A new batch of the so called Vee One Suite of old-school software instruments is out: synthv1 polyphonic synthesizer, samplv1 polyphonic sampler and drumkv1 drum-kit sampler, are slowly maturing.
As before delivered still in dual forms, each with their own amenities:
Major release highlights:
Aha, and each one of the contraptions also got their own ordinary icon color personalities, whatever. I'm sure you'll notice.
All free, open-source Linux Audio software, distributed under the terms of the GNU General Public License (GPL) version 2 or later.
There they are:
synthv1 is an old-school all-digital 4-oscillator subtractive polyphonic synthesizer with stereo fx.
LV2 URI: http://synthv1.sourceforge.net/lv2website: http://synthv1.sourceforge.net downloads: http://sourceforge.net/projects/synthv1/files
- source tarball:
synthv1-0.3.3.tar.gz- source package:
synthv1-0.3.3-10.rncbc.suse123.src.rpm- binary packages:
synthv1-0.3.3-10.rncbc.suse123.i586.rpm
synthv1-0.3.3-10.rncbc.suse123.x86_84.rpm
samplv1 is an(other) old-school all-digital polyphonic sampler synthesizer with stereo fx.
LV2 URI: http://samplv1.sourceforge.net/lv2website: http://samplv1.sourceforge.net downloads: http://sourceforge.net/projects/samplv1/files
- source tarball:
samplv1-0.3.3.tar.gz- source package:
samplv1-0.3.3-10.rncbc.suse123.src.rpm- binary packages:
samplv1-0.3.3-10.rncbc.suse123.i586.rpm
samplv1-0.3.3-10.rncbc.suse123.x86_84.rpm
drumkv1 is (yet) an(other) old-school all-digital drum-kit sampler synthesizer with stereo fx.
LV2 URI: http://drumkv1.sourceforge.net/lv2website: http://drumkv1.sourceforge.net downloads: http://sourceforge.net/projects/drumkv1/files
- source tarball:
drumkv1-0.3.3.tar.gz- source package:
drumkv1-0.3.3-6.rncbc.suse123.src.rpm- binary packages:
drumkv1-0.3.3-6.rncbc.suse123.i586.rpm
drumkv1-0.3.3-6.rncbc.suse123.x86_84.rpm
Enjoy && Rave On!
Comments
I have lots of fun these days
I have lots of fun these days with synthv1. Big thanks for evolving them further. Being inspired by the new color icons, I spend all last night using Inkscape creating some graphics for Vee-suite. Is there someplace I can send you what I got so far, if youre interested?
https://plus.google.com/103163489611433378153/posts/HUu9wwGj8ir
Jarle
re. lots of fun these days
thanks for your inspiration. the graphics are awesome and i'll be glad to make them official on the next release cycle, if you agree of course. i think you do.
you can register here to have a topic in the forum where you can upload your stuff, or you can issue corresponding tickets on the sourceforge.net project pages. either way suits me fine (although i'd recommend both ways for the record:)
cheers && carry on with all the fun :)
Upload stuff
Thank you, I of course agree. I have uploaded what I got so far in the MIDI-topic forum, as a starting point.
drumkv1 cuts off longer samples/panning/best practices
I'm having a problem where drumkv1 cuts off longer samples. I'm noticing this in the crashes, which ought to be left to ring out and decay over quite a long period, but they die after a beat or two, which sounds weird.
Googling has suggested that the problem might be with "groups" or with "note off," both of which I have tried to fiddle with, but without success thus far...
This might also be a good oppurtunity to ask about panning as it pertains to drumkv1. I do not see a way to set panning on individual samples in one instance of drumkv1, so, what I have done is to create a new MIDI track in Ardour for each drum instrument that I might want to pan differently or put different effects on. E.g. I have the kick on it's own MIDI track, the snare on it's own, each tom has it's own track. Is this the way to go? Or can all the drums be located on the same MIDI track and panning (and effects, hopefully) applied to the different notes somehow?
Thanks!
Could it make a difference if
Could it make a difference if the samples are in 41000 and the session is 48000? That's my best guess ATM.
re. Could it make a difference if
no. disparate sample-rates between the original sample file and current host engine have no role on the way each element/sample goes against envelope generator's decay times.
byee
re. drumkv1 cuts off longer samples/panning/best practices
a. drumkv1 cuts off longer samples
yes, for long samples (>2sec.) the default settings for each element's envelope generators might cut the samples prematurely. you'll have to check on those cases whether the Decay1 and Decay2 time settings are fit and appropriate for each sample length. [UPDATE: forgot to say that a note-off triggers the Delay2 phase; you can opt to disable note-off reaction though it's a vertical configuration setting which applies to whole stanza/preset]
b. way to set panning on individual samples in one instance of drumkv1
yes, you can have specific settings on a per element/sample basis: look in the OUT section, there's a Width, Panning and Volume settings that applies to each element sample. nb. strictly technical speaking, panning here it's more kind of a stereo balance control than an actual spatial panning, whatever :)
hth.
cheers
That helps very much, indeed!
That helps very much, indeed! Ty.
Another question for you: I
Another question for you: I have multiple instances of drumkv1 running in a session, say, on the kick track, the snare track, crashes, toms, etc.
When I am done messing with drumkv1 on a certain track and go to open it on another track it almost always crashes ardour. Is this just to be expected? Or is there something I can do to avoid this? For now, I have adopted the practice of closing down ardour and reopening the session each time I need to go in to another instance of drumkv1. This self-shutdown practice avoids the crash and loss of data, but is cumbersome... :D
re. Another question for you
i can only say that it's all due to graphical toolkit galore mess-up (or mash-up if you wish).
fact is, by running ardour you're doing a lot of trouble to show and work with a plugin that uses such an alien gui toolkit or framework to start with (qt4)... it works barely but it is far from safe for general or heavy use. it won't survive much beyond the strictly spartan use cases :)
ntl. my suggestion goes like this anyway--please use the stand-alone application (drumkv1_jack) to edit your drumkv1 presets. then load them later while on ardour; do not make heavy use of the gui when you're doing it under ardour control. or else, use the lv2 gui very carefully (ie. save often) to edit your drumkv1 presets.
make it a strong note that drumkv1 is a pure qt4 gui which raises some undetermined troubles under a gtk host like ardour. if you run it stand-alone, jalv or under (4-x-sake, god-forbids-you) qtractor, it should be all fine.
aha. once you get those presets loaded and saved under your ardour session realm you won't even have to mess with the drumkv1 gui ever after and thus, you'll be fine and happy forever more ;)
hth. cheers
Thanks for the tips and
Thanks for the tips and information. I am having a great time using it!
Sample trimming in Samplv1
Maybe I'm doing something wrong, but when I want to trim a sample, like say a little off the beginning and a lot from the end, the beginning sample still seems to play, until it gets to what is highlighted, then plays only the highlighted area as a loop. What I'm hoping to do is highlight an area that I want to play via keyboard and play only that highlighted section. Is that possible? I hope this makes sense.
Thanks for these tools. really awesome.
re. Sample trimming in Samplv1
samplv1 has no means to trim or edit the sample file by itself, at least as you might find on other commercial all-in-one-wonders :)
you'll have to trim the original sample file on a proper audio file editor (eg. audacity) and there coming out with a new file anyway. then use the later as the sample source on samplv1.
otoh. the highlighted range you say is only about loop range and nothing about onset sample position or outset. sorry if that misleads you that way.
cheers
Thank you. That does help.
Thank you. That does help.
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