I have put my time to learn ZynAddSubFX and I stopped using any other
synths. It just can do almost anything I need in any situation, and I never
run out of horsepower (layering capabilities).
Something I would need to use 8 TripleOscs for uses one sixteenth of Zyn.
It's just easier to manage, program and mix complex sounds.
On 22 Mar 2014 13:42, "baza" <[email protected]> wrote:

> 22.03.2014 18:17, Vesa пишет:
> > On 03/22/2014 12:30 PM, Johannes Lorenz wrote:
> >> I am not sure if this is true. Actually, I have tracks with 30 ZASF
> entities,
> >> and lmms takes only 6 % CPU power (no matter if played, or not).
> > Yes and that's ZASF as it is now. Then imagine adding all the
> > functionality of all the existing instruments in to the mix. CPU power
> > isn't the only consideration, memory usage would go up exponentially as
> > well.
> >
> >> Also, I
> >> guess, you can alway select in a synth which parts of it should be
> used, and
> >> which not. A good example might be ZASF (it has 3 basical synths, you
> can
> >> select those that you need).
> > So then, instead of having several synths you can select in the
> > instrument plugins tab, and add to the project, we have one instrument
> > in the tab which you add to the project, then open it and select the
> > instrument in there.
> >
> > How is this then any better in practice? We'd still have all the
> > different synths, just a lot worse GUI.
> >
> >>> - code complexity: this would be a nightmare to maintain
> >> Probably it would be better, and not worse: We could handle all subparts
> >> modular. So with N subparts and 1 synth, we get N modules. With p
> synths of
> >> each N subparts, we get pN modules.
> > No, it wouldn't be any better. Trust me.
> >
> > And here's the thing - lots of the parts of the instruments are ALREADY
> > modular. We already reuse lots of code in instruments. Firstly, all of
> > the instruments are based on the instrument class which has all the
> > things like figuring out volume, pitch, etc. and function calls for
> > getting per-note buffer output.
> >
> > Many of the instruments themselves use objects and functions provided by
> > LMMS - Oscillator class for rendering that comes with builtin modulators
> > and waveforms, SampleBuffer class for playing sample data or custom
> > waveforms, and so on.
> >
> > Then each native instrument also gets to use the builtin soundshaping
> > class - this is visible to the user as the ENV/LFO tab. It's a module
> > that all native instruments use for sound shaping, this is again very
> > good code reuse - all the native (non-MIDI-based) instruments use the
> > same code for filtering.
> >
> > That's the thing, LMMS already has the things which you hope to achieve
> > with this - LMMS comes with great ready-made building blocks for
> > creating synths, effects, etc. This is great because code reuse, but
> > also because it makes it easy for even less experienced people to code
> > great new plugins for LMMS.
> >
> > Look at GIMP - there are thousands of plugins, scripts, etc. available
> > for it. GIMP doesn't ship with all of them and doesn't try to mash them
> > all together into one multitool - instead, there's a thriving community
> > of users developing and sharing plugins, scripts, etc. I'm hoping one
> > day LMMS would be in the same situation - where we'd have so many native
> > LMMS plugins that it wouldn't be convenient to ship them all by default,
> > instead the bulk of them could be downloadable on the sharing platform
> > or elsewhere for users to share.
> >
> >> - compatibility: implementing new features in a backwards compatible way
> >> would become a nightmare
> >> Why?
> > Well right now, if you want to add new functionality for producing
> > sound, you can just add a new instrument plugin without breaking
> > anything in existing instruments - they still work in
> > backwards-compatible ways.
> >
> > But, think about one huge monolithic beast - if you have to change
> > something, then it affects all of it - it quickly gets out of hand when
> > we have to write compat code for a zillion cases of old versions of this
> > multi-instrument.
> >
> > It's safer to keep things modular. Think of the UNIX philosophy: Do one
> > thing and do it well.
> >
> >> See my point about code complexibility. If we still want different
> synths,
> >> they can easily share their modules, so we get more modularity, not
> less.
> > We don't get more modularity by merging things together. That's not how
> > modularity works.
> >
> >>> Vibed actually has a wavegraph, and allows loading samples as
> waveforms.
> >>> You can use any waveform you want in Vibed.
> >> Yes, but this is not useful.
> > It is useful for using custom waveforms in Vibed. You can draw any
> > waveform with the mouse in Vibed, or you can load a sample file as a
> > waveform, just like you can in Bitinvader. You complained about not
> > being able to use custom waveforms in Vibed, I just pointed out that you
> > can indeed do this.
> >
> >> In ZASF, I can change a waveforms parameter, then
> >> hear, then change a bit, hear, etc. If I want to load waveforms, I'll
> need to
> >> first generate them (ZASF would be the best choice, I guess), then
> save, and
> >> then load them. This is a lot of work to find a suiting waveform.
> > So? That's the way ZASF works. It's an additive synth, you're not
> > supposed to think of it as "waveforms" - you need to think in terms of
> > fundamentals and harmonics when you do additive synthesis.
> >
> >> It gets worse if I want to modulate the wave form while playing. This is
> >> impossible, since the WAV file is static.
> > If you want to modulate a custom waveform, you can load it up to triple
> > osc and modulate it there (or use my new synth, once it's released). It
> > doesn't matter if it's a wav file, once you load it up as a waveform, it
> > becomes just another oscillator waveform.
> >
> >> With wavetable I just meant that the basic oscillator (which is the
> >> first thing in an ad synth) switches between different waves. So this
> >> could be part of an adsynth. These things are, AFAIK not different,
> >> they are independent.
> > That's not what wavetable means. Wavetable means, simply put, a digital
> > oscillator that plays a custom waveform saved in the digital
> > oscillator's memory. The graph is the "wavetable" and is used as the
> > waveform. Bitinvader is a 1-oscillator wavetable synth.
> >
> > Oscillator switching between different waveforms would be, I don't know,
> > waveform modulation or something. Or just plain stream mixing, depending
> > on how it's implemented I guess.
> >
> > Additive synthesis uses multiple sub-oscillators and *adds* their output
> > together to form a single audio stream. It's how many analog synths
> > work. You need to understand, that all sound is formed of sine waves,
> > and you can create literally any waveform by adding enough
> > different-frequency sine waves together.
> >
> > The downside with additive synthesis is that it tends to take more CPU
> > power than simple wavetable synthesis (because it uses many oscs to
> > create one voice, as opposed to wavetable which just looks up from the
> > wavetable).
> >
> > So they're both different things, neither is "better" or "worse" than
> > the other, they're just used for different purposes. To achieve
> > different types of sound.
> >
> >> There are many things that probably can not go into FX. Some use
> >> properties of single keys pressed, like frequencies. An effect does
> >> not know when a key was pressed, neither it knows the base frequency
> >> of such. I think you can not put WT synthesis, pulse/frequency
> >> modulation, portamento etc. into an effect.
> > No, you can't. But so what? That's why we have the ENV/LFO tab. The
> > ENV/LFO works on a per-note basis and can be aware of note frequency,
> > velocity, etc. We can put pitch modulation, portamento, etc. there - and
> > it's been discussed earlier. For the rest, we can just write different
> > instruments for different purposes. We can use controllers to control
> > almost any parameter of every instrument.
> >
> > Here's a challenge: show me anything that can be done with Massive or
> > any such monolithic synth that couldn't be achieved with current LMMS
> > instruments/effects.
> >
> >> The "small" synths are good for learning,
> > They are good for a lot of things, even advanced things. By combining,
> > mixing and matching, you can do with them almost anything imaginable.
> >
> >>   and removing them violates backward
> >> compatibility. I just think we should start re-using modules until we
> get
> >> close to having only one synth.
> > Well then you already got your wish, like I said above - we already
> > re-use a lot of modules under the hood.
> >
> > But by all means, code your beast of a synth - I'd love to see what you
> > come up with. There can never be too many instruments to choose from.
> >
> >
> >
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> I prefer more small specific synths. ZASFX very power, but too big and
> uncomfortable,which is why I do not like to use it.
> However, I use mostly just Triple osc, since the other synthsthat
> included LMMS, in my opinion are too limited, and I miss some of Triple
> osc counterpart, but with anti-aliasingand pitch- envelope and LFO pitch.
> Vesa, whatever it was, in my opinion it's a great idea to create a new
> synthesizer!
>
>
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> "Graph Databases" is the definitive new guide to graph databases and their
> applications. Written by three acclaimed leaders in the field,
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