Audio Loop Player problems..
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I'm getting weirdness with the loop player when not in free-running mode. If I play a second note while the release portion of the first note is still playing then I get playback at a higher pitch, if I play a third note I will get playback at the original pitch.
I don't think using the sampler is an option since it doesn't sync to host tempo like the loop player (or does it?)
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@Christoph-Hart Could you take a look at this issue with the loop player please? Basically if the voices are doubled the tempo doubles.
Not only when playing two notes at once but also when the release part of the ahdsr is still playing when you play a second note.
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@d-healey I am currently updating one of my plugins which is based on the audio player.
I basically have the same questions. But I have one addition:
The doubled tempo could be a nice option to have cause sometimes I find that effect quiet enjoyable x)Maybe FL isn't perfect but I like its default sampler. And the stuff in Ableton live is also nice for sure. I think if some of us would bring the audio player somewhere to that level or higher, it would be a crazy tool to make insane single sample tools.
But sometimes it might be nice to have 3 samples or more, so the sampler idea isn't bad. Personally I don't use kontakt or decent sampler stuff that much if they don't have drag&drop for samples. FL Direct Wave for example lets you define keyzones etc which always was fun to play with. A built-in interface designer on top, dynamic fx + save inst button would be insane... -
Bump bump :)
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Pretty sure I've solved this one.
@Christoph-Hart Anything wrong with replacing this:
dynamic_cast<AudioLooperVoice*>(getVoice(0))->syncFactor = (float)getBuffer().getCurrentRange().getLength() / (float)(lengthForOneBeat * multiplier);
With
for (int i = 0; i < getNumVoices(); i++) { dynamic_cast<AudioLooperVoice*>(getVoice(i))->syncFactor = (float)getBuffer().getCurrentRange().getLength() / (float)(lengthForOneBeat * multiplier); }
?
Edit: Actually this screws up the free running mode. Also I notice that my loops are playing back 10bpm slower than the tempo set in HISE. So if I have a 120bpm loop I need to set the tempo to 130bpm to get it to play back correctly (that's not caused by my change though).
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Ha yes, my solution does work! I just need to include the free time setting in the loop as well.
Now I just need to know why the tempo is off by 10bmp.Works fine in the compiled plugin. Pull request.
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@d-healey well done that man...