Audio Loop Player problems..
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@lindon 32 samplers might be ok if the voice count of each is low. However if you're using samplers instead of loop players are you sure you can't use fewer?
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@d-healey said in Audio Loop Player problems..:
@lindon 32 samplers might be ok if the voice count of each is low. However if you're using samplers instead of loop players are you sure you can't use fewer?
well the voice count is low - one wave file each sampler playing only once, so only 1 voice. Each of the 32 samplers/loop players can have any of the 2,000 loop s loaded in t - and can have its own start/end point and loop points...
Beginning to think Samplers might be the way to go then, it also avoids the problem of storing 2K of loops in the AudioResources.dat file too...
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@lindon You could put all 2000 samples in a single sample map, why do you need 32 samplers/loop players?
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@d-healey because each loop has its own FX....
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@lindon Aha that makes sense. @Christoph-Hart Feature request for HISE 4, per group FX (or per group sends) :D
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@danh said in Audio Loop Player problems..:
@casey-kolb is that how you can drag an audio file into the samplers in Cube? I wanted to ask you about that!
That's right! We're working on adding dynamic SFZ imports too, so you could load full sample maps with multiple audio files just by dragging and dropping. Opens up a ton of possibilities for users :)
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@casey-kolb said in Audio Loop Player problems..:
@danh said in Audio Loop Player problems..:
@casey-kolb is that how you can drag an audio file into the samplers in Cube? I wanted to ask you about that!
That's right! We're working on adding dynamic SFZ imports too, so you could load full sample maps with multiple audio files just by dragging and dropping. Opens up a ton of possibilities for users :)
It Sounds Interesting :folded_hands:
Thanks, Casey for The Information On Drag & Drop, and the Link to the Example.I Got A Question, What commit did you used For This Feature?
It works with Master?Update: It Doesnt Work on Master, Develop Works just Fine :)
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@casey-kolb aha nice! And what about root note detection?
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@danh -- er its all in the demo project....
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@danh said in Audio Loop Player problems..:
@casey-kolb aha nice! And what about root note detection?
I think it might do this automatically? Christoph left detailed comments in the tutorial, so there is a way to use root note detection for user audio. We aren't using it at the moment though.
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@casey-kolb Thanks mate, this is a real eye opener! Tried the example proj in Develop. All working except the loop markers would snap back to their original positions when moving. Will test in master - I assume it was written for master?
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@danh I tried with master, it shows me some error,
let me know dan if works for you :folded_hands: -
@danh said in Audio Loop Player problems..:
@casey-kolb Thanks mate, this is a real eye opener! Tried the example proj in Develop. All working except the loop markers would snap back to their original positions when moving. Will test in master - I assume it was written for master?
It's probably only in develop at the moment. The loop markers are a bit finicky – I think you need to be sure to update the actual sample loop points in the sampler when the markers are moved, otherwise they'll jump back to where they were. It's a fine balance of updating the visuals to always match the sampler settings. It might just be a matter of updating the panel again.
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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.