Module ideas

for the beziers, stay tuned to the nysthi channel… :wink:

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Freesound.org streamer simular to the CTAG Strämpler

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New suggestion!

Audio Loop Player (REX, ACID, Apple Loops)

A player for formats based on audio files pre-sliced at the transients.

While audio loops are sometimes stigmatized as a creatively bankrupt cheat for talentless producers assembling prefab music, there are too many good ways to use and abuse them creatively in electronic music and hip-hop to list. There is a huge wealth of audio loops in such formats.

Finding accurate documentation for those formats might be a pain. For example, Reason Studios (ex Propellerhead) only allows approved developers to access the format specifications, and only companies can apply to become developers. However, I believe those files are little more than WAV/AIFF files with metadata such as BPM, time signature, slices position, etc., so it might be possible to find the info legally without corporate hoop jumping.

While implementing a clone of Reason’s Dr. Octo Rex in VCV would be a big undertaking, in the context of modular, it makes no sense to provide a built-in filter, ADSR, VCA, LFO… patching and external sequencers are all that’s necessary.

A powerful module would:

  • Load at least one of the three common loop formats (there exists tools to convert between them)
  • Use the slice information for better time stretching (I will not venture to guess incorrectly the techniques used in those samplers to extract the best sounding stretching possible out of a loop)
  • Allow you to play a loop on repeat given a set of reset/run/clock signals, and/or a unipolar ramp
  • Allow you to trigger individual slices via CV
  • Allow you to pitch shift slices (preferably even while they are already playing, rather than snapshotting on trigger)
  • Allow you to reverse slices
  • Have an output sending a trig for each slice played, to extract a rhythm from a loop
  • Provide multiple stereo outputs
  • Allow you to decide whether triggering a slice mutes any previously still playing slice on that output

(Use case for the last two: using individual hits of a drum loop as a makeshift drum kit, mixing each drum on a separate bus, and ensuring that hitting a drum again stops its decay, eg., a playing a closed hi-hat will interrupt the decay of an open hi-hat slice)

I am not really sure what would be the best way to implement various details, such as whether a per-slice programmer would be necessary or not, so I’ll make no suggestion on that front.

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I would really like a variant of the poly Sum module with two outputs: A sum of the even channels and a sum of the odd channels. It’s a good way to widen the sound, and it currently takes five modules to do this.

Make the name of each idea bold so others can easily reference your idea.

Will be available in Bark v1.2.0

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Apologies, yeah I should have read the original post… Will have a think about it and hopefully come back with a better concept than “do the same as livecut”.

Game Console emulator

Port some of the Open source game consoles for Atari, Nintendo, Sega, and so on, to bring great software and tools for musical and productions to the rack. video games (or part of the video games) in your performance could be great to , saving and loading states through cv , sequencing cvs to give repetitive behavior to a game character and hundred of positivities …

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But why? If you want to play video games there is far more appropriate ways to do so.

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You could send gate signals to activate each button, and send the audio to the rest of your signal chain. Since Rack has a MIDI gamepad driver, a video game emulator would integrate well into the platform.

VCV was going to do a commercial module using the higan emulator, but we cancelled the project due to it having too much technical liability. It would be a better plugin as a third-party open-source project.

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I’m not seeing how it would be relevant for making music. Both are 2 very different activities.

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computers are not musical instrument or it is , this depends a lot on how traditional you are, in one hand you have software from mario paint composer to lsdj and in other hand you can handle the audio of a videogame using cvs, beside to the visual experience , that is a plus

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If it is a music orientated video game then sure this would be relevant!

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even if is not music oriented Coirt, for instance, you can loop the audio of a game sequence (mostly have music) simply loading a game state (game state in game emulation is a moment of the video game that can be loaded ) you can save a number of game states and trigger it in different moment of a song and that is just some of the most basic ideas, what about change the speed of the videogame (some emulator have this feature), different pitches, I m not sure if other features like reverse could be added…

edited this is a sample of simply loop

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You can see video games as a kind of sequencer. We have Unless games Piong already (and I need not link my work with that here for the 100th time) and that can lead to some interesting ideas. We have a lot of other sequencers that are less overtly game related but still are not expressions of traditional ideas about composition and I see video games as another form of that.

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We’re getting dangerously off-topic, but in addition to games explicitly about participating in the music process (Mario Paint, Otocky, SimTunes, Electroplankton, Vib Ribbon, Rez, and hundreds of rhythm games), there’s things like the Automatic Mario Sequencer fad a decade ago, using romhack level editors to treat the deterministic nature of Super Mario World’s physics as a musical instrument for remixing.

It’s the kind of mad science that feels exactly at home in VCV, but it can only happen in a culture of experimentation with repurposed tools, where you can share modules without having to demonstrate a priori they are relevant and appropriate to a curator, which is thankfully currently the case.

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A Video Monitor displays a video sent over a polyphonic cable. There would be some kind of bus standard defining the stream of pixels divided into frames. One possibility would be to have x, y, r, g b coordinates defining a stream of pixels, and a gate indicating that the frame is done.

Other modules could be plugged into the Video Monitor and send video signals to it.

At 30 frames per second, you get to have 1466 pixels per frame. Hmm… maybe the bus should send more pixels in parallel? Or perhaps it’s more like an LED grid display?

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Hi @George_Locke ! I just posted a sample based granulator to the development forums for beta testing. Here are some videos of it. It doesn’t sound quite like the BubbleBlower in audiomulch, but it’s in the ballpark, maybe?

This is my first dip into programming granular synthesis and I love it! If there are any specific algorithms that you’re looking for, let me know and I’ll consider creating a module for it!

Cheers,
Bret

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Anyone remember Electroplankton? Good stuff!

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Reminds me of what you can do with JW-modules Bouncy Balls…

Bouncy Balls

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