Synthesizer
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In that case, would you ever want to trigger more than once? I think a good solution would be to trigger only when the len(touch()) changes from 0 to 1?.
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Here is a video showing the synth functions and interacting with real instruments and effects.
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What a great video! Love it!
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Have you seen the program that @spikey made?
It is also an interesting approach, and it allows for saving sound patches between sessions...https://fuzearena.com/forum/topic/947/re-use-sounds-from-the-soundfx-generator-with-the-usb-keyboard
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Wow this is great. Gave it a quick go last night and after seeing your great video I'll be trying again tonight. Well done.
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To avoid that irritating click sound, maybe you can just loop through the channels for each note played? So that the previous note can fade, while the new one plays?
If it is important that you can only have one note playing at the time, you could start the new note on a new channel, and set the volume of the previous channel to zero... -
@vinicity I have not seen Spikeys project, but he tell me he had a usb keyboard working ( would be great to get a midi keyboard working ). A monophonic synth can only play one note at a time, in the past it was suggested it was the channel clicking and I did stop the channel before playing the new note but it made no difference. I just added code right now to make it rotate through channels each note and it still clicks so unless one of the devs know I don't know. We get this issue in sampling in real music with mismatched zero points in the waveforms. Maybe it's clicks in the audio engine in fuze maybe a dev can answer the issue. I know it does it one some "patches" and not others and only if you re press a note in about the first second, even if the note plays for several seconds, after that first second even on a troublesome patch it does not click.
Maybe the ADSR engine update will fix it.
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@sys64738 @vinicity posted the link above. I added the share ID now. I plan to improve the examples, but I got stuck during applying techniques I saw for other system's FM Synths. I could not achieve a proper LFO for example, because the loop (setModulator) is not reset on recalling playNote().
For simulating the sustain, you could play the note with speed 0 (for ever) and if the touch is released, use (how it currently works) setEnvelope() to something high, like 100 (cant remember what I used, when I was testing this for my keyboard), it will cut off the note. (I could not use this approach for the keyboard, because the keyboard stops auto repeating the key and restarts repeating after some time).
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I had irritating clicking for my custom music sometimes in FuzeQuest. You can still hear it sometimes, I tried to mask it in some ways. However, I managed to get rid of it in Monsta Crystal in changing my music code, but alas I forgot what I did specifically that was responsible for making that clicking go away. If I can remember, I'll let you know. But what I do know is it can be rid of.
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@vinicity @Jongjungbu @sys64738 There's a audio crackle bug fixed (at min 16:20) in the next release. Hope its also covering this.
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@sys64738 I would like to have a chat on discord with you, maybe you drop by one day? I experimented with LFO and somehow I cannot completely match others real synth behaviors to the FUZE synth, but probably I just don't understand them well enough. I am a beginner with synths.
It feels like mod freq, is controlling the rate and mod scale the depth. But then, what is controlling the pitch? But somehow you came to the point that mod scale is the FM ratio. ;-?