this is my first patch i ever finished in pd, so there are probably a whole bunch of bugs in it - feedback is welcome.
this keymasher features stutter (q), gater (w), reverser (e), comb filter with lfo (r), bitcrush/sr.redu (t) and a tapestop effect ((z) - on german keyboards).
as obiwannabe told me, there's an issue with the [keyup] object on some systems, maybe someones got an idea to do it another way?
the sampler in the patch is for demonstration purposes only, you can use every audio input you want (and you know the correct tempo for proper fuction...).
hope i added all dependent abstractions - on this way: is ther a possibility to save patches as a kind of "bundle" with all needed abstractions?
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Toxonic keymasher
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hi toxonic
when i try to open a loop in the keymasher i get this error no such object
(im a newbie at PD)
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hmmm, i've downloaded the zip and tried it out, works fine to me.
did you unzip the whole directory "keymasher"? all containing abstractions have to be in one folder! then open "KEYMASHER.pd" and import a wav-loop via "open_file" - when done there should be displayed the lenght of the size in samples right under the "open_file" button. don't forget to check the radio box "compute audio" in the pd main window.
do you use extended? it's possible, you'll need pd extended - i use [ap2] allpass filters in the combfilter, don't know if they are included in vanilla! -
hi again toxonic,i got it working,really nice great job
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thank you, dude!
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i have a problem now,i got it working yesterday but now when i open keymasher i get the
expr divide by zero detected
and i cant "import"any audio files?
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don't care about the error message, it's the same here but i did not get any problems though.
i don't know, why you can't open a file in the sampler, works fine here.
when i click on "open_file" the open menu appears, where i can choose a wav loop. it has to be a wav-file, no mp3 or ogg.... -
Hey toxonic,
Great job with this. It's a lot of fun to play with, and I like the interface as well. The only thing I would like to see would be to be able to have more than one effect going at once. When I play this now, it seems that if I'm holding down one key and press another, the previous effect shuts off. It would be cool if it could bit-crush the stutters and stuff. But other than that, nice job.
Also, I didn't dig too deep into it, but I have a feeling the "divide by zero" errors are caused by some [expr]s receiving their first inlet value before the second inlet because the [loadbang] does not have a [trigger] enforcing the right execution order.
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hey maelstorm, thank you! yes indeed, it would be cool to get several effects at once working. at the moment i use several [key] [keyup], i think i have to build something with the [poly] object... i also thought about to make the triggers quantized in the timeline. what i mean is, if you hit a key, the effect will be activated as soon as a full 4th, 8th, or 16th is reached. this would make playing with it more precise.
edit: ok, i've played around to get it poly but i have a problem i cant figure out: i use one [key] [keyup] combo, that sends out 1 if a key is pressed and a 0 if the key is up. then i use a [route] object to routes the values to the corresponding key-ascii-numbers. this works fine so far, except the fact, that some keys won't work together. for example, if you pressed "e" and "r" you won't be able to get another key working, same with "q" and "w".... but you can easily hit "w", "e", "t" and "z" at once....don't know why this behaves so strange! any suggestions? help would be appreciated!
it's also a question of taste, in which order the fx should be chained, because other chaining-orders will sound quite different. -
Hey toxonic,
Your [key]/[keyup] approach is working fine, and much simpler than the crap approach I posted a while back . The reason some keys don't seem to play after others are pressed is because of the order of the effects and the fact that some are reading from buffers. For example, when you activate the reverser, audio is being read into a delay which is being fedback so that you can keep reading the same audio. This prevents anything from the stutter or gater from going into the reverser, because the reverser is still reading from previously recorded audio. You might be able to overcome this by reordering effects and having the buffer-dependent effects be reactivated when an effect that comes before it is turned on.
As for quantizing, something like this might be a good way to start (hope this makes sense):
[metro]
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| [r close-spigot]
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| [0(
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| | [1( <--bang this when key is pressed
| | /
[spigot]
|\
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|Edit: And while your quantizing, adding a way to put it on auto-pilot and randomizing the effects would be killer!
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Hi toxonic, it doesn't work for me (
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@ maelstorm: it's not only that the effects don't play, but also the in some combinations there will only 2 key triggering - you can check this, when you connect number boxes to the single [route] outlets....there seem to be a whole of things, that could be done. some while ago i build a similar glitch device in reaktor featuring a sequencer - a combination of sequnecer and randomization would be cool, but a lot of work, i guess. will probably need a while!
@ diplipito: could you describe where the problem is? what does not work? and what patch? the new one, where you can trigger more effects at once or the old one from my first post? or maybe both?
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When i load sample and play it, sample is playing without any changes.This happened with both keymashers.
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try to open the keymasher subpatch (in my newer upload). in it theres a subpatch with the gui and a second subpatch called [glitch_fx~] (with a load of float-arguments). open the [glitch_fx~] subpatch and have a look at the top / right structure in it. there are 6 number boxes side by side. they should normally switch to 1 when you hit the corresponding key and snap back to zero, when you release the key again. try the q, w, e, r, t, z key - if there doesn't change anything, than there's something not working with the [key]/[keyup] combo on your system i guess (what leads to, that you won't be able to trigger the single effects...).
if thats the problem, you could try using midi. this should be easy to modify the patch: use a [notein] instead of the [key]/[keyup] combo, left outlet to the left inlet of the [pack] and the middle outlet via a [>] object into the right inlet of the [pack]. then you only need to change the arguments of the [route] object to "60 61 62 63 64 65" and you can control the keymasher with your midi-keyboard using midi keys 60-65. -
I am idiot ha ha ha ha
I even not knew that i can play with computer keyboard.
Keymasher is nice thing. Thank you man. -
that's why i called it a keymasher, dude!
ok, all ambiguities removed, hopefully! -
Hey toxonic,
I looked at the number boxes coming out of [route], and I also attached some to the right outlets of your effects subpatches. They're all triggering fine for me; it worked with every combination I tried, including the ones you mentioned having problems with. Have you tried it on a different computer or another keyboard? I wonder if it's an issue with your setup.
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mhhhh... no, didn't try, i only have a notebook and no other hardware to try out.
well, i'm content, when it works on others machines, i can also modify it into a "midi masher"... hahaha.
but not sure about this strange behaviour - most of the time i work on winxp (because i bought some software that only works on win) but i should boot up next time to my linux sytem and see if it works there?