Re: Synthizer Reverb Editor

2020-12-26 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@47Well, whatever you make I'll be happy (probably), and I'm not in any rush.Thanks as usual.

URL: https://forum.audiogames.net/post/602241/#p602241




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Re: Synthizer Reverb Editor

2020-12-24 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Ok, in the hypothetical land where this exists and I derail everything to do it (which I'm not going to, but hey), and also the hypothetical land where this works well for your app, you'd have something like:delay = DelayLine(max_delay = 5.0)
footsteps = # however you run footsteps.
delay.add_generator(footsteps)
# get a second generator which is delayed from the first
delayed_sound = delay.get_delayed_generator(delay = 1.0)
src1 = # however you handle player footsteps.
src1.add_generator(footsteps)
src2 = # the door
src2.add_generator(delayed_sound)Then you could do a couple things that approximate reality.  One of them is to put a delayed signal at every door and shift the delays as the player moves more than some threshold.  The other is to just keep pulling delayed generators off it.  In the former case, the sound is a little bit distorted because of crossfades.  In the latter case, you get a lot more echoes than you want.  Whether those work for your app, who knows, so the trade-off is maybe sounding more natural or maybe not who knows until you try, or being really really obvious about doors.This is sort of only for explanatory purposes because I already have something better planned and depending where we stand in a bit I might have the piece you want before 1.0.  But we have to wait and see.

URL: https://forum.audiogames.net/post/601547/#p601547




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Re: Synthizer Reverb Editor

2020-12-24 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@45So you're saying the delay would come through the source you specify, rather than whatever its default output is? I'm absolutely OK with modifying the delay on the fly. Once per footstep is fair enough I reckon.

URL: https://forum.audiogames.net/post/601525/#p601525




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Re: Synthizer Reverb Editor

2020-12-24 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Yeah, that sort of advanced scheduling is a ways off.  One of the weaknesses of pyglet is that you don't have sufficient control over the timers to be precise.  Synthizer can do it better eventually, but bigger fish to fry.Delay lines can be used to implement it by connecting the player's footsteps to the doors by putting a source at the other end of the delay line, then saying that you'll only change the delay if the player moves significantly enough for it to matter.  We don't have delay lines and this way of doing it isn't necessarily the best sounding depending on the application, but it's accurate to the sample.

URL: https://forum.audiogames.net/post/601491/#p601491




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Re: Synthizer Reverb Editor

2020-12-24 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@43That depends on how much accuracy you want. Make no mistake: Them edit controls are horrible. I made them myself, and they leave a lot to be desired. One of synthizer's default values is something like that silly number you posted above. I could clamp to 3 decima places, but eventually I worry that somebody will want 4.What do people think? Happy to clamp if people think that would be good.@42Yes, you're right. A kind of rudimentary echo location. In dart, the worked really well, using the standard dart:async library and web audio. My tests for Earwax's promise class is suspect at best, because the schedule_once function can't be relied upon to actually wait the amount of time you ask it to, and my tests with the threading.Timer class weren't much better, plus, I don't like the idea of threads, because smarter heads than mine warn me against using them. Also, I don't know what delay lines are, so I'm happy to go with whatever you say on this one. I'm not sure I even want a delay effect, I just want to play a sound at a specific set of coordinates at some time in the future.So a door is at 3,3,3, I want to be able to play the footstep sound at 3,3,3 at the distance from the player, divided by some kind of offset to get a sensible time. If I can do that, then I can give the player audio zoom controls, that allow the echoes to play as close or far as they like, depending on how much input they can process. Of course there's a little more to it than that, I have to ensure the echoes aren't going to be attempted on objects through walls, but I can come to that later. 

URL: https://forum.audiogames.net/post/601467/#p601467




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@43, The 0.39 stuff is due to inaccuracies in floating point values. There's a really, really good article about it over here: https://docs.oracle.com/cd/E19957-01/80 … dberg.html

URL: https://forum.audiogames.net/post/601433/#p601433




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@OP, can you make the spin controls in the edit boxes not suck? At most, they should display 3 decimal places, and a smoother interpolation between points would be preferred. Not jumping from 0.5 to 0.399278 or some such. I get you have to check for upper and lower bounds that Synthizer will accept, but is there any smoothing out you can do here. For values that peak at 1.0, titration of .05 would be decent. Also they are kind of wonky with selecting and typing over.

URL: https://forum.audiogames.net/post/601401/#p601401




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Ah, no, I see. You specifically want to do the echo by specifically scheduling exactly one repeat in the future, every time a footstep is taken, yeah?What was this in Dart?  Just Dart had a better clock?  or did you do something with delay lines in webaudio that you want to duplicate here?  The right way to do this is (sort of) to use delay lines, but what you effectively want is a ways off because it's actually multiple generators off a bus, I think.  Not sure though.

URL: https://forum.audiogames.net/post/601383/#p601383




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

If you just rebuild the echo completely from scratch on every tick or after the player has moved a significant amount, I think it will do what you want.

URL: https://forum.audiogames.net/post/601381/#p601381




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Yes, I should use GitHub releases. I wish I could create one from the command line. I'll look into that tomorrow.Also, does the delay literally have a left and right pan?  was kind of hoping to echo footsteps at the coordinates of nearby doors. I had that running with dart, using the Timer class, but there's no such thing in Python.I tried using pyglet.clock.schedule_once, but it was nowhere near accurate enough. I suppose I'd like to be able to echo add_tap(gain, time, position).Maybe I'm missing the point of the echo thingy though.The up-to-date link is in post 34.

URL: https://forum.audiogames.net/post/601378/#p601378




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Or you just put it up on GitHub releases, because that's what GitHub releases is for.

URL: https://forum.audiogames.net/post/601372/#p601372




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Ah yeah using keybase this wouldn't happen as it doesn't expire. that's what I do. You put in your public folder and then you go to keybase.pub/username or use the search box at keybase.pub, find your thing, end hit applications key e on it to copy the link for download not raw, then paste here.

URL: https://forum.audiogames.net/post/601368/#p601368




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : omer via Audiogames-reflector


  


Re: Synthizer Reverb Editor

can someone put up a link, the one in 1 is expired

URL: https://forum.audiogames.net/post/601354/#p601354




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Resonant filters work well yes, and a slow LFO flanger where the feedback is barely audible.

URL: https://forum.audiogames.net/post/601350/#p601350




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

I kind of did.  You can get that if you take a noise generator and throw a filter on it.  But we don't have filters yet.  Some basic filters should happen sometime next week provided that I keep up the velocity, but we'll see and getting it to the point where you can do nice sweeps and stuff is kinda in the distance still.

URL: https://forum.audiogames.net/post/601343/#p601343




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@33I know it's not what you were on about at all, but it's just reminded me: Did I imagine it? Or did you mention sound generators for making wind noise a while ago?I'd probably go for a proper high end ambiance, but a wind generator might be fun to write. I found the NoiseType enum this morning, and succeeded in managing to make a whole bunch of offensive noises.

URL: https://forum.audiogames.net/post/601335/#p601335




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Yeah, it makes sense that the reverb itself would do something weird, but all of audio stopping is usually a bug wherein something in Synthizer has decided to start putting out infinity, which shouldn't ever be allowed to happen.I'll probably do something about the logging stuff sooner than I otherwise would, and have Synthizer start being able to give us warnings when this happens.  Or work out some sort of fuzz testing or something, I don't know.  But it's obviously a real problem in any case.

URL: https://forum.audiogames.net/post/601283/#p601283




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Synthizer Reverb Editor

It makes sense though, maybe 0.1 would work.

URL: https://forum.audiogames.net/post/601266/#p601266




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Yeah, maybe I should put a lower bound on t60.  I'm not surprised that happens.  Will put it on the ever growing list of bugs.

URL: https://forum.audiogames.net/post/601237/#p601237




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Re: Synthizer Reverb Editor

2020-12-23 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Hi all,I've updated my reverb editor to coinside with Synthizer 0.8.Please be aware that audio seems to completely stop if you set t60 to 0.For anyone who doesn't want to run from source, here's the EXE:https://www.dropbox.com/t/RHZUHXUtxYitRq9D.Hope it's fun.

URL: https://forum.audiogames.net/post/601199/#p601199




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Re: Synthizer Reverb Editor

2020-12-14 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@28I know it's only a small problem, but so is the amount of time I need to write anything that's not an online game for example, that I just go with Flask, because I'm dealing with 2 end points.Not saying you're wrong, just saying I so rarely bother writing web stuff, that any minor problem I get makes me even less likely to learn a framework.Bearing in mind all you've said, if I'm writing something serious on the web, I'll definitely learn Django again.

URL: https://forum.audiogames.net/post/598678/#p598678




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Re: Synthizer Reverb Editor

2020-12-14 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@25Django is magic.  That's the point.  Literally, that's the point.You say just a few rest endpoints.  Someone else says "but now we need search by querystrings".  You go code that, fine.  But you did it less powerfully and with more code than any of the DRF generic filter backends.  Someone says "we want an admin panel".  You say "sure", then go off and pick a template library and write 20 endpoints.  Django says "just tell us what model to give you an admin for, here's search, here's inline editing, and everything else you could ever want" (they're 5 lines each).  Someone says "we need to work with these 6 weird authentication methods".  You go off and write them, manually do the oauth2 flow or whatever.  Django says "but why didn't you just turn it on"?  And so on.Now, if you don't have an SQL database, sure, because a lot of Django assumes it's being written against an SQL database.  Mind you, you probably shouldn't ever use anything else, but that's a different discussion.  If you're extra super 100% confident that the project won't grow, Flask, sure, because it has an ending.  Otherwise, the guy who knows Django will have more functionality in half the time.@26Not passing flake8 is such a small thing that caring about it is kind of entirely missing the point.  But why bother with flake8?  black will just format your code to PEP8 and you'll never have to deal with it manually, and you can integrate it into VSCode to run on save with a little work.  There are arguments to not use black if you're sighted, but if you're blind, just make your life easy and never deal with it again.

URL: https://forum.audiogames.net/post/598616/#p598616




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Re: Synthizer Reverb Editor

2020-12-14 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Also, @24ironically, I found Flask because you recommended to it me haha.

URL: https://forum.audiogames.net/post/598611/#p598611




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Re: Synthizer Reverb Editor

2020-12-14 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@22OK, that's interesting about not using regexp anymore.Also, and I know this is a small thing, the code that Django automatically generates doesn't pass flake8.I know I can work around that, they're just little things, that added to me never really wanting to write a standard website leaves me reaching for Flask every time I need something simple.I'll seriously consider Django though, if I do decide to go ahead with the Synthizer Marketplace.

URL: https://forum.audiogames.net/post/598609/#p598609




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Re: Synthizer Reverb Editor

2020-12-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@24, I think the problem is that Django just seems like a lot of magic. For me, anyway. I haven't worked with it in some time, but I also haven't designed a website in Python/Go/etc. in ages either. But if I'm just designing a REST API, Django seems overkill.

URL: https://forum.audiogames.net/post/598283/#p598283




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Re: Synthizer Reverb Editor

2020-12-13 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@ethinyeah, you're really missing out.  But then no one ever believes me on this I guess.  I honestly don't understand why though.  If you're going to use Flask, you might as well just not use Python for your app, honestly.Maybe Django needs to try to do a better job selling itself to the new web programmer who doesn't yet understand why it's so great and just what kinds of things it offers for free.

URL: https://forum.audiogames.net/post/598271/#p598271




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Re: Synthizer Reverb Editor

2020-12-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Synthizer Reverb Editor

I generally use Flask for REST APIs, though now that FastAPI is a thing I'll probably switch to that.

URL: https://forum.audiogames.net/post/598270/#p598270




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Re: Synthizer Reverb Editor

2020-12-13 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Django no longer uses regexes for URLs if you want to avoid them, I believe.Flask seems like a good idea until you try to do anything halfway complicated with it, at which point you discover that it's a lot of work.  Only, because you went Flask and never learned Django, it seems like everyone is putting in that level of effort even though we're not.  For an ORM, you have to deal with Sqlalchemy which is way more complicated than an ORM needs to be, you have to figure out how to do your own database config, your own auth, your own templates, your own...etc etc etc.  In django, there's DRF, which is the best example of it.  You write a few lines of code and DRF is like "here's all your endpoints with a web explorer for debugging and you didn't write your own JSON encoder".  Flask, though, flask is just like "nah, have fun".I didn't say scalability. When I say stacks up at the high end, I mean that I don't know if it gets to the point where you can just throw code down.  I did a billing system prototype thing in 2.5 hours for a job interview once with Django, using Rest Framework to just bang the endpoints out one after the next, really really fast.  Can Ruby on Rails do that?  I genuinely don't know, but you'll be finding out and it tries for the same things as Django, so maybe.  Django is just amazingly hard to beat, even if you look to other programming languages; something like 15-20 years of momentum always lets you win.Hundreds of thousands of requests a month is tiny.  Django, Ruby, etc. etc. etc. can handle at least 10k/minute on one node, and you can scale them out pretty much forever (the biggest I've done is 10k requests per second).  You're probably never going to work at the level where choosing a language for scalability matters, unless you go into CS full time and make it your career, and even when you are at that point you can still scale things like Rails fine.  The trade-off becomes that renting your server space (or buying, or etc) is expensive on an ongoing basis, so much so that it's eventually literally cheaper to rewrite in Go or java or whatever, because that'll knock several developers worth of salary off your monthly bill.  Twitter is one of the somewhat rarer cases where it actually probably did matter for them for other reasons as well, because most of Twitter is about needing queues with throughput of millions of items per minute and really low latency.  But that's super suepr rare as a requirement.

URL: https://forum.audiogames.net/post/598256/#p598256




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Re: Synthizer Reverb Editor

2020-12-13 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@20I've used Django before as it goes. I prefer Flask, although you're right about Django just doing stuff for you.The only thing I wasn't a fan of is the whole using regular expressions for URLS thing. I much prefer the route method, or better still Rails "create a class and have the route defined for you" approach..As for scalability, Three Rings serves hundreds of thousands of requests a month, and if you say Twitter were using it, I guess there must have been something about it. Not sure if that is what you meant though.

URL: https://forum.audiogames.net/post/598241/#p598241




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Re: Synthizer Reverb Editor

2020-12-13 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Well, I'm not that good in anything else.  Django is that good.  Seriously.  If you know Django and DRF you literally don't write code, just configuration.  Then it does 10+ things for you.  Authentication ? 3 lines.  Backend control panels for admins? About 5 lines each.  Pagination?  Another 3 or 4 lines of config.  API for searching your data?  3 or 4 lines of config and another dependency.  Noticing a theme?  It just boils down to having done it enough that you know how to quickly find plugins for what you want, and how to use the core of it.Rails is sort of the same idea though.  I'm not sure how it stacks up at the high end however, but it's got the same "just turn it on" philosophy.

URL: https://forum.audiogames.net/post/598236/#p598236




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Re: Synthizer Reverb Editor

2020-12-13 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@17I've just started volunteering for Three Rings, and they're whole thing is in Rails... All 42244 lines of it.As such, I kind of need to get to grips with it, and I learn best by doing.

URL: https://forum.audiogames.net/post/598234/#p598234




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Re: Synthizer Reverb Editor

2020-12-13 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@17Also, I'm sure you could whip one up in an afternoon, but I don't think I'm that good haha.

URL: https://forum.audiogames.net/post/598235/#p598235




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Re: Synthizer Reverb Editor

2020-12-13 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Surprised you're not just using Django, given that you know Python.  Ruby on Rails is good based off everything I've heard about it, but kind of died off in terms of users when Twitter left it.Fwiw I could write a marketplace in Django in a Saturday tops, at least discounting involving my sighted CSS friend.  I don't see enough value in it at this stage, though, because there will probably be some breakage.  We'll be getting a new property type for filters shortly-ish for instance.

URL: https://forum.audiogames.net/post/598186/#p598186




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Re: Synthizer Reverb Editor

2020-12-13 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

So I'm glad people are liking the reverb (which I can't take credit for), and the editor (which I can).Eventually, I have this dream of a "market place", where you could upload your reverb presets, with dry and wet examples. I'm currently learning Ruby on Rails, so maybe that'll be my first project.If someone else gets there first though, I'll not be upset, because I hate writing normal websites haha.

URL: https://forum.audiogames.net/post/598072/#p598072




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Re: Synthizer Reverb Editor

2020-12-12 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Yeah, granular is as good a word for it as any.  I think the literature phrases it as "the late reflections will be perceived as distinct echoes", but let's not call it that and say we did.  Glad to have knocked the ball out of the park on this one.  At least seemingly anyway, but given that the Libaudioverse reverb pretty universally got feedback of "this sucks, when are you fixing it" I'll take it even if it turns out in the end that your opinion is in a minority.

URL: https://forum.audiogames.net/post/597986/#p597986




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Re: Synthizer Reverb Editor

2020-12-12 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Well other reverbs, even some of the more expensive plugins can get... I don't know the right word, granulated and artifacty sometimes.

URL: https://forum.audiogames.net/post/597972/#p597972




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Re: Synthizer Reverb Editor

2020-12-12 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

I mean, if that's the case then in theory someone could probably yank the reverb implementation out and convert it to a VST, though I don't have the bandwidth myself.I'm surprised you're that impressed though.  The algorithms I've used are really standard algorithms which are discussed in every "how reverb works" resource I could find. Or at least, the ones suitable for the mathematically inclined C++ programmer.

URL: https://forum.audiogames.net/post/597968/#p597968




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Re: Synthizer Reverb Editor

2020-12-12 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Honestly, I can get better reverbs out of it than I can pretty much every reverb related plugin I have, minus the ones that use impulse responses.

URL: https://forum.audiogames.net/post/597962/#p597962




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Re: Synthizer Reverb Editor

2020-12-12 Thread AudioGames . net Forum — Developers room : Gaki_shonen via Audiogames-reflector


  


Re: Synthizer Reverb Editor

I will check this out. it sounds cool af

URL: https://forum.audiogames.net/post/597935/#p597935




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Re: Synthizer Reverb Editor

2020-12-11 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

You can't.  I made a couple bad threading-related choices at the beginning for expediency with the intent to eventually undo them, then when I did Linux I had no choice but to go back on part of it, which caused a cascading effect where things like object creation started taking 5 to 50 ms at which point eventually became yesterday.  In parallel, I didn't plan for this situation because this is a pre-1.0 library, which meant that the repo had no infrastructure for doing releases off branches that aren't master, or a history that's really set up for that sort of thing.There's a concrete plan to fix this, it's more than half done, and it's easier to fix it rather than to try to fix/deal with releases in the middle so I opted to just wait until after before I figure out how to keep this from being a problem again.  But it does mean I have a number of small fixes pending and not much flexibility around releasing patch versions in a hurry.

URL: https://forum.audiogames.net/post/597774/#p597774




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Re: Synthizer Reverb Editor

2020-12-11 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@8, do you know what's blocking releases? I'd like to help if I can.

URL: https://forum.audiogames.net/post/597771/#p597771




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Re: Synthizer Reverb Editor

2020-12-11 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Synthizer will support recording output eventually. It's one of the more asked for features.Good to see that I managed to satisfy people with this reverb though.  Everyone hated Libaudioverse's a lot, not without justification.  Whenever this stupid thing blocking releases is done, there's a few more quality improvements coming down the pipeline as well.  Probably not very noticeable ones, but we'll see.

URL: https://forum.audiogames.net/post/597764/#p597764




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Re: Synthizer Reverb Editor

2020-12-11 Thread AudioGames . net Forum — Developers room : masonasons via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@6 Synthizer doesn't support this, so the only way you'd be able to do this is by recording the sound yourself using something like Virtual Recorder.

URL: https://forum.audiogames.net/post/597762/#p597762




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Re: Synthizer Reverb Editor

2020-12-11 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Synthizer Reverb Editor

This thing makes some sick ass reverbs. Can you make a way to export the sound as wave or flac with the reverb in tact?

URL: https://forum.audiogames.net/post/597756/#p597756




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Re: Synthizer Reverb Editor

2020-12-11 Thread AudioGames . net Forum — Developers room : masonasons via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Yes, you can. Go to the file menu, hit open sound, and then, from there, either hit alt R to play and alt L I believe to toggle looping. Then play away.

URL: https://forum.audiogames.net/post/597656/#p597656




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Re: Synthizer Reverb Editor

2020-12-11 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Can you actualy play stuff using the editor?

URL: https://forum.audiogames.net/post/597545/#p597545




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Re: Synthizer Reverb Editor

2020-12-11 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Synthizer Reverb Editor

@2No worries mate. Hadn’t really appreciated how nice the reverb was until I started playing with it in my editor. You can get some lovely sounds out of it. Good work!!

URL: https://forum.audiogames.net/post/597539/#p597539




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Re: Synthizer Reverb Editor

2020-12-10 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Synthizer Reverb Editor

Some of those crashes will be fixed when I finish unfucking the stuff that required me to roll back everything in 0.7.6. If there's still issues after that they're actual issues.

URL: https://forum.audiogames.net/post/597444/#p597444




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Synthizer Reverb Editor

2020-12-10 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Synthizer Reverb Editor

Hi all,I've created a little module that lets you load and dump reverb settings from dictionaries.using that, wxpython and YAML, I've made a little reverb editor.You can get a compiled exe from here, or you can simply pip install -U synthizer-fx, then use the included synthizer-reverb script.Camlorn, if you're reading this, there's a number of Synthizer crashes when using this tool, most notably when trying to set modulation depth to 1.0 (which the manual says is the max).Any problems, cool presets or feature requests put them here, so we don't hijack the Synthizer thread. Of course, if you come up against a crash that doesn't result in a python traceback (ignore the printed numbers in the console, that's some debug printing I forgot to remove), then it should probably be reported to Camlorn directly via Github or the Synthizer thread.With the module, there's only 2 functions in the synthizer_fx.reverb module: reverb_from_dict, and reverb_to_dict. They should be fairly self explanatory, but let me know if you need more clarification.Hope people have fun with this.

URL: https://forum.audiogames.net/post/597408/#p597408




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