Sanguine Mutants Releases

Sanguine Mutants 2.5.2. has been released.

A single fix:

  • The Domovoy handling source headers cares not for anything beyond 7-bit ASCII, with it spawning in the Teletype 33 era and still longing for it and all, so it borked the Marmora tooltips and menu entries that require UTF-8. We fixed the problem and bought him a nice book about UTF and its… ahmm… mysteries.

The release can be found at the usual spot and will drop in the Library… some time.

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This cycle was supposed to be for the Monsters, but Real Life (T.M) has a way of messing with one’s plans… it’s funny like that.

While I sort things out and finish what the Monsters are supposed to include for the next release, a belated holiday treat: some Mutants have been hatched!

The Symbiote firmware for Warps lost a Moog inspired ladder filter as its author evolved it… I want it, and you probably do too, so, the filter, by itself, is now available as a separate, dedicated polyphonic module: “Scalaria”. Crank the “Resonance” all the way up and ping it to make it self-oscillate :wink: .

If you like playing around with Apices and Mortuus, you’re probably puzzled as to why they don’t have CV inputs (hardware lacks them as well)… so was I… but not anymore! The missing and useful CV ports for Apices and Mortuus have been provided via a couple of expanders! Nix for Apices and Ansa for Mortuus. Inspired by the Rainier version of the Peaks module! The expanders allow for separate control of Channel 1 and Channel 2 when Expert mode is enabled.

The new modules, along with a number of changes, improvements, fixes and additions to the familiar mutants line-up are making the rounds in the nighlty builds, if you would like to play around with them :slight_smile:

Happy holidays (late as it is)!


The modules looking their best for their mugshot:

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Real Life (T.M.) Has a real funny way of trampling one’s plans; but here’s a new Sanguine Mutants release, with a few new modules and quite a few bugfixes, additions and changes.

It is already available at the github releases page and will, hopefully, drop in the Library soon :).

2.6.0 release page:


2.6.0 “Fancy façades”

This time the picture includes every module: most had some cosmetic work done!

New Modules

Nix & Ansa

Ever wanted to manipulate Apices and Mortuus parameters using CV? Wondered why not even the hardware module has CV inputs? So did I… these new expanders add CV inputs to Apices and Mortuus! (Spurred on by the Rainier modules).

Scalaria

A polyphonic Moog inspired ladder filter inspired by the original Symbiote firmware for Mutable Instruments’ Warps.

Fixes

  • The kobold connecting the logic for the Funes LPG controls to the LEDs was fascinated by a lovely nymph and botched the job… we have corrected its mistake.

  • The gnome in charge of adjusting Velamina’s saturator threshold looked at us with glassy eyes and said “man, math is hard”, in a really slow voice, between puffs of its pipe… and indeed, it is, after checking what it had done, we discovered the saturator threshold was wrong… and corrected it.

  • The Bloodbat in charge of generating faceplates looked at himself in the mirror and smirked smuggly… months later, the grin was dropped after noticing the Plumbago faceplate for Explorator was all wrong… corrections have been made.

  • The Aestus family were too eager to update themselves when trying to synchronize with external clocks and oscillators… this has been corrected.

  • The Ningen in charge of special features for the Nodi family had failed to notice that both the Signature Wave Shaper (SIGN) and the oscillator drift (DRIFT) are not toggles but parameters with a range of values… we have fixed it and limited its ocean time so it can focus a little bit more on its work.

  • It took an undead former wizard lych to do it; but the members of the Nodi family have regained their ability to be used as LFOs… without crashing Rack… go revenant, godliness wishing wizard!

  • A mermaid noticed the tooltips for the scales in the Nodi family were whatever comes after awful (mermaids are really nice creatures)… so we fixed them, or at least we think we did, their songs made us forget several days of our lives.

  • It’s only appropriate that the goblin in charge of wiring Temulenti’s knobs was drinking a bit heavily… the FM knob in Two Drunks mode (it controls gate lengths) was wired backwards! It has now been fixed and works as described in the manual… and the goblin has been sent somewhere with twelve steps… probably an Escher ladder. If you have patches that rely on those gate lengths, you need to update them and that is done quite easily: just right click on the knob and invert the value’s sign (If the value is “-7”, make it “7”, if the value is “12”, make it “-12”… easy as pie!)

  • Anuli was shy about showing internally generated strums on its LED… we praised it a little and module generated strums are now shown.

  • The Nebulae family were way too playful with their lamps and, sometimes, loved getting stuck when showing temporary values, the modules eyeing the lights as if in a daze… we bought them a plastic brick toy set and a set of christmas lights (they were on sale!) And they agreed to restore the proper values after a couple of seconds have passed.

Additions

  • Marmora: such a lovely random generator! If only we had more control over it… oh! Right, now we do: the generator can be reset, reseeded and user-seeded using the context menu; also the selected loop length is now shown in the knob’s tooltip.

  • Anuli… what a great resonator! What a pain in the rear to tune! Why can’t it be pretuned to a C like almost every other module?? Fret no more! Anuli now comes pre-tuned to C out of the box! We know existing patches rely on carefully tuned Anulis… so the old tuning can be restored using the context menu.

  • Etesia can play buffers in reverse in certain modes at the press of a button! We already knew that; but why can’t it be reversed using gates? Now it can!

  • Meanwhile, in the Aestus family home… default module tuning is a C when the frequency knob is centered, all right; but not the C everyone expects (not even the modules, trust me)… so, we also fixed that: the Aestus family is now tuned, by default, to C4 when their frequency knobs are centered. As with Anuli, we know old patches rely on the previous tuning, so it can be restored using the context menu.

  • Funes really, really wanted a Harmonics CV attenuverter… so we added it… along with CV control (and attenuverters) for the lowpass gate response and decay parameters (check the Mutants manual, those two have a slight caveat).

    Funes wasn’t very helpful when it came to custom data… which modes can accept it? Did it load properly? Is the mode using custom data or factory data? A couple of lamps have been added, near the top of the module, to convey all that information.

  • Aleae was sorry a lot of folks didn’t notice the Trigger for Section 2 is normalled to the Trigger for Section 1… so we made that fact clearer using the faceplate (and the manual).

  • A cool, novelty feature of the Braids hardware module is the “Signature Wave Shaper”… unique for every module built… while that could be done for Rack, it is really, really impractical, (and so… no plugin implemented it, as far as we know) so we came up with what, we believe, is a neat solution: a “unique” (as unique as 4,294,967,296 possible combinations allow) Signature Wave Shaper per Nodi family module created in Rack (using Rack Ids)… but… why stop there? Don’t like what Fortuna (Imperatrix Mundi) dealt that instance? Generate a new Signature Wave Shaper right from the context menu! Have a favorite number? Want every one of your Nodi and Contextus modules to have your unique identifier that never changes? You can enter it as well and save it as a preset! Miss the old “0” Signature Wave Shaper? Enter it as the SIGN seed or just disable the new functionality, again from the context menu.

    If you are adamant on the absolutely true-to-life experience and want to tie your Nodi family modules to an Id unique to your computer’s hardware… I’m pretty sure there a few tools out there that can generate one, you can enter that Id (after converting it to a 32-bit unsigned integer) in the source code and recompile the plugin…

    The Nodi family has a plethora of built-in quantizer scales… so tedious to find the right one using the knob :frowning: . No problem! You can now set quantizer scales using the context menu.

Changes

  • Context menus can end up being a bit bulky, so we grouped Theme options under a submenu.

  • Marmora is a great, fun module, with a lot of options… and a really confusing faceplate… after common sense kicked in (and we polled you guys), the faceplate has been completely reorganized to make using the module a pleasure! Once we saw the new faceplate, we thought : “why stop with the faceplate?” So we also reorganized its context menu.

  • Anuli’s faceplate has been decluttered and made more pleasant to use and stare at.

  • The faceplates for the Nodi family of modules have been reworked to accomodate for the new knobs, after the Ningen fix, and to make them more pleasant all around; the family’s context menu has also been reorganized.

  • The Mortuus bytebeats have been given the once-over one more time (probably the last). They mostly do what you expect them to and none crash Rack in the process.

  • Aestus’ PLL/Clock mode should be better at doing what it’s supposed to do.

  • We asked, you voted, we listened: the Funes faceplate is more attractive, the module has a smaller footprint and its functions and their relationships are more easily discovered; also, the LPG lights now show their value in the LEDs starting at the center: more attractive and logical given the horizontal configuration.

  • Almost every module had some cosmetic surgery done to make their faceplates more attractive!

  • The manual had a facelift as well, with new art, the instructions for the new modules, some clarifications and general improvements.


Thanks to friends and testers, both on and off forum for conversations, philosophical discussions, support, encouragement, music, stories and being there.


If you want to read a more serious changelog, it can also be found at the release page.

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Fixes for Sanguine Mutants 2.6.0 have been released!

2.6.1 release page:


2.6.1 “Ground gremlins”

Fixes

  • Scalaria was going bananas on Apple hardware and bringing Rack down with it in its madness. (Linux shared some of the insanity as well).

    Scalaria was feeling down and sometimes refused to let outputs go above -5V.

    Scalaria was overeager to stand out and refused to follow faceplate tag conventions.

  • Mutuus was needy and wanted more CPU than it required.

Additions

  • The Anuli polyphony light, which also doubles as the strummer light, will now follow the selected display channel where strumming is concerned.

Changes

  • The background for Scalaria’s lights was too bright… not anymore… and lights look better.

  • The button lights across the plugin were too dim… they have brightened up a bit again.

  • Small performance tweaks for quite a few modules.


Huge thanks to @fractalgee for reporting the Scalaria issue; helping with diagnosis and tests, and inspiring the release’s name.

EOL.

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The other day it occurred to me that modules from the Sanguine Mutants plugin, unlike the ones from Audible Instruments, are often not shown in the results when searching the VCV Library on the web (https://library.vcvrack.com/) by the name of their hardware counterparts.

For example, if searching for ‘Clouds’, you’ll find Audible Instruments Texture Synthesizer, but not Nebulae, Etesia or Fluctus.

(NB: Interestingly, the search engine inside VCV seems to be different and does a better job at finding modules.)

As I thought that the Mutants’ modules are rather brilliant, @Bloodbat and I compiled a table to link the names, so that the Mutant modules can be found more easily.

Perhaps you’ll find this useful, too.


Mutable Instruments — Sanguine Mutants

Braids — Nodi
Braids (Renaissance alternative firmware) — Contextus
Branches — Aleae
Branches (Twigs firmware) — Vimina
Clouds (Monsoon version) — Nebulae
Clouds (Parasite firmware) — Etesia
Clouds (Kammerl Beat-Repeat firmware) — Fluctus
Links + Kinks — Explorator
Marbles — Marmora
Peaks — Apices (+ CV control expander: Nix)
Peaks (Dead Man’s Catch firmware w/ additions) — Mortuus (+ CV control expander: Ansa)
Plaits (1.2) — Funes
Rings — Anuli
Tides — Aestus
Tides (Parasite firmware) — Temulenti
Veils (revised) — Velamina
Warps — Incurvationes
Warps (Parasite alternative firmware) — Distortiones
Warps (Symbiote firmware) — Mutuus
Warps (LP ladder filter from original Symbiote firmware) — Scalaria

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I love a good list :slight_smile:

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These have slowly become reached for modules, I love the brilliant work Mutable put into the originals and have learned that these Sanguine clones are best of class in VCV. Super huge thanks congrats huzzah!!

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Thank you for the wonderful list :slight_smile:

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Sanguine Mutants 2.6.3 have been released! It can be downloaded at the github releases page and will drop in the library, hopefully, sometime soon.

I forgot to announce 2.6.2 here, so that version’s notes will be mentioned as well.

2.6.2

Fixes

  • Vimina’s clock division factor refused to reach 8, as stated in the manual… it has been fixed.

2.6.3

Fixes

  • Marmora’s length knob made no sense if values were entered by right clicking and typing… the module now acknowledges the value typed and sets the desired length. E.g. if you want a Length of “8”; right click, and enter “8”… you will get a length of 8.

Additions

  • Explorator: as was pointed out in another thread, a polyphonic sample and hold with a single noise source is not very fun nor quite useful; soooo… the noise channel of the S&H section of Explorator is now polyphonic, with up to 16 channels, as is expected.

    The module has two possible noise models: white and prism. Why you ask? Well… because…

    The Explorator on the left is configured to use “Prism noise”; the one on the right the old “White noise” model from previous Explorator versions. Models can be changed using the context menu.

    Why would anyone want to use the White noise model? Because they like it… or miss it… or prefer it; to flaunt the new Threadripper; to try and use Rack as burn-in test, if enough modules are present; or, simply, because… they… can! :slight_smile:

Thanks to @Alphagem-O for reminding me about Explorator’s lack of S&H noise polyphony ;).

EOL.

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Just a quickie:

Sanguine Mutants 2.6.4 has been released! Available at the github releases page and, hopefully, the Library as well soon :slight_smile:

2.6.4


Fixes

  • Marmora’s t2 light remained lit long after no voltage was being output due to a sleepless Bloodbat being overzealous with text replacement… it has been fixed.

Changes

  • Vimina’s knob values were a bit crooked when it came to setting the clock division or multiplication factor, so it divided earlier on the knob’s travel than it should. This has been fixed. If you’re enjoying Vimina to do some funky clock divisions, you may have to adjust the knob slightly. Sorry for the inconvenience.

EOL.

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Amazing work, thanks again for this collection. I’m a big fan of the Mutants, as you know! Still quite a few I haven’t even explored yet. Can I be really greedy, and request that the Clouds clones are polyphonic? Would that be possible? We already have a poly Clouds with Surge Nimbus, but it would be amazing to have poly versions of the alternative firmwares too. Cheers!

Thanks for the comments :slight_smile:

I’m pondering making them and the Aestus family polyphonic, as requests for both have been made, it may happen, so keep watching this space :slight_smile: .

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Tides polyphony too, please. :slight_smile:

Aestus and Temulenti are the Tides versions :wink:

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Another quickie:

Sanguine Mutants 2.6.5 “Calibrated clocks” has been released! Available at the github releases page and soon, I hope, in the Library.

2.6.5


Fixes

  • Vimina’s clock multiplier felt like a 787 and started rolling values over when a slow enough clock was fed to it, resulting in a really, really fast clock… we managed to convince it to stop feeling like a plane and behave properly like a module.

  • Vimina liked delaying its clocks by 16 samples because… “take it easy maaaan”… no more! Clocks now run in “real” time.

  • Mortuus also felt like an aircraft and loved rolling over values when slow enough frequencies were set for some of the new LFOs… that resulted into them turning into really fast and weird, non constant, oscillators… we grounded it and reminded it that the “LF” in “LFO” stands for “Low frequency”… it understood and now should behave as expected.

  • The Apices family was disregarding expander disconnections and keeping the modulated values until the knobs were moved… now they are aware of their surroundings and restore the expected values when expanders go away.

Changes

  • Tooltips for the Apices family expanders are more congruent with the base module.

  • The expanders for the Apices family were hungry and wanted larger pieces of the CPU pie than they deserved… they should be friendlier with CPUs now.

EOL.

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An unexpected quickie!

Sanguine Mutants 2.6.6 has been released! The plugin can be downloaded at the github releases page and will, I hope, join the Library soon.

2.6.6 “Repairing restores”


Fixes

  • The designer goblin went through another round of plugin-wide color fixes and tweaks.

  • The designer goblin made “fake” faceplate glyph holes “real” thanks to David Grande’s method.

  • The Bloodbat in charge of restoring preferences has been absent-minded lately, so the “Frequency knob center is C4” preference for the Aestus family was always restoring as if it was enabled when loading patches and presets, this has been fixed.

    Sorry for the inconvenience!

    Sometimes I wonder if Tides ports have a hex! (As in The Scottish Play [The Scottish Play - Wikipedia], not as in 0xBAADF00D [Magic number (programming) - Wikipedia]).

  • Explorator was not making noise when expected if the trigger input was not connected along with the Noise output: we reminded the ports they are separate entities and now should work as expected.

Additions

  • Measurement units and numbers friendlier to humans for the Aestus family.

  • I was a taking a shower when a question crawled into my head: “Hey! Didn’t Tides have a bird easter egg?”, so… Aestus implements it now: the peacocks plotter easter egg (it can be accessed using the context menu). The “Uni” (X) and “Bi” (Y) outputs need to be connected to an oscilloscope module set to X-Y (Lissajous) mode to enjoy the birds. I’ve obtained the best results using either Wiqid’s or Trowasoft’s (with really low line thickness) 'scopes.

    Why implement this? I like modules to be feature complete; it can be used to prettify patches; it’s easier to access than the hardware version (I’ve been unable to find a single video of the egg in action), and it can be used as an odd, quickly repeating, pair of voltage sources!

Changes

  • Explorator’s Prism noise produces wave forms that tend to be more “spiky”, closer to the original implementation in old module versions before Prism noise was added (Note: Prism noise is now LOUDER than it was in the previous revision, so… protect thine ears).

  • The Aestus family can reach really slow LFO times when a negative voltage is present in the V/Oct input… except, Temulenti didn’t. Now it does :slight_smile:

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