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abacab

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Posts posted by abacab

  1. 2 minutes ago, Starship Krupa said:

    It's the FX routing that's the issue, yes. The OP mentioned it. There is no problem with the preset being recalled, it does come back to the right preset, it just doesn't remember the FX routing. Since many people (like me) prefer to turn off a synth's internal reverb and delay and use our own, this is something to be concerned about.

    Bottom line: it doesn't work correctly in Cakewalk (works fine in Mixcraft).

    Gotcha! I misunderstood Keni,  and I thought all of the preset settings were getting dropped, and it was only happening with the FX for me here.

    I'll give it a go in Reaper and Studio One... also will compare with the full SynthMaster 2 vs. the Player.

    • Like 1
    • Great Idea 1
  2. I played around a bit more and everything recalls correctly so far for me, except the FX routing controls.

    The correct preset, volume, macro knob settings, and the layer sends. But the FX routing controls (Global and Layer) always go back to what they were set at. That's probably not something I would normally worry about in a Player. But I cannot reproduce the lack of preset recall.

  3. 4 minutes ago, Starship Krupa said:

    I tried this and you are correct, Cakewalk opens it with the parameters set to whatever the factory patch is.

    What does work is saving your changes in Cakewalk's native patch system. The project will still load with the parameters set to whatever the SMP factory patch settings are, but at least you can recall your own changes.

    This is obviously not acceptable, and seems to be a bug in Cakewalk. I tried the same thing in Mixcraft and it worked as expected, the project came up and the settings I changed in SMP pesisted.

    Works great here! Something must be amiss on your system. 😉

    • Haha 1
  4. On 10/26/2022 at 1:15 PM, Keni said:

    Yeah, it's free... Has lots of power... But for me, it's currently a joke to work with. Of course it doesn't allow the actual sound patch editing, I understand. It does allow toggling fx on/off etc. That could work except I'm finding it does not retain any of the changes I make. Upon next open of the project, I'm forced to manually recall the preset (at least that part works). I am about to replace it in the project I was using it in as this is not acceptable for me.

    If there's some way to change this behavior, I would appreciate the info but so far I've been unable to uncover any such.

    Sorry to hear that it's not working for you!

    I just tested SynthMaster Player 2.9.15 here (VST2 & VST3).  Cakewalk 2022.09 saved and recalled any SM preset selections that I made in the project. I normally use the full SM, but took a look at the Player just now to confirm that it is running fine, same as the full version.

    The preset selection should be recalled by Cakewalk when you open a project, as that is a standard Host <->VST Plugin function.

  5. https://store.epicgames.com/en-US/p/saturnalia

    A Survival Horror Adventure: as an ensemble cast, explore an isolated village of ancient ritual – its labyrinthine roads change each time you lose all your characters.

    "Coming in 2022, a survival-horror adventure inspired and heavily influenced by the folklore of Sardinia, Italy, a region rich with unique traditions and culture. You will play as four characters, experiencing a deeply connected storyline that ties back to the haunting traditions of this ancient village. The village itself is an elaborate maze with no two iterations being precisely the same - you will have to explore and solve the mysteries of the game largely unguided. Die, and watch the village reconfigure itself into a new form. Solve puzzles and open shortcuts to new areas with tools and items you find along the way, unlocking every piece of the story with different characters, each suited for another aspect of exploration and investigation. Heavily stylized visuals feature ‘sketched’ artwork and animations inspired by stop-motion and rotoscoping film techniques to immerse players in a world unlike anything else. Music and audio performed by reinventing ancient music and sounds, with an electronic twist in the style of Italian giallo classics from the 70s. With a limited supply of matches to light your way and darkness encroaching, can you find your way through the fog to reveal the truth? Or will you be engulfed by the secrets this town doesn’t want you to know? This trailer was shot using footage taken during location scouting, and gameplay."

    • Like 1
    • Thanks 3
  6. 18 minutes ago, Reid Rosefelt said:

    Going forward, what's fair for one should be fair for all. 

    Agreed! Also, in case anyone hasn't noticed it yet, the posts here are indexed and searchable in Google searches. So this forum could be (mis)used as a marketing platform. Probably best to avoid commercialization here.

    Businesses can set up shop at sites like KVR or VI-Control if they want to actively market a product within the site's respective guidelines.

    • Like 3
  7. 8 hours ago, Nick Blanc said:

    i think it is more a shift within the Soundwide ecosystem. 

    The new company seems focused on narrowing down their product catalog to a new starting lineup. Probably a reduction designed to maximize profits, like when two banks merge, a bunch of brick and mortar branches are closed to eliminate inefficiencies in the shared market segment. It's nothing personal against the customer, it's just business by the numbers based on analysis by the bean counters.

     

  8. 22 hours ago, PavlovsCat said:

    I own R4 and expect that Izotope will eventually take the technology and use it for an Izotope branded AI plugin (that's just a guess; no doubt, I could be completely wrong and they might have decided they're not going to use anything from R4).

    That's exactly what Neoverb is. [EA + AI].

    Unless you are referring to R4 specifically, I suspect it is similar tech DNA in each of the EA reverbs. Someone else mentioned that R2 was used. But in any case, Neoverb has EA tech DNA and iZotope AI.

  9. 1,1417 plugins here, based on the Cakewalk plugin scanner. But CbB likely counts those that have both VST2 and VST3 formats since I have "hide related VST2" disabled.

    Studio One Pro 5 counts 979 plugins, and it automatically tries to hide any related VST2 plugins that are also installed in VST3 format. So S1's tally  is probably a more realistic count.

     

  10. 3 hours ago, Reid Rosefelt said:

    It's interesting that ujam came on the market with a few guitars.  That was it.  They have become so much more.  Today, my favorite products are the Beatmakers, the Drums, and the basses (particularly Mellow). 

    It's interesting that the UJAM basses now integrate with the Studio One chord track, so that the patterns follow the chord changes in the timeline.  I have several of their basses.

    And the UJAM drums work with the S1 editor so that you see drum map names instead of note numbers. I have not really used that feature since I now have EZ Drummer 2.

    • Like 2
  11. 19 minutes ago, Paul Young said:

    I'm starting to get turned off with more proprietary players and download managers. 

    The alternative to proprietary players is to be limited to only what can be accomplished within Kontakt. As the developer mentioned, the desired functions for MNDALA were unavailable with Kontakt. That would have been the easier path!

    Since NI Kontakt is the de facto industry standard for sample players, they are unable to be nimble and develop new solutions that might otherwise disrupt the catalog of existing Kontakt instruments.

    Your choice! 😉

  12. 13 hours ago, MusicMan said:

    It feels a bit misleading and a bit of a bait and switch in getting LE after checking out. But I'd like to understand the differences before jumping to any conclusions.

    While waiting on a reply from @Brian D'Oliveira, I took a look at the two libraries since I have both of them.

    They each have the same number of presets (with different names), but the UDW-LE only has 6 sample maps that are a subset of the 13 sample maps in the original. The presets are constructed from the available sample maps. This list can be viewed by clicking on the "Samplers" tab, and then selecting one of the 6 sample slots.

  13. 10 hours ago, PavlovsCat said:

    I'm saying if you spend the time to learn the Evolution strumming system to create your own rhythm guitar patterns, you can pretty easily create these patterns and anything else you want. The big hurdle is spending the time to learn the strumming engine. Depending on your learning style and technical ability, you can learn how the engine works at a basic level in 10 minutes or spend an hour, watch the two videos below and go in for a deep dive (okay, you'll easily spend hours after you start learning how to use the engine because it's pretty fun to be able to create your own patterns and adjust all of the elements of a pattern).  Once you nail it, it's unlikely that you're going to turn to loops that often.  And you can create your own custom library of presets. 

    Very informative discussion here! I'm going to toss in a different spin on creating your own patterns.

    The same argument could be made for only creating your own synthesizer presets, instead of browsing through hundreds of factory library presets. But some musicians may just want to write a song rather than build the instrument from scratch. Just grabbing a sound that inspires, and to move on quickly keeps them in the flow. So there are definitely two correct points of view here. It's a workflow thing, not necessarily a technical challenge for the user. But somehow I frequently hear synth purists telling noobs they need to learn how to program their synth from init. Personally I would rather start from a very good preset and maybe take the time to personalize it, even though I know how to program a synth. Just don't desire to spend a lot of time doing it.

    Back to the VI guitars... for me as a keyboard guy who has never strummed a guitar (although I understand the bass fretboard, which I played for a while), I would actually have the additional challenge of understanding the fundamentals of guitar strumming techniques. If I wanted to go really deep, I would probably just pick up a real guitar and learn that. :)

    I think that VI strumming engines definitely have their place, but probably just for mock-ups and as songwriting tools. For final pro production, maybe get a real guitarist to play the part?

    • Like 1
  14. I will add Indiginus' The Steel. I have that and The Resonator. I'm not a guitarist and picked those up to see what I could do with them. They are very intuitive, and the developer designed the instruments to be very playable for keyboardists.

    For example, you can control a pair of chosen articulations solely by velocity, using adjustable high velocity or low velocity switch points, with sustains in the middle. Standard keyswitches are also available.

    https://www.indiginus.com/the-steel-electric-lap-steel-guitar

     

    • Like 2
  15. 3 hours ago, Starship Krupa said:

    Regarding using MIDI keyboards with Android devices, in my experience, the audio driver latency has been a problem. I hope that some clever developers come up with a better MIDI/audio subsystem so that Android tablets and phones can join the music making party. For now it's kinda true to its Linux roots, unfortunately.

    I heard one developer (don't recall who) mention that there were some issues with audio latency or something on the Android platform, so they decided to focus on Apple iOS until that was resolved. Apparently iOS is where the serious focus on audio app development is happening. Although it would be cool if Android was on par technically, as the devices are much less expensive.

    I still like the idea of acquiring an older iPad to play with. :)

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