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    jukea

    @jukea

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    Latest posts made by jukea

    • RE: Customized sampler

      I guess I could do something like that .. except it's not ideal.

      The thing is : I want to have a controller button to randomize (i.e : for the currently pressed note) both the sample and the start position.

      For the full idea : the randomizer would pick any samples above some specified high note . For example, C6 and above would each have a single loaded .wavs (which I would not use directly) , and the randomizer would 'copy' any from those onto the currently pressed key and randomize the start position. The goal is to end up with only samples I like , and I'm not assuming all samples from the same .wav would be contiguous on the keyboard.

      Unless... I add the API calls to 'clone and randomize' sounds, and end up with multiple different ModulatorSampleSound instances having the same filename. Would this duplicate the memory used by each instance ? . Then the only issue would be the duplicates in the table map, which I can live with.

      posted in C++ Development
      J
      jukea
    • Customized sampler

      Hi,

      I'm about to use HISE, mainly the sampler, for a project of mine, and I need to bend the way a sampler is typically used. I think I now understand enough about HISE to lay down my thoughts and questions :

      The workflow I want is essentially to have a set of .wavs that are entire songs, and reference them on various notes. So MyMotownSong.wav could actually be used on C1 D1 E1 , but using different starting positions. I understand HISE is not made to support this, since it is built on the assumption a sound can only be mapped on a single low-high range, using a single start position (and other audio params).

      To work the way I intend it seems I need to decouple the "sound file" part from the audio/map parameters of ModulatorSamplerSound, ending up with something like ModulatorSamplerSoundFile (the file) and ModulatorSamplerMappedSound (the parameters and a reference to some ModulatorSamplerSoundFile) .

      Is there any other option ? Is this refactor something you could take back eventually ? If not, what would be the best way to deal with future updates and my divergences (I guess that's a broad topic .. )

      Cheers,
      Julien

      posted in C++ Development
      J
      jukea
    • RE: Per voice pitch scripting

      Thanks, works perfectly.

      posted in Scripting
      J
      jukea
    • RE: Per voice pitch scripting

      Hm, I'm still missing something it seems. I did exactly as follows :

      • started HISE
      • created a sampler
      • dragged a wav on some note
      • open the pitch processor
      • added the code in voice start
      • clicked compile (no errors)

      When I click the note on the keyboard at the bottom, the pitch is always the same.

      pic for reference : https://imgur.com/a/haNigg5

      posted in Scripting
      J
      jukea
    • RE: Per voice pitch scripting

      i tried moving function onVoiceStart(voiceIndex) in a script node, but it never get called. However, it does if it's part of a pitch modulator script. In that case, the Synth.setVoicePitchValue(voiceIndex, pitch);
      seems to do nothing.

      posted in Scripting
      J
      jukea
    • Per voice pitch scripting

      Hi,
      I must be missing something obvious in the way the sampler work, but I can't manage to script the pitch. For example, in his case I'm trying to alter the pitch of the sampler voices by a random factor:

      https://imgur.com/a/iuW3SlX

      The note gets played, but its pitch is never altered. Can it be done ? Am I doing it wrong ?

      posted in Scripting
      J
      jukea
    • Scripting sample maps

      Hi!

      I'm looking for a very specific workflow and I was thinking about coding my own sampler using JUCE, but that's very much reinventing the wheel, right..! Now that I found HISE, I'm hoping I can bend it to my needs, even thought they are not run of the mill 'sampler' workflows.

      Essentially, I need to script the sample map, but i've not seen this possibility so far.

      The idea I want to try is composing using pieces of songs. You start with randomly assigning a bunch of .wavs to keys, with random start position for each.

      After 'testing' the random sample map by playing with it, you could then choose to rerun the randomization for all the keys you don't like .

      Is that possible ? If not, what would be the best pattern to extend HISE to support that ?

      ex :

      • Fork the sampler module ?
      • Add scriptability to the existing one ?
        • Where would that task take place exactly ? Would it make sense to simply add new functions in ScriptingApi.cpp, which I could use in some handlers, like OnController/OnInit ?

      Amazing software by the way, I'm baffled this kontakt alternative even exist !

      Cheers,
      Julien

      posted in C++ Development script samplemaps
      J
      jukea