Cool, but you see, I suspected SuperCollider would do things such as clip the phase from phase 0.001 to 0.999 to prevent a harsh sawtooth, and also fade in (ramp) one block when a Synth starts.
I feel it has many such details to make it sound "smoother" and nicer, it also seems to be a little quieter well, I kind like this, if I have other patches to compare, would you like to check? :) cheers 2016-02-16 14:53 GMT-02:00 Matt Barber <brbrof...@gmail.com>: > OK, here's the updated trials.pd with appropriate phase relationships. The > pulse train in SC3 is control rate, so there might be a ramp between values > that I'm missing. You can add it and see if it makes a difference. > > On Tue, Feb 16, 2016 at 9:49 AM, Matt Barber <brbrof...@gmail.com> wrote: > >> The documentation is poor on both sides. I had to go into the source code >> to find out a couple of things. >> On Feb 16, 2016 9:45 AM, "Alexandre Torres Porres" <por...@gmail.com> >> wrote: >> >>> yeah, just checked them and they sound quite the same now ;) I wonder >>> how I screwed up >>> >>> 2016-02-16 12:39 GMT-02:00 Matt Barber <brbrof...@gmail.com>: >>> >>>> Yeah, the phase relationships didn't match those in the SC3 code. I'll >>>> send the updated patch when I can get to my computer. >>>> On Feb 16, 2016 9:36 AM, "Alexandre Torres Porres" <por...@gmail.com> >>>> wrote: >>>> >>>>> > OK, I had to adjust the Pd patch a little to get it to match the >>>>> SC3 code. >>>>> >>>>> why? what do you mean? was it wrong? >>>>> >>>>> 2016-02-16 6:07 GMT-02:00 Matt Barber <brbrof...@gmail.com>: >>>>> >>>>>> OK, I had to adjust the Pd patch a little to get it to match the SC3 >>>>>> code. I've made an A/B test: one is SC3 and the other is the matching Pd >>>>>> patch. See if you can tell which one is which, and why you answered the >>>>>> way >>>>>> you did. I went fast and made them 44.1kHz 16-bit; you'll have to live >>>>>> with >>>>>> it. :) >>>>>> >>>>>> On Mon, Feb 15, 2016 at 11:55 PM, Alexandre Torres Porres < >>>>>> por...@gmail.com> wrote: >>>>>> >>>>>>> correct code >>>>>>> >>>>>>> {VarSaw.ar(LFPulse.kr(1, 0, 0.3, 50, 50), 0, LFTri.ar(1, 0, 0.5, >>>>>>> 0.5))!2}.play >>>>>>> >>>>>>> 2016-02-16 2:54 GMT-02:00 Alexandre Torres Porres <por...@gmail.com> >>>>>>> : >>>>>>> >>>>>>>> well, while we're at it, here's the patches for you to check and >>>>>>>> speculate :) >>>>>>>> >>>>>>>> >>>>>>>> SuperCollider Code; >>>>>>>> VarSaw.ar(LFPulse.kr(1, 0, 0.3, 50, 50), 0, LFTri.ar(1, 0, 0.5, >>>>>>>> 0.5))!2.play >>>>>>>> >>>>>>>> 2016-02-16 2:45 GMT-02:00 Matt Barber <brbrof...@gmail.com>: >>>>>>>> >>>>>>>>> If there is difference between the sound of [triangle~] and >>>>>>>>> VarSaw, it might actually be in the way phase is generated. The >>>>>>>>> algorithms >>>>>>>>> themselves are pretty much the same, but while VarSaw makes its own >>>>>>>>> single-precision phase by simply subtracting 1 when an increment >>>>>>>>> takes it >>>>>>>>> past 1.0 (using a conditional on each sample), [triangle~] is a >>>>>>>>> waveshaper >>>>>>>>> that is fed phase. Pd's phasor is a little idiosyncratic, using a >>>>>>>>> kind of >>>>>>>>> bit-hacking to unwrap phase (the Höldrich method), which is supposed >>>>>>>>> to >>>>>>>>> perform a bit faster than a conditional, and it's inside not just >>>>>>>>> [phasor~] >>>>>>>>> but all the oscillator objects. If I remember correctly it can be >>>>>>>>> prone to >>>>>>>>> phase drift over time, but don't quote me on that. >>>>>>>>> >>>>>>>>> On Mon, Feb 15, 2016 at 11:24 AM, Alexandre Torres Porres < >>>>>>>>> por...@gmail.com> wrote: >>>>>>>>> >>>>>>>>>> I still believe differences between Pd and SC depend on other >>>>>>>>>> technical details than the ones presented, because similar objects >>>>>>>>>> like >>>>>>>>>> triangle~ and VarSaw will just sound quite differently, hence it may >>>>>>>>>> rely >>>>>>>>>> on subtleties inside the objects themselves. And I'm not talking >>>>>>>>>> about the >>>>>>>>>> "cultural" use which is something I believe makes quite a difference >>>>>>>>>> even >>>>>>>>>> in the Pd x Max world (when they both sound quite similar). >>>>>>>>>> >>>>>>>>>> cheers >>>>>>>>>> >>>>>>>>>> 2016-02-15 13:54 GMT-02:00 Andy Farnell < >>>>>>>>>> padawa...@obiwannabe.co.uk>: >>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Good list of technical peculiarities Claude. For me, the "sound" >>>>>>>>>>> is those >>>>>>>>>>> quirks combined with how Chris describes a "cultural" or >>>>>>>>>>> "contextual" use. >>>>>>>>>>> I used to be great at knowing the sound of software or hardware >>>>>>>>>>> sources >>>>>>>>>>> and could spot Reaktor, or a Roland analogue in moments. But >>>>>>>>>>> emulations >>>>>>>>>>> got better and my ears got older, and maybe I began to care less >>>>>>>>>>> about >>>>>>>>>>> implementation and more about artistic intent. As Chris says, >>>>>>>>>>> different tools tend to make you think and work in certain >>>>>>>>>>> patterns, >>>>>>>>>>> and I think it is this more than anything that constitutes a >>>>>>>>>>> "sound". >>>>>>>>>>> >>>>>>>>>>> cheers >>>>>>>>>>> Andy >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> Pd-list@lists.iem.at mailing list >>>>>>>>>>> UNSUBSCRIBE and account-management -> >>>>>>>>>>> http://lists.puredata.info/listinfo/pd-list >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> _______________________________________________ >>>>>>>>>> Pd-list@lists.iem.at mailing list >>>>>>>>>> UNSUBSCRIBE and account-management -> >>>>>>>>>> http://lists.puredata.info/listinfo/pd-list >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>> >
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