Yeap, you right bpm working good thnx for support. polyrithmic working good but need more practices

cant wait news and update)))

1 I cant find LPB in pattern. its possibly right now?
2 I cant understand how work FITERS section and ADSR section. About FILTERS: I think when i want used this funcktion i need to select Tip FILTERS and after any paramters (AMST/BIQU/NOFL) because other parameters introduced me to the incomprehension.

sorry for my funny english

Last edited by Jalex (January 24, 2017 8:54 pm)

Great, I have sent the right VPK file smile
You will have to wait a bit for update but I can give you support on actual feature.

1) LPB, could you describe what is behind this word ? If you mean LPF, there is one which use ADSR in PBSynth, see point 2.

2) I will describe the filter :
Picosynth, Picodrum, OPL2 ( you can choose them on MAC menu ) use the standard filter :
- NOFL does nothing, it doesn't filter at all ;
- BIQUAD contain a BP, LP, HP filter, so three different filter ;
- AMST contain only a LP ( you can set other value it does nothing, only LP, I need to fix that )

This NOFL, BIQUAD, AMST can be tuned by a Cutoff and a Resonance in the FLTR menu.
THERE IS NO ADSR for this filter on picosynth, picodrum, opl2.
Only a amp ADSR for this 3 engine. So it is only static filtering.

There is a synthengine name PBSynth in MAC menu, which has 2xADSR, the first one is a amp ADSR. The second one is a filter ADSR. To trigger the two ADSR, you need to create long note, so you need, to use "AMP T/N" in ENV. To try it, just put a note in step 0, then increase T/N at 75%. The X value is "synth volume", the Y value it "hold time". You will begin to hear the sound is longer. Then move to VCO, there is a ENVDEPTH parameter there if you press triangle.
Change the ENVDEPTH to 25%. Then change the Cutoff Resonance. Then go back to ENV, then change the FLT A/R you will see you are able to change the attack release of the filter. But you need to modify the ENVDEPTH to see it.

Today on psvita, PBSynth is the only synth which has 2xADSR, and it has only one LPF filter, no bandpass or highpass filter.

Filtering use lots of cpu and ps vita is more powerfull than the psp, but ps vita is available for only one week, I have noy work a lot on it, so i have not found synthengine which can play well on this platform today. Maybe the "sid" engine will works smoothly, but I can not tell before I double check it...

No problem with your funny english smile

Will this ever be available as a gameboy rom?

" LPB, could you describe what is behind this word ? If you mean LPF, there is one which use ADSR in PBSynth, see poin "

LPB - Long Play Bar, (See Renoise)

@psynaptik : It won't be available on gb gba.
Nanoloop is really the thing for gb/gba.
If you'd like to sync them, I will try to bring usb midi in the near future for ps vita and psp.

@Jalex : today there is a multiple of 6 tick per step. So you can play at 6,12,24,48 tick per step.
If I understand you want this number of tick to be configurable per track. for example 4 tick per step. Mhhh, should be not hard to do.
It will allow to mix different time signature.
So yes, I should try to do it

Last edited by yoyz2k (January 26, 2017 6:55 pm)

bl!!!! Thank you!!!

Wow, i'd love to get this building on OSX..

It should be possible to build it on OSX: picoloop is using rtaudio, which can manage all OS (so on OSX CoreAudio instead of Alsa). If you can modify the makefile it should do the job (I haven't tried yet).

For the moment I work on the lgpt sampler integration and audiality 2 port.
This two synthengine are cpu friendly.
Every one here know lgpt, I just cut and paste the sampler synthengine not more, then will work on table which need big integration.
Audiality 2 is a synth engine from David Olofson, a really smart guy which create some really well made program. Audiality 2 sound really cool, and is cpu friendly too, it's remind me the snes for some kind of sound. Should work psp, ps vita, for lgpt i'm sure, need to see for audiality 2.

So if someone is able to try to port picoloop to osx. He is welcome. I don't own a osx os. It's not a really difficult task, but you need to have basic knowledge of compilation with g++.
you just need to try to start from Makefile.Patternplayer_raspi1
Obviously I can help here deceiphiering the big error.