Sanguine Monsters Releases

All announcements for Sanguine Monsters will appear here going forward.

Sanguine Monsters 2.1.0 has been released!

  • Clone monophonic channels to polyphonic outputs with our new, resident cloner “Dolly-X”! An undead sheep bent on cloning everything you feed it. It has such zeal… it began by cloning itself: this is a dual module.

  • Want to select a single channel from a polyphonic input to use as a switch? The creature in “Oraculus” has you covered!

  • Need a flexible fixed voltage source? “Raiju”, the lightning wolf, obeys your commands. It even offers a polyphonic output with one of each of the eight available voltages always at the ready. Need several copies of the same voltage as a polyphonic output? Each voltage channel can clone itself in its individual output, with user selectable clone counts per channel.

  • Want an attractive Euclidean sequencer? “Sphinx” is ready to produce a variety of patterns

    • Based on Southpole’s SNS; but with several enhancements:
      • It actually lets you set up to 32 steps.
      • Fixes an annoying bug where spurious steps were being generated if padding and rotation were applied at the same time.
      • The OLED screen changes color to reflect the currently selected mode (and controls show up in the darkness as they should, because the light hurts vampires’ eyes).
      • No need for menu diving! Everything is right there on the face plate.
      • Generates triggers on End of Cycle.
  • Want to easily synchronize audio and video in post? You need slates and, ideally, firing every recorder at once! You need “Brainz”! “Brainz” is a complex sequencer for controlling recorders and sending recordable metronome “slates” or audio bursts so that outputs can be easily synchronized. The best place to start using it is reading the manual.

  • “Hydra” and “Gegenees” now gray out their inactive steps: visuals are important!

  • While drunk step buttons that briefly flash their unselected state when you click them is a passing amusement… it gets old fast. So this is fixed in “Hydra” and “Gegenees”.

  • The manuals for Monsters and Mutants now have their own repository! Update your Monsters today so they point to the proper address!

  • The manual covers every available module so far and even includes a short tale for every monster!

Get your Monsters here!

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Sanguine Monsters 2.2.0 has been released!

This time it includes a tasty little six-limbed morsel: “Bukavac” a noisy creature with a plethora of colors and Perlin noise!

Based on the Fundamentals noise generator (what they perceive as “Black” we count as “Prism”, though) and NauModular’s “Perlin”. It includes light up outputs for each of the available noise colors and the Perlin Mix; as well as individual ports for each Perlin octave to use in those crazy loud modulations (or noise shapes!) Every output can be used simultaneously (what your CPU will think of that is a different matter).

This release also cures the Sphinx’s shyness when looked at in the module browser or bypassed; gives the shyness taken from Sphinx back to the shaped lights, for they were overconfident, and gives Brainz a light touch-up because it banged against the glass jar to complain it didn’t like its direction button. Monsters and Mutants have been collected in the browser under the same Brand: Sanguine Modules, so… now you know.

Get your Monsters here!

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Like living on the edge? Think manuals are just manufacturer suggestions or skip them entirely? Want the latest Monsters? Get a nightly build! Now available for the Monsters here:

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Some of the beings now prowling in the Monsters and Mutants nightlies…

Marmora and Medusa are there…

The wise Sphinx can now run in reverse (and is used here as a funky clock divider).

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Well… that took a while…

Sanguine Monsters 2.3.0 has been released!

New Modules

  • Enjoy an attractive Sample & Hold, Hold & Track and Track & Hold with Dungeon! Another sample and hold you say? Well… yes! I wanted one that I like looking at and, also, some existing modules have svg shaped lights that change colors; but none that I could find that was open source, so I wrote one, perhaps someone else will benefit from one way to do it that can be studied.

  • Attenuvert, offset and control any and all voltages with Kitsune: a quad attenuverter inspired by the Befaco dual attenuverter… this one has inputs normalled in pairs (i.e 3 normalled to 1; 4 normalled to 2), like the Befaco hardware module does.

  • Sink unused signals, generate 0V and hold your cables with Oubliette! There are a few other modules that do this; but I found them a bit illogical to use, so… here’s mine.

  • Always wanted a really big, smart mult? Medusa has you covered! Multiply a signal up to 32 times or up to 32 inputs to n outputs with an smart, connection driven polyphonic mult. Need visual indicators to know where a multiply begins and ends? Medusa does this as well! A must for organizing really big patches!

  • Need second timers? Perhaps trigger counters? How about four of them? Aion offers clock or trigger driven counters that can reset themselves or with manual and CV control in a pretty quad module.

  • Like distortion? Wave folding? Let your audio signals growl and howl with Werewolf: a polyphonic, stereo distortion based on cf’s disto.

  • Have you ever wanted a mixer that separates polyphonic channels into individual ones, can attenuate or amplify their signals and sum them into a monophonic one or back into a polyphonic cable with the levels you set? Alchemist is there for you! With individual VU meters per channel built into its sliders. Need every channel separately without using an splitter? The Alembic expander for Alchemist offers outputs for each of the 16 possible channels and CV control for their levels.

New features for existing modules

  • Sphinx can run in reverse!

  • Modules are quite more attractive when displayed in the module browser.

Bug fixes!

  • Hydra and Gegenees are not sample & holds… so they output 0 volts when nothing is connected to them.

  • Sphinx won’t output an EOC when starting.

  • Brainz recovered a couple of neurons lost in the jaring process and pays more attention to CV triggers to control it.

Misc. Changes

  • Polyphonic modules are more efficient thanks to SIMD instructions.

  • The “sanguine” prefix is no longer part of module names: easier to search for them in the browser.

  • Save some disk space! Shaped lights and backlit buttons have been reworked and are now colored at run-time, so individual lights are no longer separate svgs. If you’re an existing user of an old release or the nightlies, the way to benefit from this is deleting the SanguineMonsters folder from your plugins directory, and reinstalling the plugin from the 2.3.0 release. This is needed because the Rack plugin installer is not really smart: it mostly decompresses a kind of custom container. Sooo… delete the SanguineMonsters folder, and install the new vcvplugin for Monsters as you normally would and get some precious disk space back!

As usual, each Monster has a little tale in the manual!

Here’s to hoping the next release doesn’t take this long :stuck_out_tongue:

You can find the 2.3.0 release at the usual spot:

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I am extremely happy to report that the Monsters can now also be obtained from the Library.

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“Plumbago” faceplates and golden poly ports for the Monsters are now available in the nightlies :slight_smile: .

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Sanguine Monsters 2.3.1 has been released! This is an important bug fix release!

If you are not using the nightlies, this release is available in the usual spot, will drop in the Library soon, hopefully.

The most important items are:

  • Fixes the plugin crashing Rack Pro when it is used as a guest and patches are loading.

  • Theme support for existing modules.

No new modules are offered.

Additions

  • Polyphonic ports are now shown with golden jacks.

Fixes

  • Display rendering order.

  • Werewolf Gain and Fold now respect polyphonic CV.

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Many, many moons later…


While I finish the manual for the new modules and next major release, a little minor release update :slight_smile: it can be found at the Releases page, and will drop in the Library soon, fingers crossed:


2.3.2 “Looney LFS”


Fixes

  • The manual link is no longer out of date.

Changes

  • “Sanguine Monsters” can be found under that brand in the module browser instead of under “Sanguine Modules”.

EOL.

4 Likes

Sanguine Monsters 2.4.0 “Expanding experiences” have been released!

The plugin can be downloaded from the github releases page and I hope will be updated in the Library as well soon :slight_smile:


New Modules

Chronos

  • 1…2…3…4! Polyphonic low-frequency oscillators with initial phase offset between them, individual controls, make them bipolar! Invert them! Modulate your patch to your heart’s content!

Crucible

  • Mute and Solo all, Mute and Solo exclusive, polyphonic CV individual Mute and Solo control… all those little bits missing from Alchemist added in a convenient expander!

Denki

  • Want polyphonic CV control for Kitsune’s Gains and Offsets? Denki is here to help!

Fortuna

  • Challenges, Drone days, T.T.X and personal pieces… all of them, at one point or another, had me wishing for a Bernoulli like control… that could send audio signals to different effects in a manner that could surprise me, hence, Fortuna was born: a dual, polyphonic signal destination randomizer: like Bernoulli gates; but for signals. All that switching of signals can cause horrible, horrible popping, I can hear you there at back saying! Yes! I know! That’s why the module has a built-in automatic crossfader with user selectable times!

Manus

  • Gegenees and Hydra really wanted individual channel selection using triggers… so… the Manus expander provides. The expander can be interesting to use when connecting a single instance to both a Gegenees and a Hydra module: it can work with both at the same time!

Fixes

  • Faceplates have been overhauled for the Rack version across the entire plugin. Adding little, much needed details or making things a tad clearer.

  • Dungeon should no longer fall off Rack: the missing screws were added.

  • Dungeon, sadly, lied and ignored user wishes to not store held voltages.

  • Gegenees’ and Hydra’s button lights are no longer being weird and flashing when they shouldn’t.

  • Gegeenes and Hydra liked to forget the “One Shot” user preference. Now, much like the North, they remember.


Additions

  • Alchemist can add its expanders via the Context menu.

  • Alchemist now has a Master mute button that can be CV controlled as well.

  • Dungeon’s moon now has an optional halo (on by default).

  • Kitsune decided it was boring to just normal input 2 to input 1 and input 4 to input 3, so it grew smart: input normalling now follows the last connected cable. Input normalling can be turned off and on using a switch on the faceplate and, also, the Context menu. Fret not! If you are using Kitsune in an old patch as a mixture of signal attenuator and offsetter and static voltage source, your patch should behave as normal as long as the voltage sources have their ATTN. knob set to 0: the voltage set by the OFFSET knobs should suffer no alterations.

    Normalled inputs are indicated using lights with a shared color.

  • Werewolf was quite unkind when converting stereo inputs to mono outputs: it ignored the missing output channel! Not anymore: if both inputs are connected and a single output is patched, the output signal now mixes the left and right channels to mono.

  • Werewolf inputs are normalled to each other, so a single cable can be connected to either the L or R input.

  • When dealing with mono inputs, Werewolf outputs are normalled to each other: connect a cable to either one and a signal ye shall get.


Changes

  • Performance tweaks for the plugin across the board.

  • Buttons in both Mutants and Monsters are now congruent with each other.

  • The vampire logo has been simplified so it looks better when drawn.

  • Like with the Mutants, new faceplates and tweaks have been created for the MetaModule version, also ported and maintained by Ericxgao.

  • Alchemist’s original design called for light bezels instead of buttons… for some reason the goblin in charge of setting them forgot and used the wrong component, Alchemist now looks the way it was always intended.

  • Bukavac’s attenuverters were… a bit weird… they should behave more traditionally now.

  • The colors of Dungeon’s big moon light have been subdued a bit and are closer to what Rack uses for its LEDs.

  • The range of Kitsune’s indicator lights has been increased to 10V, after all, they’re supposed to handle such ranges.

  • Oraculus’ lights have been brought closer to what the original design called for.

  • Raiju’s ability to output polyphonic signals on every port has been made clearer.


The manual has also been updated: documentation is important! :slight_smile:

Whew! That was a lot; but it makes sense: it took a long while to get a new release.


14 Likes

Superb! Looking forward. :+1:

1 Like