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Trigger grid
5 posts
• Page 1 of 1
Trigger grid
Hello everyone! Here's a question I have to knowledgeable people.
I want to make the effect like dblue glitch. The bottom line is this:
There are some effects (reverb, bitcrush and others)
How to create a grid of 32 steps, which will be specified when you turn this or that effect, and the other grid will serve as a field for drawing the envelope that will only work at a time when I will show and let the filter or control the amount of delay to mix.
Naturally tempo-synched.
Or even just a grid of 32 steps, which you can specify when to send the value "True" and again when it returns "false"
Maybe there is someone scheme which can be modified, I am for team work!
I'm sorry if misspelled, I do not know much English)
I want to make the effect like dblue glitch. The bottom line is this:
There are some effects (reverb, bitcrush and others)
How to create a grid of 32 steps, which will be specified when you turn this or that effect, and the other grid will serve as a field for drawing the envelope that will only work at a time when I will show and let the filter or control the amount of delay to mix.
Naturally tempo-synched.
Or even just a grid of 32 steps, which you can specify when to send the value "True" and again when it returns "false"
Maybe there is someone scheme which can be modified, I am for team work!
I'm sorry if misspelled, I do not know much English)
GUI designer
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StereoSpace - Posts: 78
- Joined: Sat Feb 21, 2015 12:59 am
Re: Trigger grid
Try searching forum for:
Grid_BV_RowsandColums_v7.fsm
See if that is what you're needing.
Grid_BV_RowsandColums_v7.fsm
See if that is what you're needing.
- RJHollins
- Posts: 1571
- Joined: Thu Mar 08, 2012 7:58 pm
Re: Trigger grid
Conceptually speaking (just very basically), a grid is made of arrays. Just like a chessboard that has letters going horizontally and numbers going vertically, for each letter there's going to be the numbers 1 through 8. If you only want one effect to be active at a time, you can use a single array: the index could be the horizontal position and the value at that index could be the active effect (and you could include an "all off" value in that). If you want to be able to have more than one effect active at once, you'll need a more complex design, involving a 2D array, which is like an array of arrays. Your first index could be the horizontal position, the second index the vertical position, and the value stored at that index could be the on or off state (or this could be an "amount" value). As well as being more complicated this would be more computationally expensive. Also note that 32x32 is quite a bit more than say 16x16! Ruby would be good for all this since it's far simpler for working with arrays and also good for GUI stuff.
Next you'd need a timer that is synced to tempo. You can do this pretty easily with a Ramp primitive, the tempo and time sig primitives, and some math, or you could use the PPQ Pos primitive which would be even better.
With the timer linked to the array, grabbing values at every step, you'd just need to switch the effect modules on or off as necessary, or switch between them. You could use selectors for this, but they would cause recompiles at every step, which can spike CPU and tends to create pops in the audio. The alternative would be to use DSP code, and use comparisons and bitmasking to output audio only to the correct modules.
This isn't terribly complicated but you would have to know your way around working with Flowstone and coding in Ruby. I've never made anything like this so maybe someone else can give you better direction.
Next you'd need a timer that is synced to tempo. You can do this pretty easily with a Ramp primitive, the tempo and time sig primitives, and some math, or you could use the PPQ Pos primitive which would be even better.
With the timer linked to the array, grabbing values at every step, you'd just need to switch the effect modules on or off as necessary, or switch between them. You could use selectors for this, but they would cause recompiles at every step, which can spike CPU and tends to create pops in the audio. The alternative would be to use DSP code, and use comparisons and bitmasking to output audio only to the correct modules.
This isn't terribly complicated but you would have to know your way around working with Flowstone and coding in Ruby. I've never made anything like this so maybe someone else can give you better direction.

- Perfect Human Interface
- Posts: 643
- Joined: Sun Mar 10, 2013 7:32 pm
Re: Trigger grid
Hi!
In addition to what has been said above, I'd recommend a look at the example synth
viewtopic.php?f=2&t=1076
The ruby arpeggiator in there is fantastic and could easily be modified into what you want. If I have time I'll put a modified version of it up for you. It already has a timer, is linked to tempo and playing and can save the position or values in the grid.
In addition to what has been said above, I'd recommend a look at the example synth
viewtopic.php?f=2&t=1076
The ruby arpeggiator in there is fantastic and could easily be modified into what you want. If I have time I'll put a modified version of it up for you. It already has a timer, is linked to tempo and playing and can save the position or values in the grid.
- primate
- Posts: 22
- Joined: Thu Dec 19, 2013 10:42 pm
Re: Trigger grid
you can modify my stepsequencer for this, it has already all the sync stuff you need
viewtopic.php?f=3&t=1001
i did this kind of things in reapeat x, there are various ways to do it but its always the same scheme, store values (on/off - selections - parametervalues...) in an array and iterate through it in whatever speed you want...
viewtopic.php?f=3&t=1001
i did this kind of things in reapeat x, there are various ways to do it but its always the same scheme, store values (on/off - selections - parametervalues...) in an array and iterate through it in whatever speed you want...
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Nubeat7 - Posts: 1347
- Joined: Sat Apr 14, 2012 9:59 am
- Location: Vienna
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