Voxglitch modules - beta testers welcome!

A new Hazumi version has been submitted to the library containing @jeremy 's request. I’ve added a right-click menu with per-column settings for trigger settings:

  • Bottom (default): Outputs trigger when the corresponding ball hits the bottom
  • Top: Outputs trigger when the corresponding ball hits the top
  • Both: Outputs trigger when the corresponding ball hits either the top or bottom

Enjoy!

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Thank You for this! I am noticing that “Initialize” and “Randomize” don’t do anything?

OH, yes, I had overlooked those features. Do you have any idea on how to program the initialize and randomize functions with custom controls?

not sure but this is a rough guess:

maybe hold on to this reference in your ModuleWidget voxglitch/HazumiWidget.hpp at master · clone45/voxglitch · GitHub

then override these Rack/ModuleWidget.hpp at 2db08f15a00f6792bb3a45db31dd13f94966beed · VCVRack/Rack · GitHub

then add methods in HazumiSequencerDisplay and call them

Bret,

I found an issue with Digital Sequencer that crashes Rack. I posted it on your Git site.

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Wow! Already fixed!

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found this in my repo:

inline void PopupMenuParamWidget::randomize() {  
	if (paramQuantity && paramQuantity->isBounded()) {
		float value = rack::math::rescale(rack::random::uniform(), 0.f, 1.f, paramQuantity->getMinValue(), paramQuantity->getMaxValue());
		value = std::round(value);
		paramQuantity->setValue(value);
	}
}

just looked at how the widgets in Rack do it and copied it.

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Hmm, I just got around to this and I’m not quite sure how to implement what you suggested. I also found code that implied that I could override the randomization function using something like:

void onRandomize() override {
    for(int sequencer_number=0; sequencer_number<NUMBER_OF_SEQUENCERS; sequencer_number++)
    {
      for(int i=0; i<MAX_SEQUENCER_STEPS; i++)
      {
        // this->voltage_sequencers[sequencer_number].randomize();
      }
    }
}

I added this to my module’s struct, and although this compiled, it don’t think that it’s running. It’s also not stopping the parameters to be randomized when I CTRL+r, or when I right-click and select “Randomize” from the context menu. Any ideas?

I don’t know the whole story. In this case I implemented randomize on my widget. the knobs and such implement randomize already, but if you make your own widgets they may not.

I have noticed that Grain Engine Mk2 changes dramatically cpu usage when switching from 1 thread (~10%) to 2 (~33%) to 3 threads (~42%). Increasing more than 3 threads does not have a notable impact.
I’m curious about this. Is it usual or does it have to do with my system? My cpu is an AMD FX-8350 Eight-Core Processor 4.00 GHz

latest library update gives a plugin error by start afterwards and stays in a loop for updating. image

go to your user folder and delete the voglitch file (not the folder) and download the plugin again

Hi David, thx for the reply! Folder was in use for God knows what reason, i logged off and on again and i deleted the folder (and did an undo) to see if the folder was unlocked. Started VCV, did the upgrade and everything is fine again! Cheers! Kris.

Hi @BlamesJake, I’ll take a look. I may have to ask someone far smarter than myself for advice since I don’t know how the threads could be effecting Grain Engine Mk2. I’m not doing anything fancy in that module. I’ll keep you posted!

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