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Splines and DSP
39 posts
• Page 3 of 4 • 1, 2, 3, 4
Re: Splines and DSP
I would just like also to add that a spline-based control system would be SO nice to have, having read trog's comments.
When I was playing with trog’s thing I made an exponential decay and it did take time to get the several slope segments right. In fact it needed a lot of nodes to sound smooth (especially so for a filter sweep) and, as trog said, to change the slope after would have been a lot more work.
My praise for trog’s work was well justified I think. I marvel at his talent, but that doesn’t mean the spline thing has been displaced, so go for it Tom!
I can’t wait to see it!
Cheers
Spogg
When I was playing with trog’s thing I made an exponential decay and it did take time to get the several slope segments right. In fact it needed a lot of nodes to sound smooth (especially so for a filter sweep) and, as trog said, to change the slope after would have been a lot more work.
My praise for trog’s work was well justified I think. I marvel at his talent, but that doesn’t mean the spline thing has been displaced, so go for it Tom!
I can’t wait to see it!
Cheers
Spogg
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Spogg - Posts: 3358
- Joined: Thu Nov 20, 2014 4:24 pm
- Location: Birmingham, England
Re: Splines and DSP
Spogg wrote:...so go for it Tom!
Who's that "Tom"?
"There lies the dog buried" (German saying translated literally)
- tulamide
- Posts: 2714
- Joined: Sat Jun 21, 2014 2:48 pm
- Location: Germany
Re: Splines and DSP
tulamide wrote:Spogg wrote:...so go for it Tom!
Who's that "Tom"?
Oh I see. You've forgotten your name then?
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Spogg - Posts: 3358
- Joined: Thu Nov 20, 2014 4:24 pm
- Location: Birmingham, England
Re: Splines and DSP
the wavetable osc is owesome Trog! ty- !
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nix - Posts: 817
- Joined: Tue Jul 13, 2010 10:51 am
Re: Splines and DSP
Thanks, nix; I'm glad you like it! As I said to Spogg, I'll post it in its own thread once I have the sync options etc. added in and the stream code optimised to ASM. I just want to get the little Ruby API that I promised tulamide finished first. In fact, that should go hand-in-hand with improving the wavetable-osc, as tulamide's splines would be a great way to adjust the cross-fading curves between wave segments; oscillators and modulators would then have almost the same GUI.
All schematics/modules I post are free for all to use - but a credit is always polite!
Don't stagnate, mutate to create!
Don't stagnate, mutate to create!
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trogluddite - Posts: 1730
- Joined: Fri Oct 22, 2010 12:46 am
- Location: Yorkshire, UK
Re: Splines and DSP
Thanks trogluddite, this is very useful code and I find the cencept very interesting.
I remember looking at the arpeggio sequencer made by Nix with the same amount of awe. There's a lot of potential. But, I am curious would there be an issue in faster than real time for bouncing?
Thanks,
Robert
I remember looking at the arpeggio sequencer made by Nix with the same amount of awe. There's a lot of potential. But, I am curious would there be an issue in faster than real time for bouncing?
Thanks,
Robert
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wlangfor@uoguelph.ca - Posts: 912
- Joined: Tue Apr 03, 2018 5:50 pm
- Location: North Bay, Ontario, Canada
Re: Splines and DSP
wlangfor@uoguelph.ca wrote:But, I am curious would there be an issue in faster than real time for bouncing?
Good question!
Experience suggests that it may depend on the VST host. The stream code itself shouldn't present any problems, and would certainly be fine if the tempo "clock" is free-running (it's all calculated by counting incoming samples in that case). But if the tempo is slaved to the VST host, it will depend on whether the host passes Tempo/PPQ signals correctly when it's rendering off-line. I have a vague memory that we've had problems with that before in some hosts (a bit like the hassle with FL's non-standard interpretation of PPQ "quarter-notes").
I've made similar "PPQ synced" modules before (e.g. my SyLFO), which have always rendered fine in Reaper (my usual DAW of choice); but in practice, having a bunch of testers try out all of the different hosts is the only way to know for sure. I also haven't tried out the Alpha's new double-precision PPQ/Tempo/etc. primitives, which should allow much tighter timing, especially on long songs. I haven't got my head around what DSP/ASM changes DP and/or 64-bit might require yet, so it may be some time before I have any code available to test those out.
All schematics/modules I post are free for all to use - but a credit is always polite!
Don't stagnate, mutate to create!
Don't stagnate, mutate to create!
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trogluddite - Posts: 1730
- Joined: Fri Oct 22, 2010 12:46 am
- Location: Yorkshire, UK
Re: Splines and DSP
@trog You really shouldn't do this!
Each time you post in this thread I think "that's it, now comes the version I wait for". I have a tender soul, trog. My poor aching heart!
Each time you post in this thread I think "that's it, now comes the version I wait for". I have a tender soul, trog. My poor aching heart!
"There lies the dog buried" (German saying translated literally)
- tulamide
- Posts: 2714
- Joined: Sat Jun 21, 2014 2:48 pm
- Location: Germany
Re: Splines and DSP
pulls at the ole heart strings ...
- RJHollins
- Posts: 1571
- Joined: Thu Mar 08, 2012 7:58 pm
Re: Splines and DSP
I'm weary of ruby, but it would be ideal for such an operation. I'll look at the examples and try to learn what I can. It's an exciting project Tulamide.
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wlangfor@uoguelph.ca - Posts: 912
- Joined: Tue Apr 03, 2018 5:50 pm
- Location: North Bay, Ontario, Canada
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