If the machine you're using for Reaktor is a Mac I can recommend the software osculator, which among other things is capable of translating incoming OSC to MIDI. I've used it a few times to send control messages from TouchOSC to programs that don't understand OSC
49 Dec 21, 2012 3:25 pm
Re: Sending MIDI from Mac to Windows without conversion hardware (9 replies, posted in Other Hardware)
50 Dec 21, 2012 1:33 pm
Re: Sending MIDI from Mac to Windows without conversion hardware (9 replies, posted in Other Hardware)
I think I found a different solution to my problem. The software I want to use to send MIDI is Renoise... it appears that two instances of Renoise can be connected over the network via OSC, so if I use Renoise on both machines, turning on the OSC server on Windows and setting that instance up to pass on notes and control messages, it could work over the network.
51 Dec 21, 2012 1:08 pm
Re: Sending MIDI from Mac to Windows without conversion hardware (9 replies, posted in Other Hardware)
There are three reasons:
- The Monitor that I was able to get for free in order to operate the Windows machine is abysmal.
- My entire Toolchain for making music so far is set up and tried and tested on the Mac
- The sound card as I said will probably be an onboard one. Since I want to route the sound of the DMG back into my DAW for further processing and mixing this will probably not do.
52 Dec 21, 2012 12:45 pm
Re: Sending MIDI from Mac to Windows without conversion hardware (9 replies, posted in Other Hardware)
I don't have the PC yet but I suspect it won't have a dedicated sound card and the Mac is a laptop for which reason it also has no MIDI connector.
That means I would have to buy hardware for both of them which I'm trying to avoid in order to save some money.
53 Dec 21, 2012 11:43 am
Topic: Sending MIDI from Mac to Windows without conversion hardware (9 replies, posted in Other Hardware)
Hi guys,
I want to send MIDI directly from Mac OS X to Windows XP in the most direct way. Do you know of a way to do this easily?
I was thinking about something like a simple USB cable if there is a way to make the Mac appear like a USB MIDI device to Windows, or possibly a solution that uses Ethernet.
Anyone?
For those interested, I'm preparing to filter the sounds from my DMG through a HardSID PCI card that I may get soon, and since I'm controlling the DMG via MIDI from the Mac I would like to do the same with the HardSID filters so that it all stays in control from one central piece of software.
edit: clarified title
54 Dec 21, 2012 10:49 am
Topic: Acceptable price for a HardSID Quattro PCI with SIDs? (4 replies, posted in Commodore Computers)
Hey,
an old acquaintance heard that I want to start making SID music on the C128 and he offered me his old HardSID Quattro PCI complete with four SIDs (R2, R3, and 2x R5). This would be a great device for me as I could actually make stereo SID music via MIDI, use more audio channels and also filter external signals easily. I would need to get an XP machine with a free PCI port, but I can probably find one cheap or free.
Now, he offered it to me for 100€ which is around $132 US. Given that a card with two SIDs on it used to cost double that in 2007 I am assuming it's a fair price, but I wanted to check if you guys think the same before I accept his offer.
55 Dec 21, 2012 9:22 am
Re: mgb and pitch bend steps, only 32 frequency steps? (20 replies, posted in Nintendo Handhelds)
Thank you for the new version trash80. I've put it through its paces and the pitch bend is really a lot smoother.
Your math seems to be off though, I'm testing with pitch bend range 0C and experiencing weirdness starting at notes below C-5: The pitch bend starts wrapping around at negative pitch bend values. At first only towards the end close to -100%, but the lower the note gets the earlier it happens, and finally at notes below B-3 things are starting to go random, with a random pitch jump for any value in negative pitch bend land. That's also the point where the positive pitch bend starts wrapping around like the negative did for notes below C-5.
I've recorded two simple examples to test the smoothness, when I noticed it happening to me. I'm playing a C-5 on PU2 and a C-4 on PU1 with a PB range of 0C being one octave up and down.
For the C-4 it wraps around at -50%, the next lower value jumping the pitch back to its original pitch. Take a listen. First mgb 1.3.2 and afterwards mgb 1.3.0 for smoothness comparison. Notice that the wraparound doesn't happen in 1.3.0
56 Dec 20, 2012 10:47 am
Re: mgb and pitch bend steps, only 32 frequency steps? (20 replies, posted in Nintendo Handhelds)
it would be good if somebody could confirm that this also happens with an arduinoboy and is not a problem specific to the nanoloop usb dongle
57 Dec 19, 2012 5:28 pm
Re: Looking for Gameboy music program ideas/requests... (167 replies, posted in Nintendo Handhelds)
lastfuture wrote:I would love to see something quite like mgb that actually had a wave channel with waveforms that are changeable via midi cc
AHEM
MGB Manual wrote:WAV - MIDI CH3
cc1: shape select : 16 possible on a 0 to 127 range .
cc2: shape offset : 32 possible on a 0 to 127 range
cc3: Pitch Sweep speed. 0=Off, 1-127 speed/
What I mean is the ability for me to create a custom waveform by having one midi cc per datapoint (I think custom waves consist of 32 samples?)
58 Dec 19, 2012 3:29 pm
Re: Looking for Gameboy music program ideas/requests... (167 replies, posted in Nintendo Handhelds)
I can't run Pushpin on a DMG though also I don't think it works with a nanoloop USB MIDI adapter
59 Dec 19, 2012 7:35 am
Re: Looking for Gameboy music program ideas/requests... (167 replies, posted in Nintendo Handhelds)
I would love to see something quite like mgb that actually had a wave channel with waveforms that are changeable via midi cc, and that could handle more than only 5 bits of a pitch bend message ... and while we're at it, others have criticised that there is no way to set a channel to mute via midi.
But I'm also for the sound triggering of premade lsdj type instruments/patterns ... couple this with an mgb type arduinoboy/nanoloop usb midi adapter compatible interface please, to play the patterns or instruments (with tables) at different pitches ... one instrument/pattern per midi channel
60 Dec 19, 2012 7:08 am
Re: mgb and pitch bend steps, only 32 frequency steps? (20 replies, posted in Nintendo Handhelds)
For arpeggios, the documentation states that if you send another note the same velocity as the previous note, it will not retrigger a note-on message, which allows for the arps you're looking for without any pitch bends required.
I had considered doing it that way, or even via sustain, but I actually wanted my arps to stay flexible. Since I'm using a tracker for controlling mgb I would have to start using crazy high line per beat numbers in order to get an arp that's not an equal subdivision of the beat. In fact what you're hearing in my example is a bit humanized and not entirely clean. This also gives me the freedom to have arps slow down or speed up smoothly.
In my experience, only PU2 consistently demonstrates this feature, and for PU1 you need to mess will the channel parameters a little bit (change pulse with, envelope, sustain on/off) and then the feature kicks in.
Yeah I've noticed the same. Couldn't figure out a sure-fire way to get it to work on pulse 1, so as long as I can't reliably reproduce it, I won't use it.
By the way, if anyone wants the xrns of this test tune to play with in Renoise, I've just made it available over there -> http://chipmusic.org/forums/post/147088/#p147088
61 Dec 19, 2012 7:01 am
Re: [Howto] using Renoise with mgb (4 replies, posted in Nintendo Handhelds)
After performing a number of tests I've come up with a good solution for flexible arpeggios via pitchbend.
Give this test a listen:
http://wolkenspeicherplatz.de/sound/gb_test_3.mp3
I've basically set up four LFOs, one for every note in the arp except the base note. I can control their intensity and thus their pitch via pattern commands. The formula devices take multiple inputs and output only the highest value. I then apply that value to pitchbend. Ready is the pattern-command-editable arp.
Download the xrns if you have Renoise and mgb:
http://wolkenspeicherplatz.de/sound/gb_test_3.xrns
You need to have mgb running and connected for this to work, the first pattern initializes the right values in mgb for the song to play as intended. For sound processing please connect your headphone out or prosound jack to the audio input of your computer and make sure Renoise has the input set in preferences. You may also have to check if all four instruments have the right MIDI output device set.
Feel free to ask me questions about this.
62 Dec 19, 2012 6:30 am
Re: mgb and pitch bend steps, only 32 frequency steps? (20 replies, posted in Nintendo Handhelds)
I've been able to get closer to the semi tones this time, by reducing the pitch bend range from 12 to 6, transposing all arp notes 6 semi tones up and rewriting the intervals. to use the full range -100% to 100% instead of 0% to 100%
http://wolkenspeicherplatz.de/sound/gb_test_3.mp3
I'm happy with this now. Would still like to know the reason for this, if the low resolution pitch bend is just a part of mgb, if the usb midi adapter might be responsible or if it might even have been Renoise, which I tracked and automated all this in.
63 Dec 18, 2012 11:20 pm
Topic: mgb and pitch bend steps, only 32 frequency steps? (20 replies, posted in Nintendo Handhelds)
Hey,
I've been trying to squeeze a decent arpeggio out of mgb via the nanoloop usb midi adapter using pitch bend messages and failed miserably, because the pitch bend steps are so low res that I can't even hit half-tones properly and everything is just ever so slightly detuned against each other.
Take a listen: http://wolkenspeicherplatz.de/sound/gb_test_2.mp3
This is the closest I was able to get near each note I wanted to hit in the arps.
After checking some things I found out that mgb apparently only interprets 5 bits of the high res signal, resulting in a total of 32 steps, when other hardware interprets at least 7 bits (ignoring the low byte) or even 14 bits (with the low byte interpreted). To make things worse, the frequency changes in a non-linear fashion, with exceedingly higher steps towards the top end.
Can anyone confirm that a real arduinoboy also produces only 32 frequency steps over the entire pitch bend range? Just want to rule out that the usb midi adapter is at fault for what ever reason.