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    ADSR in over 2 days

    Work In Progress
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    • Martin
      Martin Fuze Team last edited by

      Thanks for that link @spikey - I really would like to get back into learning this stuff when I feel suitably motivated!

      1 Reply Last reply Reply Quote 0
      • DomDom
        DomDom F last edited by

        VL Tone lives. Who remembers Da Da Da?

        pianofire spikey 2 Replies Last reply Reply Quote 1
        • xevdev
          xevdev F @spikey last edited by

          @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 !!!

          1 Reply Last reply Reply Quote 0
          • pianofire
            pianofire Fuze Team @DomDom last edited by

            @DomDom Trio!

            1 Reply Last reply Reply Quote 2
            • spikey
              spikey F @DomDom last edited by spikey

              @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.

              1 Reply Last reply Reply Quote 1
              • Discostew
                Discostew F last edited by

                Do we still not have native ADSR support built-in?

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                • Dave
                  Dave Fuze Team last edited by

                  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.

                  vinicity 1 Reply Last reply Reply Quote 2
                  • vinicity
                    vinicity F @Dave last edited by

                    @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?

                    1 Reply Last reply Reply Quote 0
                    • PickleCatStars
                      PickleCatStars F last edited by

                      Is there any chance that we can have an adsr for the modulator too? Pretty please? :)

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                      • spikey
                        spikey F last edited by spikey

                        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 yet

                        Workaround 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.
                        • is a and d really independent, when setting it? sometimes I feel like a cannot be set freely

                        Appendix:
                        It looks like, if ais bigger than 0, the minimum for a is d. Means if you set d to 125 and a to something between 0 and 125, it will be automatically set to 125.
                        I retested this in a blank program, I was wrong, attack and decay are working fine for me.

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