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VividShaper by VividSynths (Released)

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Comments

  • edited January 9

    Yeah, the delay feature really makes a difference. I will add more effects soon, like reverb.

    I just made a minor update to the code to support pitch bend. The new version (v1.3.1) should be out within a day or two. Sorry @McD that it took so long. This is how it works:

    To stay compatible and add pitch bend to all previous patches, the pitch bend value is stored in a variable called pitchbend. It ranges from -2 to +2 by default (corresponding to ±2 semi-notes). The Lua-code both gets access to this variable and can manipulate it if you so wish. The pitchbend variable will then be added to the note variable for each oscillator in the sound engine.

    For instance, if note[1] == 43 (for oscillator 1) and pitchbend = 0.25, the sound engine will play the note 43.25.

    If you don't want your patch to support pitch bend, you can just set it to zero anywhere in your code:

    pitchbend = 0

    You can also change the range, from e.g. ±2 to ±3, by multiplying it with a factor 1.5:

    pitchbend = pitchbend * 1.5

    I am personally not so interested in pitch bending, but what I find cool with this is that I can use it to modulate other stuff:

    modulate = pitchbend/2
    pitchbend = 0
    

    Now I have set pitchbend to zero, but I have a new variable modulate that ranges from -1 to +1 instead that I can use to modulate other things with the pitch bend wheel, e.g. filters, wave folding, etc.

    But you don't have to do anything if you are satisfied with the ±2 pitch bend.

  • Version 1.3.1 of VividShaper is now available on App Store, with pitch bending. Sorry for the delay, this is something I should have done a long time ago! :smile:

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