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france

I have played all day with the LFO of the cursynth.
And ok, it's not chiptune related at all, but it sound really great smile
If you hear a lag at a moment, it is a bad copy/paste in audacity.
There is no effect, no other instrument, just picoloop : picodrum and cursynth engine.

https://soundcloud.com/yoyz2k/picoloop- … dioout-wip

And a big thank to this guy Matt Tytel, which made a really great opensource synth.

Last edited by yoyz2k (Feb 23, 2015 11:45 pm)

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france

The good news:
- open303 included ;
- cursynth with lfo ;
- improved interface ;
I mess a lot with different kind of thing and I improved a lot the windows/debian version with various synth.
But I don't put a lot of things on handled.
Anyways here how it sound now on debian : https://soundcloud.com/yoyz2k/audioout-051

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West Yorks, UK

executable please!!!!!! big_smile

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france

Hi Domu, here it is, it contain all the binary from the last version, the 0.52.
If i'm correct, you should have this new thing in it :
- a better gui ;
- pbsynth machine ;
- cursynth machine ;
- open303 machine ;

The FX is disabled in this version, i'm currently changing things in it.
Have fun smile

https://www.dropbox.com/s/wo4or8v5370si … 8.zip?dl=0

EDIT : my testpattern are included, you can remove them by going in the bank/bank0 directory and remove all file

Last edited by yoyz2k (Mar 8, 2015 9:33 pm)

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france

Hi all,

new version 0.53 available, it contain various fix related to the GUI.
And one fix around the Cursynth NoteOn/NoteOff which was broken.
Windows version available on this link.

https://www.dropbox.com/s/elbjnggfligo6 … 4.zip?dl=0

Readme is here : https://github.com/yoyz/audio

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West Yorks, UK

still following with interest! any word on the trellis hardware you were working on?

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france

Hi Domu,

Thanks for your message.
I've got a lot of works on the last two month and I was not able to deal with digging new stuff, programming and my job...
Unfortunately a friend was available to work with me, but I wasn't which is sad.
So for now I'm only working on bugfix and trying to continue on small commit to fix stuff, and there is a lot of small thing to improve.
I will publish regular release on a two, three month basis until the end of the rush.
Now the soft is really cleaner on the code side and I'm able to code new stuff easily and fast, so it's pretty cool smile

Thanks you Domu for your support smile

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Hey man I wanted to start having a look at building this on OSX, but the repo has name collisions where there are uppercase and lowercase names - are they necessary files? Can some be removed / renamed to make this a little easier for us lowly case-insensitive plebians?

Edit: It seems just Note.h & note.h were the main culprits in /picoloop .. now to see if core audio is a drop in for alsa or not ..

Last edited by mk (May 20, 2015 2:32 am)

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france

Hi Mk,

Not all file are important, you need only this directory : https://github.com/yoyz/audio/tree/master/picoloop and you are right, Note.h and note.h are useless now. All the content were moved month ago in NoteFreq.*, so it should work without issue without Note.h and note.h.

For the mac osx coreaudio part, I think it won't be a problem, picoloop use RtAudio has a main audio driver.
RtAudio can be compiled for multiple target driver : asio, windows, mac osx.
If you look at Rtaudio.h in https://github.com/thestk/rtaudio/blob/master/RtAudio.h you will see this list of enumerated api :

  enum Api {
    UNSPECIFIED,    /*!< Search for a working compiled API. */
    LINUX_ALSA,     /*!< The Advanced Linux Sound Architecture API. */
    LINUX_PULSE,    /*!< The Linux PulseAudio API. */
    LINUX_OSS,      /*!< The Linux Open Sound System API. */
    UNIX_JACK,      /*!< The Jack Low-Latency Audio Server API. */
    MACOSX_CORE,    /*!< Macintosh OS-X Core Audio API. */
    WINDOWS_WASAPI, /*!< The Microsoft WASAPI API. */
    WINDOWS_ASIO,   /*!< The Steinberg Audio Stream I/O API. */
    WINDOWS_DS,     /*!< The Microsoft Direct Sound API. */
    RTAUDIO_DUMMY   /*!< A compilable but non-functional API. */
  };

So I think you should compile the RtAudio.o with -D__MACOSX_CORE__ instead of -D__LINUX_ALSA__
Take a look at Makefile.RtAudio_debian and Makefile.RtAudio_windows as an example.
So first thing try to compile the RtAudio.cpp file.

Next the biggest challenge is SDL1.2.
It is available on osx but you will need also all the stuff around sdl1.2 : the sdl ttf and the sdl image.
All the code use the SDL 1.2 to be portable as much as possible, so the SDL1.2 need be double check with an helloworld or bigger.
Double check with an hello world it could help.

Next is the compilation of Makefile.PatternPlayer_debian_RtAudio.
Don't hesitate to contact me, it's really cool to see someone trying to compile it on a different platform smile

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france

Here is some news on the current development.
Today I'm focus on the PC version, but I keep it compatible with the dingoo psp and gp2x.
I've implemented the helm sound engine from matt tytel, you can double check it here it is a really great soft synth : http://tytel.org/helm/
I have now a beta sync in the base code for the volca which can use one left or right audio output to send a sync signal.
Yesterday I have implemented a midi output on Linux with RtMidi and I can send noteOn/NoteOff/midiCC to the volca bass and volca keys.
Still in early alpha because it was coded in one afternoon but it's really fun to be able to use internal sound and external gears.
If you want to play with the source i recommend to DL the last git tag 0.60 if I remember correctly.

In the end on the handled side I think the psp will be the best version because it had hard floating point support and the pbsynth sound great with it. But after 15 minute I had crash so I think I have a something wrong in the design which need to be track before releasing anything new on the handled side. Gp2x is powerful enough but I have to speed up my engine.
Dingoo works fine but I want it to be smoother, so profiling and speeding up all sound engine.

Johann

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france

Hi Guys,

Here is a new version which contain mostly bug/display fix and sound improvement.
The PSP and Dingoo version seem to be fine, so I upload the 0.63.
The PSP sound really smoother on PBSynth and I really enjoy it and if you have a PSP, double check it, it's really nice I think.
There is also a windows build, I need to double check it.

Here is the download link : https://www.dropbox.com/s/q5ynzfjjekqg3 … 5.zip?dl=0


Johann

EDIT   : on windows use the PatternPlayer_SDL.exe binary, the other one seem to be buggy
EDIT2 : to change pattern speed diviser, enter the BPM menu, and use "left ALT"
EDIT2 : to read the README.txt use wordpad on windows
EDIT3 : I think the PSP bug was linked to an internal segfault in the code and I think I have workaround it : bug found by kid versus chemical

Last edited by yoyz2k (Jul 15, 2015 12:28 pm)

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the valley

thank u

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france

Don't hesitate to tell me what you like, what you hate on the sound side and the GUI.

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sweden

Cool! Need to see if I can get this up and running.

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New York, New York

What is necessary on the development before a GCW ZERO version is up (as I understand it DINGOO is similar)? I look forward to getting running on this.

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france

I'm not able to test it myself, because I don't own one.
I think it should build really easily, if you are interested in can double check the compiler toolchain.
And if I remember well there is an emulator which could help me to try a bit.
So you have a zero and you are able to test two or three build ?
If you are okay I may be able to send you a binary in two or three week I think.
There will be the same feature as the psp, because I don't think the zero could handle cursynth, open303 and definitely not twytch.
But the psp is now really good, I play with it and it's fun.

Tell me if it's okay for you and I download the toolchain.