Old 02-03-2009, 09:22 PM   #1
cern.th.skei
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Default ccernn/fx_glitch (updated: v0.0.9 w/midi)

v0.0.9 (updated)

preview: http://sites.google.com/site/jesucce...h_preview2.mp3
(default settings, as shown above)
download: http://sites.google.com/site/jesuccernn/files/fx_glitch
play around with it, keep an eye on the red record cursor, and the green play cursor, and you will quickly understand it.
- ccernn
there are lots of small things that can (and will) be improved.
but it's a start.

update v0.0.8: added a few effects, like stutter and pitch, and some sliders for probabilities per step.
update v0.09: midi-controllable. hold midi keys, things are triggered at the next beat-start. (semi-)notes from c2 -> e2 forces 'on' skip, reverse, mute, stutter, pitch. (semi-)notes from c3 -> controls which slice of the buffer to play. randomization and probabilities can override the midi keys, so you might want to fade down the auto-random stuff if you plan to play/program via midi. experiment.

Last edited by cern.th.skei; 02-04-2009 at 10:08 PM.
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Old 02-03-2009, 10:07 PM   #2
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Dude I haven't tried it yet, but the demo sounds really cool, I listen several times.

Plus, having "probability" is cool as a concept
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Old 02-04-2009, 08:25 AM   #3
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Thanks, this certainly looks promising! It'll definately try this one out soon.
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Old 02-05-2009, 07:07 AM   #4
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thanks a lot !
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Old 02-05-2009, 01:35 PM   #5
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Really cool, love the stutter.
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Old 02-05-2009, 04:55 PM   #6
cern.th.skei
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thanks for all comments.
more coming...
the snowball is rolling
- ccernn
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Old 02-06-2009, 11:08 AM   #7
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Absolutely cool, I like this fx!
How are those 10 trigger buttons work? I couldn't figure out...
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Old 02-06-2009, 11:48 AM   #8
cern.th.skei
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thanx

the triggers do something with the step sequencer.

0 fills the step-sequencer with 0's
1 - all to 1
and 2 - inverts all

was planning to add more functionality like shifting the steps left/right, mirror left/right, etc, but haven't gotten that far yet.
will do, but it have to wait a little bit...
(busy with a speech-synth now :-) )

- ccernn
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Old 02-06-2009, 12:07 PM   #9
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man im gonna have to dive into this, i have to figure out how to work this thing
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Old 02-06-2009, 01:20 PM   #10
cern.th.skei
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just noted down some very, very, very (etc) preliminary things here:
http://sites.google.com/site/jesucce...#TOC-fx_glitch
that page and site needs some serious work (and some serious quality control for the writing!), but at least there's some info about parameters and how it works there. better than nothing i guess.
- ccernn
i will continually update that site, the plugins, and the docs...
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Old 02-06-2009, 01:43 PM   #11
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Is it an issue that I get crackles quite often on the "glitched-parts"?
I've been testing the plugin (default setting) with drum-, guitar loops etc... and I experience crackles. I'll have to split the audio file and manually fade out... hmm..




This is quite annoying...

/boka
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Old 02-06-2009, 02:34 PM   #12
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thanks a lot
that FSU plugin looks amazing
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Old 02-06-2009, 02:39 PM   #13
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Quote:
Originally Posted by boka View Post
Is it an issue that I get crackles quite often on the "glitched-parts"?
/boka
eh, yeah, i know,
if you mean the sudden changes, or pops, between slices and cut-ups, and at the ends, etc?

it glitches.

there's no anti-click stuff, or crossfades in there, yet..
it's mainly jumping around in the audio buffer.
+ modifying play-speed/direction in various ways

i was mostly interested in putting in features, and still keeping an overview of the code, before i do any optimization, cleanup, etc.

- ccernn

and also, this was originally made for my own use, and i like very glitchy things, unpredictable and dangerous.. didn't consider that others might want a more smooth result...

so, anti-clicking is next on the to-do list i guess.
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Old 02-06-2009, 02:51 PM   #14
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Quote:
Originally Posted by cern.th.skei View Post
...anti-clicking is next on the to-do list i guess.
great! I'll be curious if its done!

/boka
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Old 02-06-2009, 03:19 PM   #15
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I haven't used this yet, but it seems very nice!!!

As far as glitching goes- I don't mind glitching in certain genre's, but I can see uses for this in other non-electronic genre's that would need the non-glitch.
Maybe a selection for glitch or non-glitch???

I'll shut up now and actually try it out!!!
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Old 02-06-2009, 04:51 PM   #16
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Quote:
Originally Posted by cern.th.skei View Post
and also, this was originally made for my own use, and i like very glitchy things, unpredictable and dangerous.. didn't consider that others might want a more smooth result...

so, anti-clicking is next on the to-do list i guess.
in avocado, i just fade in/out the first/last 16 samples or so in each buffer - sounds as good as crossfading and way easier to do.
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Old 02-06-2009, 06:20 PM   #17
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Quote:
Originally Posted by dub3000 View Post
in avocado, i just fade in/out the first/last 16 samples or so in each buffer - sounds as good as crossfading and way easier to do.
thanx for the tip, will try something like that!
- ccernn

and, btw, avocado is really great!
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Old 02-08-2009, 12:22 PM   #18
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new version, v0.0.10

basically recoded it from scratch, after thinking through a few things, re-checked some algorithms, renamed variable names, etc.. (isn't that called refactoring?), and also, in the process i changed a few things.

it's basically like it was before, but:

the max skip now more directly controls how many slices it can skip away from the original play cursor (depending on play mode too). instead of (previous versions) a 0-100% setting, meaning the entire buffer, which is then rounded to nearest slice, it now acts on slice numbers/indexes more directly. hopefully easier to control and understand now.

there's also a slice fade in/out slider, to remove clicks, or do some creative rhythmic pulsation... at first it was just a test, it's quite rude and simple, but it can do some interesting things, so i left it there. the number you select directly defines how much of each slice is used for fading in and out. a setting of 0.5 means it takes half the slice length to reach full volume (starting from 0), and the same for fading out. the same thing apply for the stutter sub-slices. i usually leave this to 0, or some other small value like 0.001... i considered doing some real crossfading, but that will have to wait until a bit later, another version, or something...

and i also looked through the midi handling for slice selection, and i think it is more sane now. it only cares about the currently playing/pressed keys, so when you for example hold a midi key for repeatedly playing a slice, it doesn't shut up if you release a different key.

some of the sliders have changed order and meaning, so if you have any projects saved using the older version(s), you should rename this one to something else, like fx_glitch_new or something.

- ccernn

i got an idea about having random audio channel in/output, so that we could have a multi-channel track with other audio effects attached to the various sub-tracks, and then a plugin like this for sending the audio out to them, selected by probabilities and such... but i'm running out of sliders, and the source code are getting a bit full/messy. so, perhaps another plugin specifically for this? a probabilistic/random in/out switcher...
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Old 02-08-2009, 02:33 PM   #19
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definitely better!

Why I get 'skip' if setting both the skip probability and max skip to zero?
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Old 02-08-2009, 03:38 PM   #20
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hm, after some testing, i don't get that here...
but there's a couple of things i can think of

- there could be incoming midi that does the skipping 'behind the scenes'. for example, if you have this effect in a track that has a synth playing. if so, you could insert something like the midi_eater before this one. or, i could do a new version with some more playmodes, (with/without midi, sequencer, probabilities, ..)

- the skip effect is specifically selecting a new slice to jump to, instead of the one it would normally play (perhaps i should remane it to 'jump'). the stutter, reverse and pitch may also modify the play cursor position. if you have playmode set to "free", it won't resync to the play cursor after doing the effect.

- i also noticed right now, while testing this, that there is some unexpected things happening when reapers play-position is changed while still running. and sometimes also when you loop, but doesn't start at the loop-start. i do some calculations in there based on the start-position (when you press play), relative to the current playing position. could be that part messing up, i will look into it, guess i have to check if there's some sudden jumps in the play position, and then recalculate some internal things.

- ccernn
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Old 02-08-2009, 05:23 PM   #21
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v0.0.11 is uploaded now. added a check for transport state changes not being what is expected, and eventually doing a little position resetting.

now it should accept sudden changes (and looping) in reapers play position much more reasonably

and a new preview, with some extreme settings here and there
http://sites.google.com/site/jesucce.../fx_glitch.mp3
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Old 02-09-2009, 11:05 AM   #22
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many glitchy thanks !
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Old 04-11-2009, 07:15 PM   #23
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Default update v0.0.12

update: fx_glitch v0.0.12

in addition to all the previous features,
now you can have random input and output channels,
(and can also be triggered via midi)
massively increasing the possibilities for chaos and sonic destruction!


preview: http://sites.google.com/site/jesucce...x_glitch12.mp3
test project: http://sites.google.com/site/jesucce...x_glitch12.zip
plugin: http://sites.google.com/site/jesuccernn/files/fx_glitch

red tracks are different loops for the input channels
blue tracks are output channels, each with some effect plugin
green track is the glitch effect track (8-channels) & the main audio input
some send trickery is used for routing audio in and out of fx_glitch

next version will be true stereo, and maybe i need to look at some graphical update optimizations (there's some weird things going on when the gui is visible, some (unintentionally) audio glitches, ticking)

- ccernn

[update: forgot to mention that you need reaper v3 beta for this, as it has more than 16 sliders]
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Old 04-12-2009, 03:30 AM   #24
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Thank you, Ccern
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Old 04-12-2009, 04:48 AM   #25
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i'd really like to try this out, but i don't know anything about js plugins and from the link all i get is the sourcecode. how do i make this into a js plugin?
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Old 04-12-2009, 04:49 AM   #26
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Default v0.0.13

updated to v0.0.13 (same link as above)

- proper stereo
- step sequencer randomization:
- > trigger button #3 fully randomizes all
- > button #4 randomizes/jitter them a little bit
- > (scaled by global probability)

working on:

- effect parameter amounts override + automatable/realtime controllable via midi-cc
- code cleanup
- gfx update optimizations

- ccernn
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Old 04-12-2009, 04:54 AM   #27
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Quote:
Originally Posted by bernhardtjeff View Post
i'd really like to try this out, but i don't know anything about js plugins and from the link all i get is the sourcecode. how do i make this into a js plugin?
download it, and put it somewhere under "../REAPER/Effects/..."

i have mine at (linux):
"/home/cern/.wine/drive_c/Program Files/REAPER/Effects/ccernn",
on windows that would probably be:
"c:\Program Files\REAPER\Effects\ccernn"

after that, you can use it like any other JS plugin.

note that this is a beta/prototype.. there might be things changed, so don't assume the settings saved with a project are forward/backwards comptible forever. render/mixdown your audio. at least, until we reach v0.1.0+ or something.

- ccernn
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Old 04-23-2009, 11:57 PM   #28
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Looks cool. Going to have to check this out soon. I can never get enough effects that mangle sound.

Thanks!
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Old 07-22-2009, 10:20 AM   #29
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Just listened to the sample, can't wait to get home and try this!
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Old 08-05-2009, 05:35 AM   #30
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i love glitch effects
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Old 07-12-2010, 12:48 PM   #31
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ok i have just started using js fx in renoise using the reajs.dll,but when i put this in the effects folder it doesent show up when i press load in the reajs.dll GUI in renoise??

im on win xp btw
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