Re: [tim-janik/beast] Spectmorph plugin (rebase) (#30)

2020-10-29 Thread Stefan Westerfeld via beast
I've implemented a preliminary version of a SpectMorph Device for BEAST here: 

  
https://github.com/swesterfeld/beast/blob/spectmorph/devices/spectmorph/spectmorph.cc

Some things (custom ui/serialization) are not finished. However, there is a 
general problem that arises if a user uses multiple versions of SpectMorph at 
the same time, as the ~/Documents/SpectMorph/Instruments/User directory is 
shared between all SpectMorph instances. Unexpected results are produced if one 
version would be linked into BEAST and another version was installed for 
LV2/VST. Therefore I think to avoid problems with incompatible versions 
accessing the custom instuments directory, I instead recommend that BEAST uses 
the LV2 plugin (just like every other DAW). So this PR can be closed now.

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Re: [tim-janik/beast] Spectmorph plugin (rebase) (#30)

2020-10-29 Thread Stefan Westerfeld via beast
Closed #30.

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Re: [tim-janik/beast] Spectmorph plugin (rebase) (#30)

2019-07-10 Thread Stefan Westerfeld via beast
This plugin uses parts of the SpectMorph API that are no longer supported in 
the upcoming SpectMorph 0.5.0 and above.

In 0.4.x, the host can
 - manage polyphonic instantiation itself, which this BEAST plugin does, i.e. 
for a track with 16 voices, there are 16 `MorphPlanVoice` instances, each host 
voice corresponds to one internal SpectMorph voice - the host interprets 
note-on/note-off and renders voices
 - leave it to SpectMorph and just send note-on and note-off events using 
SpectMorph's `MidiSynth`

The instrument editor / WavSource operator introduced in SpectMorph 0.5.0 
requires that the voice management is done by SpectMorph, which is what 
SpectMorph smjack, VST and LV2 have always done. This means that using 
SpectMorph inside BEAST's modular synthesis engine is no longer possible. With 
0.4.x you could add a BEAST filter with BEAST ADSR after the SpectMorph plugin, 
and it would be done per voice. With 0.5.x this is no longer possible.

So I'd recommend that we don't merge this as-is, because it would allow 
creating sounds that would no longer be supported by newer SpectMorph (>= 
0.5.0). Instead, once we have some kind of Device API, the BEAST-SpectMorph 
plugin should use it. This would also repair the "Portamento Mono" mode 
SpectMorph has, which depends on having the midi notes available.


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Re: [tim-janik/beast] Spectmorph plugin (rebase) (#30)

2019-01-27 Thread Reaper10 via beast
![specmorph 
icon](https://user-images.githubusercontent.com/8137561/51805001-81ea4f00-222d-11e9-8d57-9e334189ed5e.png)


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Re: [tim-janik/beast] Spectmorph plugin (rebase) (#30)

2018-03-07 Thread Stefan Westerfeld
@swesterfeld pushed 1 commit.

d297bea  SPECTMORPH: install under $(beastdatadir)/plugins/


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Re: [tim-janik/beast] Spectmorph plugin (rebase) (#30)

2018-03-06 Thread Stefan Westerfeld
@swesterfeld pushed 1 commit.

21ee6ce  SPECTMORPH: include QMutex because our implementation needs it


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Re: [tim-janik/beast] Spectmorph plugin (rebase) (#30)

2018-02-25 Thread Stefan Westerfeld
> Can you repost the build instructions for spectmorph in this PR? I.e. URL and 
> configure options if any are needed.

http://spectmorph.org/downloads/spectmorph-0.3.4.tar.bz2

Just the usual: configure, make, make install. The spectmorph plugin will need 
to be adapted once the new spectmorph ui (without Qt) is ready, but this can 
take a while. Once spectmorph-0.4.0 with the new ui is out, I'll submit the 
necessary changes to the beast plugin.

> Also, please submit the configure.ac summary changes seperately, based on 
> what Rapicorn has (showing all dependency libs and paths, etc). We'll merge 
> that first, and the spectmorph and jackd changes can then be based on that.

Yes, will do, this makes sense.

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