polyBLEP?
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Old 10-15-2017, 01:56 AM   #88
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Quote:
Originally Posted by Argitoth View Post
Are you speaking in general terms of naive rect or polyBLEP?
I mean the naive rectangle. Note that the DC offset doesn't matter to the polyBLEP, and that the polyBLEP itself doesn't include or cause any DC offset.
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Old 10-15-2017, 11:33 AM   #89
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I love the PolyBLEP sound, I think it is the perfect digital oscillator. It would only be more perfect if you modelled it with additive synthesis. The usual perfect sawtooths made with additive synthesis is incorrect, IMO, because of the gibbs. Gibbs create unnecessarily high frequency tones that are not musically useful. If you simply "filter" your fourier series with the right curve you will get an improved shape that is similar to PolyBLEP, but an even clearer sound.

Question: If PolyBLEP curvature occurs before and after a discontinuity, how can you do sync? You'd have to predict a few samples in advanced when a sync would happen. That doesn't seem possible.

Or what if PolyBLEP curve happens after discontinuity? Everything would be easier perhaps.

edit: What is blamp?
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Last edited by Argitoth; 10-15-2017 at 12:26 PM.
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Old 10-15-2017, 12:51 PM   #90
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Quote:
Originally Posted by Argitoth View Post
Question: If PolyBLEP curvature occurs before and after a discontinuity, how can you do sync? You'd have to predict a few samples in advanced when a sync would happen. That doesn't seem possible.
If you delay your signal a few samples, then it is possible. You could even do this for more or less arbitrary waveforms (assuming they have discontinuities that can be corrected using a polyBLEP), but then you would have to guesstimate the exact time at which the discontinuity occurred, which is probably not so easy.

Quote:
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edit: What is blamp?
A BLEP is used to correct e.g. a sawtooth or a square wave, while a BLAMP is used to correct e.g. a triangle.
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Old 10-15-2017, 12:55 PM   #91
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what does BLAMP stand for?
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Old 10-15-2017, 02:00 PM   #92
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Quote:
Originally Posted by Argitoth View Post
what does BLAMP stand for?
BLEP = BandLimited stEP
BLAMP = BandLimited rAMP
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Old 10-15-2017, 02:46 PM   #93
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PolyBLEP mimics an FIR filter, right? Because you have pre-post "ringing" on the discontinuity, well, not ringing, but a nice curve.

If you applied PolyBLEP curve *after* the discontinuity, you'd mimic an IIR filter.

Why not do an IIR style waveshape?
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Old 10-15-2017, 11:30 PM   #94
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Quote:
Originally Posted by Argitoth View Post
Why not do an IIR style waveshape?
Well, here is one way to create a BLEP: Filter a naive waveform, then subtract the unfiltered naive waveform; the difference is your BLEP. If your filter isn't linear phase (most IIRs are not), then subtracting the unfiltered naive waveform will mess things up, because the waveforms won't align. This means you will likely need more then just 2 samples. Also, you would need a really steep IR for somewhat reasonable results.
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Old 10-15-2017, 11:51 PM   #95
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Would you use a 2 sample delay to BLEP any signal with 1 sample discontinuities?

Would you... just make the entire synth a 2-sample-delay synth?

I have some arbitrary waves to anti-alias, all of which have 1-sample discontinuities, triangle and square edges. So you could detect a discontinuity by simpling doing.

if (abs(sampleA - sampleB) > someFactor) applyBLEP(sampleA, sampleB, dt);

or something.

That's how you would do hard sync?

Instead of having all these individual wave BLEP functions, why not just do everything like this? Take care of all possible discontinuities in one smack.
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Old 10-16-2017, 02:09 AM   #96
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I am hardly an expert on all this, so here are some pointers:

Rounding corners with BLAMP:
http://dafx16.vutbr.cz/dafxpapers/18...aper_33-PN.pdf

Modulating (poly)BLEP hard-sync saw:
https://www.kvraudio.com/forum/viewtopic.php?p=5944009

I hope that helps.
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Old 02-12-2019, 05:04 AM   #97
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Quote:
Originally Posted by Argitoth View Post
Would you use a 2 sample delay to BLEP any signal with 1 sample discontinuities?

Would you... just make the entire synth a 2-sample-delay synth?

I have some arbitrary waves to anti-alias, all of which have 1-sample discontinuities, triangle and square edges. So you could detect a discontinuity by simpling doing.

if (abs(sampleA - sampleB) > someFactor) applyBLEP(sampleA, sampleB, dt);

or something.

That's how you would do hard sync?

Instead of having all these individual wave BLEP functions, why not just do everything like this? Take care of all possible discontinuities in one smack.
I know this is an ancient thread, but I was struggling with this a bit recently - the polyblep magic depends on knowing exactly *where* in-between the two samples the discontinuity actually occurs, so that approach isn't practical.

For something like a naive square wave, it's easy - discontinuity is at transition points i.e. phase = 0 and pi. Things get very gnarly with more complex waves though.
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Old 02-13-2019, 03:43 AM   #98
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Default Simple mono/poly synth features request

Hello Tale

I love your concept, because I need a synth that is clean-pure digital, that doesn't try to emulate an analog one with modeling, keeps the simple GUI and isn't CPU hungry.

Would it be possible to add these features to a second version of your simple mono/poly synth?

- second oscilator with tuning (for sub or for fine detune)
- the LP filter should react to the main ADSR with an amount control, like on the Roland Juno-6, no need for me to have a seperate ADSR
- keytrack follower slider for the LP filter

And I have a question about working on 96kHz Sample rate:
Does it use the higher samplerate in the processing?


Cheers Beerzel
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Old 02-14-2019, 02:46 AM   #99
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Quote:
Originally Posted by beerzel View Post
I love your concept, because I need a synth that is clean-pure digital, that doesn't try to emulate an analog one with modeling, keeps the simple GUI and isn't CPU hungry.
Thanks! Well, it is pure digital, but not entirely clean (there is some aliasing). Also, JSFX is not as CPU efficient as C/C++ (i.e. VST/AU), but nowadays it is pretty decent.

Quote:
Originally Posted by beerzel View Post
Would it be possible to add these features to a second version of your simple mono/poly synth?

- second oscilator with tuning (for sub or for fine detune)
- the LP filter should react to the main ADSR with an amount control, like on the Roland Juno-6, no need for me to have a seperate ADSR
- keytrack follower slider for the LP filter
It would be possible, but I'm not sure I'm up to it ATM... But I will think about it.

Quote:
Originally Posted by beerzel View Post
And I have a question about working on 96kHz Sample rate:
Does it use the higher samplerate in the processing?
It doesn't use oversampling, if that's what you mean.
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Old 02-15-2019, 12:09 PM   #100
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I mean if I work at 96khz, do I get a higher resolution, like for example with ReaEQ?

I noticed that the CPU efficency wasn't great when I tried ReaRack - ModularSynth. The possibilities are so amazing and the oscillators are so cool. So I tried to do a polyphonic 8-voice synth combination but it used just way to much CPU, because it needed then 8 oscillator, envelope and filter modules.

So then I found your JSFX Pack which is better suited for my digital polyphonic synth research.

Before I even got to all these JSFX, I just created a polyphonic 8-voice synth with ReaSynth and ReaEQ.
The trick was to use for each voice a ReaSynth for the oscillator, ReaEQ for LP Filter and then another ReaSynth (set to a squarewave) that is sent via parameter modulation to the filter cutoff frequency of ReaEQ. This gives a very musical ADSR and it is possible to tweak then each voice at the same time via midi controller.
I also used Robert Randolphs Keytrack generator and Malcom Smiths Poly Splitter (changed release to 5s to match the release of ReaSynth) for the midi routing.

I have attached the project here, with the additional JS Plugins.

It works really well and is very CPU efficient! But...the only problem is that ReaSynth has no option for a monophonic oscillator...so when you increase the release time, it creates a mess :-(
Attached Files
File Type: zip REASYNTH POLY 8 v01.zip (16.0 KB, 89 views)
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Old 02-16-2019, 01:43 AM   #101
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@beerzel
Did you try this one?
https://www.kvraudio.com/product/mod...l-bucket-music
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Old 02-19-2019, 01:18 AM   #102
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Thanx Ivannn

I didn't know that one. I tried it this weekend. Really cool...but what didn't work for me is:

- ModulAir can't produce a pure sine wave, the one that is selectable has already some harmonics in it (I also checked it with an analyzer)
- it crackles each time when you adjust a knob


Here some infos on my hardware:
I use Lynx AES16 with Aurora16 at home which is solid in latency and performance.
For my mobile rig I use a Sound Devices MixPre 10M, which is great in sound and flexibility, just the USB interface isn't the best at latency. The synth plugin I'm looking for has to perform well on this rig, which would be the proof of its lightness. So I always test the synth on this one.
All on Windows 7 32Bit (If it works, don't touch anything :-) )

For example Synth1 was almost the solution but it doesn't use the higher resolution of 96kHz, it cuts all off above ~22kHz, so it must be stuck internally at 44.1kHz
Phutura is also a good example for what I'm looking for, but it's buggy in Reaper (5.63) when you save presets and reload the session and you can't deactivate the filter which tames a little bit the highend at his highest setting.
Tunefish4 is the best in its performance, never crackels and has a really creative wavetable oscilator. I use it a lot. The only thing it can't do is a pure sine, saw square or pulse wave...

The best solution would be: ReaSynth with a monophonic option so you can create what you want, as in my example REASYNTH POLY 8

(...or Tale is going to be the hero ;-) )

(...or perhaps there is a plugin outhere that I didn't find yet, curious for suggestions)
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Old 02-19-2019, 01:46 AM   #103
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Quote:
Originally Posted by beerzel View Post

I noticed that the CPU efficency wasn't great when I tried ReaRack - ModularSynth. The possibilities are so amazing and the oscillators are so cool. So I tried to do a polyphonic 8-voice synth combination but it used just way to much CPU...
Which version of ReaRack were you using? I recently made some changes to the version 3 trapezoidal oscillator which should make it more efficient. I would also recommend using audio rather than MIDI CC for control signals between modules, if you weren't already, as audio uses significantly less CPU.
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Old 02-24-2019, 09:23 AM   #104
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Hey Time Waster, I don't think you do :-)

I tried your ReaRack3 Beta, better performance with audio for control signals. But unfortunately still to CPU hungry when used with 8-voices. Perhaps there is a way to make the envelope ,oscillator and filter module polyphonic to save CPU?

The oscillator sounds really great I love it!
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Old 02-24-2019, 06:57 PM   #105
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Quote:
Originally Posted by beerzel View Post
Hey Time Waster, I don't think you do :-)
Depends who you ask :-)

Quote:
Originally Posted by beerzel View Post
I tried your ReaRack3 Beta, better performance with audio for control signals. But unfortunately still to CPU hungry when used with 8-voices. Perhaps there is a way to make the envelope ,oscillator and filter module polyphonic to save CPU?
I tried this setup here (8 x oscillator, EG and filter + poly splitter). On a 3.5 GHz 6 core machine I get a peak of about 7% CPU usage.

It may be possible to get more efficiency by adding polyphony to the EG and Osc modules, but it is a bit of a redesign and is outside the current scope of this project (ReaRack). It is something to think about though. I suspect that true modularity and efficiency may be mutually exclusive, hence all in one synths.

Tale, apologies for the thread hijack.
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