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Re: FSSS - Frequency Spectrum Split Synth

PostPosted: Tue Jun 11, 2019 4:27 pm
by kortezzzz
Spogg wrote:The random number created when a channel opens would have to be turned into a stream integer, say 0-3. That number would then open a single audio stream gate to pass into 1 of 4 blue filter channels. A situation could arise where you get some channels where the audio passed into the same filter, since the numbers generated would not be unique. But would this really matter? The benefit would be that the randomly selected blue filter would hold for the duration of the note, until after release time has elapsed in the ADSR.


Tried to use the asm random generator to do what you suggested, spogg. Maybe I'm doing something wrong, but couldn't find a way to trigger it to create the random number. It has only outputs (no trigger inputs) and no signal comes out of it. What am I missing?...

Re: FSSS - Frequency Spectrum Split Synth

PostPosted: Tue Jun 11, 2019 5:02 pm
by Spogg
That’s because you don’t trigger it!

When a channel opens, the code runs (for each and every channel when it opens) and creates the number. You just connect it into a stream and you’ll get the number. Honestly.

I used this for random phase for oscillators, which is what Adam made it for originally.

Cheers

Spogg

Re: FSSS - Frequency Spectrum Split Synth

PostPosted: Tue Jun 11, 2019 8:32 pm
by wlangfor@uoguelph.ca
Seems like an interesting idea. Good luck getting rid of the clicks.

Re: FSSS - Frequency Spectrum Split Synth

PostPosted: Tue Jun 11, 2019 10:10 pm
by kortezzzz
Thanks Robert :)

Thanks for the advises, spogg. Unfortunately couldn't make it with the poly modules. To be honest, this poly thing is the one that I like less in FS. It somehow always takes me into troubles and I would choose to avoid messing with that by any cost. maybe in the future we'll be able to just connect thing together and they'll work without any quirky limitations.

Re: FSSS - Frequency Spectrum Split Synth

PostPosted: Wed Jun 12, 2019 10:22 am
by Spogg
When I came to FS I knew nothing about the signal types and how they are handled, so I can sympathise with what you say. But I would say stick at it and the light will come eventually.
Maybe someone could make a mini-tutorial…

Anyway, I’ve incarnated my idea into your schematic because I think it’s easier to show than tell.
Plus, I think it’s a really great idea for creating sound variations, and my approach does seem to work well, with no clicks because it's all poly stream processing up to the filters..

Have fun!

Spogg

Re: FSSS - Frequency Spectrum Split Synth

PostPosted: Wed Jun 12, 2019 10:46 am
by kortezzzz
Fantastic spogg 8-) Thank you so much for the fix. The beautiful DSP "If -> Then" module that you added with the randomizer is exactly what I needed but didn't know how to make it correctly. It's a must have module in any toolbox and glad it came up. From that point, everything can be randomized. For instance, you can send each oscillator to a random effects chain or apply to it a random LFO.

...Or use Martin's randomOSC 8 and randomize the already randomized signal that comes out of it :shock: :lol:
I would call it "Anarchsynth" ;)

Re: FSSS - Frequency Spectrum Split Synth

PostPosted: Wed Jun 12, 2019 12:00 pm
by Spogg
You’re more than welcome.

I can see you’ve been ignited with ideas!

Cheers

Spogg

Re: FSSS - Frequency Spectrum Split Synth

PostPosted: Wed Jun 12, 2019 3:06 pm
by wlangfor@uoguelph.ca
I'll make a track with this new incarnation. Thanks to both of You.

Re: FSSS - Frequency Spectrum Split Synth

PostPosted: Thu Jun 13, 2019 7:30 am
by kortezzzz
Just found out that the asm random generator may stream out values that are greater than the determined limits when the number of the voices increases. For example, if you press 3 or 4 keys together, you'll end with values like 8-11 which are beyond the limits of the blue "if -> then". in this case, I guess that they all will be routed to upper channel (since the upper receives everything beyond 4)?

Re: FSSS - Frequency Spectrum Split Synth

PostPosted: Thu Jun 13, 2019 7:42 am
by Spogg
If you are using a poly readout module or similar, you will see this, but it’s not actually happening in the poly world.

To read a poly signal, the readout module converts to mono, so what I reckon you’re seeing is this summation of poly channels. You can see this if you readout the “Freq 0-1” signal for example. Each note you press and hold increases the value on the readout, because you are seeing the summation of all the open channels.

There is a way round this, but it involves DSP code to use the unique channel i.d. output from the Voices prim. Then you can make the output respond on just a given channel.

So… worry not! :lol:

Cheers

Spogg