ADSR in over 2 days
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ADSR is indeed coming in the next patch! :)
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@Dave Hurray! Any other audio-related additions you could tell us?
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@Dave awesome! can we get a sneak peak of how to call it or set it
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I just learnt today about ADSR. But how exactly is it possible to keep the sound at the sustain value? Is this done by changing the sound speed during the time the note is played? Does this mean I have to wait a few frames after the playNote() function and then I decrease continuously the speed? With what function? setEnvelope()? In the example with the sheep-sound, it somehow just reduced the volume of the sound. Thank you very much for elaborating this fascinating topic a bit @Dave @Discostew @sys64738 to me.
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Thanks for that link @spikey - I really would like to get back into learning this stuff when I feel suitably motivated!
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VL Tone lives. Who remembers Da Da Da?
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@spikey oh you gave me an idea absolutely nothing to do with adsr couldn't think about anything else.
Couldn't even pick up my switch to program it.
Is it even possible.
I don't know.
Looked at our commands.
There's a stop and a start and 16 channels.
Not to cluey on sound but doesn't it cancel or amplify when they're laid over each other.
Because if they do
And you can stop and start each channel and lay them over each other quickly enough.
And that's my question.
What time period can you start and stop?
I want a voice !!! -
@DomDom Trio!
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@DomDom OMG, VL Tone VL-1, I did not know what device that was, and it has a calculator! thanks for that input. ..and you define a sound by a typing in a few numbers. @sys64738 already was almost there to built an FM Synth with UI. Korg, if you don't let us export your stuff, we build our own synths. @Dave 's SoundFX Generator from the FUZE library helped me a lot in discovering most of the available functions.
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Do we still not have native ADSR support built-in?
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Technically, the function setADSR does exist in Fuze right now, but is in need of a couple of fixes to be fully functional. Because of that, the help page for it hasn't been constructed since it does not work as intended. In fact, it has very limiting factors currently which make it almost redundant.
It will be functional in the next patch, and help pages will be in Fuze to explain it!
Apologies for the delay everybody.
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@Dave said in ADSR in over 2 days:
Technically, the function setADSR does exist in Fuze right now, but is in need of a couple of fixes to be fully functional. Because of that, the help page for it hasn't been constructed since it does not work as intended. In fact, it has very limiting factors currently which make it almost redundant.
It will be functional in the next patch, and help pages will be in Fuze to explain it!
Apologies for the delay everybody.
Is this in the works for the coming patch?
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Is there any chance that we can have an adsr for the modulator too? Pretty please? :)
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Meanwhile, I tried
setADSR(ch, a, d, s, r)
to see which part of it works already.(Take note: this is what I believe it works like, right now)
a
: sets the time duration for the attack phase in ms
d
: sets the time duration for the decay phase in ms
s
: sets the volume level (0-1), where the sound will stay at (but because r, is not implemented yet, it will stay at that level forever)
r
: the release time is not implemented yetWorkaround for
r
is:- setVolume to 0 after the note duration
- create a function that lerps the value to zero (not sure how this performs during a game)
Open questions:
- what are the default values of ADSR to set the channel ADSR back? Probably this is not trivial, because its depending on the note speed, so we would need a command to disable ADSR for a channel again.
isa
andd
really independent, when setting it? sometimes I feel likea
cannot be set freely
Appendix:
It looks like, ifa
is bigger than 0, the minimum fora
isd
. Means if you setd
to 125 anda
to something between 0 and 125, it will be automatically set to125
.
I retested this in a blank program, I was wrong, attack and decay are working fine for me.