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    Audio Looper in FX Plugin

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    • S
      svkpowa @griffinboy
      last edited by

      @griffinboy I'm trying to build an effect plugin, that will play vinyl crackles in a loop. Standard effects can't do that thing to sound realistic, so I though plotting a loop when audio is playing should be fine. My attempt is:

      1. Effect plugin detects audio -> plays the looper (crackles in the loop)
      2. Effect plugin has no audio input -> looper is silent

      Is it possible to do this?

      David HealeyD griffinboyG 2 Replies Last reply Reply Quote 0
      • David HealeyD
        David Healey @svkpowa
        last edited by

        @svkpowa What you are describing is an audio player, so you should create an instrument plugin.

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        • S
          svkpowa @David Healey
          last edited by svkpowa

          @David-Healey yes, but I'd like it to work like convolution reverb, to make it working in an audio channel in DAW, also in MIDI, cause I want it to work as effect, not an instrument

          edit:
          I tried with convo to play that crackles, but it's not working as intended. It helps, it can be used as an effect, but it's not clean

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          • griffinboyG
            griffinboy @svkpowa
            last edited by

            @svkpowa

            Oh yeah really possible.

            And the way you should go about it depends on how complex you want the algorithm to be.

            The simplest way to achieve what you want, is to use scriptnode.
            You can use an envelope follower to track the volume level of incoming audio, and then use that to modulate the volume of a looper that is continuously playing your noise loop.
            I don't know the exact chain: I don't use scriptnode much. But I know that this is possible without too much work involved.

            If you're wanting to make something more realistic, where you've got more control over the crackles and want to build a system where you can trigger noises to play at certain times and under certain conditions, I'd personally do that kind of thing using a c++ third party node. You'd code a node in c++ so that it can load and play back samples (using an external data sample map) and has all the input detection and crackle logic, and then in hise you just have this single effect node that does the entire thing you're after.
            You get ultimate control this way. But if you've not done c++ effects before there is some learning to do.

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            • griffinboyG
              griffinboy @David Healey
              last edited by

              @David-Healey
              Ah no, I think he's describing an effect that adds noise ontop of existing audio.
              It's an effect not an instrument.

              David HealeyD 1 Reply Last reply Reply Quote 0
              • David HealeyD
                David Healey @griffinboy
                last edited by

                @griffinboy An effect should process the incoming audio, what he describes is playing an audio file over the incoming audio, no?

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                • griffinboyG
                  griffinboy @David Healey
                  last edited by griffinboy

                  @David-Healey

                  It does process the incoming audio.
                  He said he wants noise audio files to react to the volume on incoming audio. That's the effect he's describing I believe.

                  The wording of the post was misleading / vague

                  Effect chain:
                  Input audio -> measure activity / volume -> apply that to a noise file / trigger noise sample -> sum both to output

                  Unless I've misunderstood!

                  S 1 Reply Last reply Reply Quote 1
                  • S
                    svkpowa @griffinboy
                    last edited by svkpowa

                    @griffinboy
                    @David-Healey

                    Thanks for the help!
                    Yes, it process the incoming audio. The plotted loop can react to input's volume, that's even better.

                    I'll try with ScriptNode, but I think there are no ready-to-plot modules, so needs some coding apparently. I wish there was an effect like Convolution, but without the room effect. That would be perfect.

                    Edit:
                    Oh, there's a "file player" in a scriptnode 😮
                    that makes things easier

                    griffinboyG 1 Reply Last reply Reply Quote 1
                    • griffinboyG
                      griffinboy @svkpowa
                      last edited by

                      @svkpowa

                      That's right! Sorry I didn't mention: File player is how you'd do a playback of audio in scriptnode.

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                      • S
                        svkpowa @griffinboy
                        last edited by

                        @griffinboy I made this and it works perfectly.55c8d678-e639-412b-a885-15c86f35b79b-image.png

                        HISEnbergH 1 Reply Last reply Reply Quote 2
                        • HISEnbergH
                          HISEnberg @svkpowa
                          last edited by

                          @svkpowa Just FYI: https://forum.hise.audio/topic/13200/audio-fx-play-an-audio-file/7

                          I think you may also need "Enable Sound Generators FX" Enabled in the Project Settings before building the plugin as well.

                          Sonic Architect && Software Mercenary

                          S 1 Reply Last reply Reply Quote 2
                          • S
                            svkpowa @HISEnberg
                            last edited by svkpowa

                            @HISEnberg Yeah, I built it without checking this box and effect was silent, now I checked it and compiling. The "Signal Input" plays a very short loop and follows the audio, it's a very nice way to build effects.

                            Edit:
                            It worked! One knob has harder tickles, other one is warmer with some high cut. I'm impressed by the effect.

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