The input parameter is the shader file name (without the .glsl extension and the file must be inside the Scripts folder of your project (it will be embedded like any other script file when you export the project).
@JulesV Not sure, you could try storing the X position of each node in an array. You'd need to attach a broadcaster to the Band Selected event of the EQ to keep track of it.
@Chazrox thank you for the response bro getting closer to what im aiming for got the GLSL orb thing to load into my UI so thats a win i just have to figure out how to get a custom made one
@griffinboy I'm not at that point yet tbh. Most of what I'm working on right now is audio analysis in realtime and sample playback. I do really want to do a distortion/saturation effect of my own at some point though!
Slightly off topic question, but doesn't the sampler kill active voices and cause an audio dropout when you adjust a samples parameters like the start/end for the sample or the loop region???
@HISEnberg Ok, I think it is cleaned up enough to pass along now. If you like we can do a video call or chat to talk about how to adapt it to your project. I'll send you some files in a message.
@Christoph-Hart Single time for fade into and fade out of legato sample is fine. Curve has been very important to adjust in the past, but I realize that's always been in the context of typical unaligned legato, where it might play in or out of phase.
So, going on the assumption that the phase-align-o-matic does its job, the crossfade should be linear as it is now, and probably doesn't need to be adjustable.