Some basic questions
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I don't think this is practical. Moving the sample start means resetting all preload buffers (the beginning of the sample that resides in memory until the hard drive can fetch the rest).
If you really care about this delay, you could remove a fixed amount from the far sample (so that it is "in sync" with the close mic) and introduce a artificial delay using the delay FX, which can be altered on the fly.
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Ah that sounds like a workable solution
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What is about globals? I mean are they global for unique plugin or for any plugin in the project?
Generally, in the any future would be grate to have both separately, but now I need only to know :) -
Globals are only accessible in one plugin. Making shared stuff across different plugins in a DAW is a source of constant trouble so I wouldn't bother with this...
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Might be possible in the HISE player though, no?
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i'm trying to understand some basic concepts and can't assume, where I'm wrong here:
Here I'm trying to implement waitting, and expect that note would be delayed by 1 second but it isn't at all...<?xml version="1.0" encoding="UTF-8"?> <Processor Type="ScriptProcessor" ID="Script Processor6" Bypassed="1" Script="Globals.interval = 2; Globals.attack = false; Globals.legato = false; Globals.glissando = false; Globals.sus = false; var note = 0; var velocity = 0; var newnote = 0; var lastnote = 0; var i = 0; var prev_note = 0; var temp = 0; var rel_off = 0; var fading = 0; var fade_id = 0; var exit = 0; var wait = { 	ms:0, 	start:1, };function onNoteOn() { 	note = Message.getNoteNumber(); 	velocity = Message.getVelocity(); 	 	//if (lastnote = 0){ 		//Globals.attack = 1; 		//Globals.sus = 1; 	//}else { 	 	//}; 	Message.ignoreEvent(true); 	wait.start = 1; 	wait.ms = 1000; } function onNoteOff() { 	note = Message.getNoteNumber(); } function onController() { 	 } function onTimer() { 	if (wait.ms != 0){ 		if (wait.start == 1){ 			wait.ms = Engine.getSamplesForMilliSeconds(wait.ms); 			wait.start = 0; 		} 		if (wait.ms == 1){ 			Synth.playNote(note, velocity); 		} 		wait.ms -= 1; 	}; }; function onControl(number, value) { 	 } "> <EditorStates BodyShown="1" Visible="1" Solo="0" contentShown="0" onInitOpen="0" onNoteOnOpen="0" onNoteOffOpen="0" onControllerOpen="0" onTimerOpen="1" onControlOpen="0"/> <ChildProcessors/> <Content/> </Processor>
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Well I'm not 100% sure what you're trying to do but you can't use the timer without starting it :) If you just want to delay note ons you might find what you need in my humaniser script - http://forum.hise.audio/topic/151/humaniser
Message.delayEvent(Engine.getSamplesForMilliSeconds(randNoteOnDelay));
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just want to delay note
no, it's just smple visible action for debugging)))
use the timer without starting it
ahhh))) Thakns
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what the difference between playNote and addNoteOn?
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addNoteOn is more specialised, but internally they are the same.
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agggr, I can't get it....
I have pretty simple on my taste task - take the attack sample (~0.7 sec), and sustain momentary, but sustain at -120dB then on last 0.3 sec of attack fade sus to 0dB. But it seems to me that callbacks on one event are executed consecutive, including to onNoteOff my wait function from onNoteOo, which using the timer callback.
I feel that it's not working like kontakt, and there should be way to implement such a thing, but any other thoughts bring me to the table envelopes with per-note changing the attack time and moving points (for avoide stretch of the fade area itself withtin changing attack time), that seems to me too complicated and unrelieble (more than, I can't get how to edit points on the specific attack table) :)
I feel myself so stupid.... -
function onNoteOn() { note = Message.getNoteNumber(); velocity = Message.getVelocity(); //if (lastnote = 0){ //Globals.attack = 1; //Globals.sus = 1; //}else { //}; Message.ignoreEvent(true); wait.start = 1; wait.ms = 10; Synth.startTimer(0.004); } function onTimer() { if (wait.ms != 0){ if (wait.start == 1){ wait.start = 0; } if (wait.ms == 1){ Synth.playNote(note, velocity); } wait.ms -= 1; }; };
P.S. It's just debugging code for understanding how things are working, but even here I'm confused)))
P.P.S.
take the attack sample (~0.7 sec), and sustain momentary
Why this way? From my experience momentary taking two samples produces less bugs and less code, than moving sustain noteOn in time
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Well, Now I'm almost sure about logic and syntax, but while loop terminates.
var wait = 0; const var timer = Engine.createTimerObject(); timer.callback = function() { wait = wait - 1; if (wait == 0){ timer.stopTimer; } }; function onNoteOn() { note = Message.getNoteNumber(); velocity = Message.getVelocity(); Message.ignoreEvent(true); wait = 2; timer.startTimer(150); // in milliseconds while (wait > 0){ } Synth.playNote(note, velocity); }
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I'm still not really sure what the purpose of this is but this should help:
<?xml version="1.0" encoding="UTF-8"?> <Processor Type="SynthChain" ID="Master Chain" Bypassed="0" Gain="1" Balance="0" VoiceLimit="128" KillFadeTime="20" IconColour="0" packageName="" views="32.rk1bzA.....B.........LUYtQFL..+O..........." currentView="-1"> <EditorStates BodyShown="0" Visible="1" Solo="0" Folded="0"/> <ChildProcessors> <Processor Type="MidiProcessorChain" ID="Midi Processor" Bypassed="0"> <EditorStates BodyShown="1" Visible="0" Solo="0" Folded="1"/> <ChildProcessors/> </Processor> <Processor Type="ModulatorChain" ID="GainModulation" Bypassed="0" Intensity="1"> <EditorStates BodyShown="1" Visible="0" Solo="0" Folded="1"/> <ChildProcessors/> </Processor> <Processor Type="ModulatorChain" ID="PitchModulation" Bypassed="1" Intensity="0"> <EditorStates BodyShown="1" Visible="0" Solo="0" Folded="1"/> <ChildProcessors/> </Processor> <Processor Type="EffectChain" ID="FX" Bypassed="0"> <EditorStates BodyShown="1" Visible="0" Solo="0" Folded="1"/> <ChildProcessors/> </Processor> <Processor Type="SineSynth" ID="Sine Wave Generator" Bypassed="0" Gain="0.25" Balance="0" VoiceLimit="128" KillFadeTime="20" IconColour="0" OctaveTranspose="0" SemiTones="0" UseFreqRatio="0" CoarseFreqRatio="1" FineFreqRatio="0" SaturationAmount="0"> <EditorStates BodyShown="1" Visible="1" Solo="0" GainModulationShown="1"/> <ChildProcessors> <Processor Type="MidiProcessorChain" ID="Midi Processor" Bypassed="0"> <EditorStates BodyShown="1" Visible="1" Solo="0" Folded="0"/> <ChildProcessors> <Processor Type="ScriptProcessor" ID="Time Delay" Bypassed="0" Script="reg id; reg note; reg velo; reg waitTime = 0.5; //ms reg timePassed;function onNoteOn() { 	Message.ignoreEvent(true); 	 	note = Message.getNoteNumber(); 	velo = Message.getVelocity(); 	 	timePassed = 0; 	Synth.startTimer(0.05); } function onNoteOff() { 	Synth.noteOffByEventId(id); } function onController() { 	 } function onTimer() { 	timePassed = timePassed + 0.05; 	 	if (timePassed >= waitTime) 	{ 		id = Synth.playNote(note, velo); 		Synth.stopTimer(); 	}	 } function onControl(number, value) { 	 } "> <EditorStates BodyShown="1" Visible="1" Solo="0" contentShown="1" onInitOpen="0" onNoteOnOpen="0" onNoteOffOpen="0" onControllerOpen="0" onTimerOpen="1" onControlOpen="0"/> <ChildProcessors/> <Content/> </Processor> </ChildProcessors> </Processor> <Processor Type="ModulatorChain" ID="GainModulation" Bypassed="0" Intensity="1"> <EditorStates BodyShown="1" Visible="0" Solo="0"/> <ChildProcessors> <Processor Type="SimpleEnvelope" ID="DefaultEnvelope" Bypassed="0" Intensity="1" Attack="5" Release="10" LinearMode="1"> <EditorStates BodyShown="1" Visible="1" Solo="0"/> <ChildProcessors> <Processor Type="ModulatorChain" ID="Attack Time Modulation" Bypassed="0" Intensity="1"> <EditorStates BodyShown="1" Visible="0" Solo="0" Folded="1"/> <ChildProcessors/> </Processor> </ChildProcessors> </Processor> </ChildProcessors> </Processor> <Processor Type="ModulatorChain" ID="PitchModulation" Bypassed="0" Intensity="0"> <EditorStates BodyShown="1" Visible="0" Solo="0" Folded="1"/> <ChildProcessors/> </Processor> <Processor Type="EffectChain" ID="FX" Bypassed="0"> <EditorStates BodyShown="1" Visible="0" Solo="0" Folded="1"/> <ChildProcessors/> </Processor> </ChildProcessors> <RoutingMatrix NumSourceChannels="2" Channel0="0" Send0="-1" Channel1="1" Send1="-1"/> </Processor> </ChildProcessors> <RoutingMatrix NumSourceChannels="2" Channel0="0" Send0="-1" Channel1="1" Send1="-1"/> <macro_controls> <macro name="Macro 1" value="0" midi_cc="-1"/> <macro name="Macro 2" value="0" midi_cc="-1"/> <macro name="Macro 3" value="0" midi_cc="-1"/> <macro name="Macro 4" value="0" midi_cc="-1"/> <macro name="Macro 5" value="0" midi_cc="-1"/> <macro name="Macro 6" value="0" midi_cc="-1"/> <macro name="Macro 7" value="0" midi_cc="-1"/> <macro name="Macro 8" value="0" midi_cc="-1"/> </macro_controls> <MidiAutomation/> </Processor>
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Thank You! I assume this code, thank God, something like this have worked, but are you using timer for stopping callback for a while?
This is the main purpose of wait))
For continue executing callback after "wait" function. Many of concepts in my head are still connected with time -
The timer goes around and around once started, I'm just counting how much time has passed and performing an action after a time limit has reached, once that happens I'm stopping the timer. Can't you use an envelope for playing attack samples?
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Can't you use an envelope for playing attack samples?
Afraid, not. Or i have to have 3 envelopes, 0.7 sec for mixing with attack, 0,5 with gliss, 0.3 with leg
And Every time i want to change the main mixing properties should be edited three times...
Or i have poor logic)in KSP I would make something like this:
on init declare constant $attack_time := 700000 declare constant $leg_time := 300000 declare constant $gliss_time := 500000 declare constant $fade_time := 100000 end on on note if (<first note trigger>) <attack groups allowing> $attack_id := play_note () <sus groups allowing> $new_id := play_note() change_vol($new_id,0) {if i not mistake} wait ($attack_time - $fade_time) change_vol ($new_id, <0dB lvl>) fade_out ($attack_id,$fade_time,1) fade_in ($new_id,$fade_time) end if {+some other stuff is not included The same with leg and gliss} end on
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I think you could do it with a table envelope. Or use 3 samplers
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Or use 3 samplers
for sustain? The better to ave 3 envelopes, i think, but the problem of wasting time is here...
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It really depends on how you're laying out other things like RRs and Dynamics but I see no reason why you could have 4 samplers (3 was a typo), one for attacks, one for sustains, one for legatos, and one for gliss. They could each have their own envelopes. Or you can one sampler with 3 envelopes and change the attack/release time on the fly.