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Amberwolf

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Everything posted by Amberwolf

  1. In CbB (wahtever the latest is) it doesn't poof, AFAICT, (but the identical actions / tests in the old SONAR on the same test laptop does poof) so it's something about how the older SONAR handled buffering. I'll probably just have to avoid using the loop/AS in any projects I'm using MM in.
  2. Thank you very much for the attempt...but the new version still POOFs reliably under the stated conditions on both my test system and my main one. Attached is an example project with the MIDI all within the loop, where it doesn't poof. But drag the clip past the loop end even a note's worth, and POOF once it hits the spot close enough to the end of the loop. I'm going to try to install CbB on the test laptop and see if it also happens there. viramor test 9c.cwp
  3. The point I was making (and I think what the OP is) isn't about the automation system itself (which does have a channel picker in the envelope creation dialog)...it's that if you are attempting to assign (midi learn, etc) a control in a synth, there isn't a way to pick which channel that control is on, so you can't use the same CC (regardless of source) from different channels to do two different things. So, if you have for example two faders (say, on two different hardware modules) that are both locked to the same CC but you can set each module to be on different channels, then you cannot use them to control two different things in the same synth. Like if you wanted to use a built-in non-assignable volume fader (CC7?) on keyboard 1 to control resonance, and the built in non-assignable volume fader (same CC#) on keyboard 2 to control delay time, etc. It should be possible to remap a CC with an MFX plugin (if one exists; I don't seem to have one that can) so if you have this situation, you can put one of the faders on a different CC, so that it doesn't matter about the channel. EDIT: A quick google finds this post http://forum.cakewalk.com/Midi-CC-Conversionrerouting-in-real-time-m3611481.aspx pointing to this MFX by Tencrazy that should do it. (I thought I had all the TC MFX, but apparently not that one; I do now ) http://www.tencrazy.com/gadgets/mfx/TcMfxCcMap64-14.zip http://www.tencrazy.com/gadgets/mfx/TcMfxCcMap14.zip EDIT2: I tried to test that one, but for some reason even though it correctly registers, SONAR doesn't see it. Probably something about my setup since I seem to get other wierd issues; I'll keep poking at it. I also found that MFXScript has a USER script called cc2cc, which probably does this job, but I have not tested it, either.
  4. You can have data recorded on a track in clips that sends different channels different data and a VST synth or external hardware that is capable of using that should respond correctly. But AFAIK you can't assign different controls on a VST (etc) to be automated by different channels of the same CC/etc. That's what the OP wants to do, AFAICT. I'd love to be wrong on that one. (I don't need the feature at present, but I can imagine there are people that do).
  5. Minor MidiModulator UI bug: the numbers at the top of the Freq slider is only two digits wide, so anytime you go to a higher value it then show only the leftmost two digits, which is confusing. Since the result / output is still correct, this is just cosmetic and not very important. once the user realizes what is happening. The other sliders don't use more than two digits so they don't reveal this issue.
  6. Behavioral change request: In MidiModulator UI, changing numbers in the CC boxes is more difficult than necessary. Except in one case, the user must first click in the box with the number to be changed, then select the text "OFF" with the mouse (can't be done with the keyboard and arrows, because the cursor is kept forced against the right edge of the box past "OFF"), then type the number you want. If you want a different number, you have to repeat this procedure, because as soon as you backspace or delete key the existing number out, you can't just type a new number as it now changes to "OFF". Additionally, if you have already selected "OFF" text, and accidentally type a non-numeric character, it unselects the text and you have to do it again. If you click in a box with a number, and don't backspace, you can type a number, but it is just inserted with the existing one, and the cursor is forced to the right side, past all of them, so you can't just hit "delete" (or arrow over to the one you want to go away and backspace), you have to backspace thru all of them and then your'e back to "OFF" and have to do the selection/etc. Better behavior would be to just replace the number or "OFF" in the box with whatever the user types once the box is clicked on to do this. The one case that's different that is already the desired behavior is if you click on the first box, then tab to the next one with the keyboard, and it will preselect the "OFF" text and replace it with whatever number you type.
  7. In my ancient (couple decade old?) SONAR version, I never found the option to do this either--Any CC (etc) from every channel on every port is received the same; can't be assigned differently within any specific destination. (I didn't explore it much, as I have never had a good control surface, just one of those really cheap and crappy Worlde things, whose controls are not reliable or easy to use). Hopefully someone else has different news on later versions.
  8. Testing the new plugs, I found that if loop/autoshuttle is engaged in the transport, CSMidiModulator will cause SONAR to just POOF, no crashdump, as soon as the sometime before loop/autoshuttle hits the loop end point. I suspect its at the point where the buffers for the plugin are hitting that point, something about how SONAR is feeding them during looping (I've had issues of various kinds with stuck notes or missed notes with various synths using looping, over the years, but not poofs) but I don't know how long it's buffers are. It happens so fast I can't be certain of the time, but I think it is at 3 measures into the 4 measure loop, which is 7:06 seconds out of 9:18 seconds. My MIDI buffers are set to 250ms. I haven't yet tested the results of changing buffer size, other than that it still happens whether I increase that 10x or decrease it to 1/10. Doesnt' matter if the MIDI is groove clips or just plain clips, or if it is one or multiple clips. It doesnt' happen if the MIDI does not extend beyond the loop end point. Only poofs if there is MIDI beyond the loop end. Happens even if all of the MIDI is outside the loop; there just has to be some in the track within a measure of the loop end time (past it). If it is further than that, it doesn't poof, and will sit there looping on nothing fine. (further testing shows it stops happening if the midi is within about an eighth before the end of that measure, but sooner than that and poof). The further the MIDI is beyond the loop end, the closer the nowtime will reach to the loop end before poof. It happens even from a blank starting template, creating any MIDI note(s) and placing them within the above constraints, or using existing MIDI clips imported in, etc, as long as loop/autoshuttle is engaged, within above constraints. Doesnt' matter where the loop selection is in the timeline, as long as the MIDI is within the above constraints to the loop selection. It doesn't happen if it just hits the end of the MIDI in a track and the transport stops on it's own, with no loop/autshuttle engaged. It doesn't happen if there is no MIDI in the track (even if there's MIDI in other tracks). It doesnt' happen with any of the other plugins, just the modulator. If you need further info, let me know and I'll do the tests.
  9. Amberwolf

    T T # Nex Ool

    T T # Nex Ool (read as tee tee hatch nex ool ) https://amberwolf.bandcamp.com/track/tt-nex-ool (moved link to bandcamp from soundclick since it's a real song now) placeholder cover new cover was previously started a couple days ago here New MIDI FX Available That core track, anchor to the rest, used an arp pattern I'd made for something else, stuck into a midi track and looped just to play with the CSHumanize settings to see what they did, feeding a random patch in Z3TA2+ with it's own arp turned off. When I got something interesting, I dragged it out a bunch of measures then recorded it "live" with a MIDI loopback into another track (partly for the test, partly to see what it would do, etc). After muting the original track, I turned the arp in the synth back on (a simple up/down 2-octave four note pattern) and the track got significantly more interesting, so I started editing it as if I was going to make a song...and so I began actually making one. Percussion is two different kits (SI drums with the aggressive kit and SessionDrummer3 with my modified MisfitKit I like to use), both playing parts of the same clips (taken from the Aggressive Drums pattern in the SI drums selections, split to separate tracks / clips per drum sound, etc). Eventually I'll build my own percussion tracks based around this that specifically fits each bit of the song, but it's just this for now. I stuck a separate CSHumanize instance on each of the hats/cymbals/tamb parts (the tamb is copied and modified from the hats clips), mostly modifying the velocity but with a teeny bit of the note starts; the tamb only modifies the velocity, I think. ) Uses Perfectspace and one of the canyons modified as an audience/performance space (don't recall waht I did, was quite a while back; also used this for parts of Neotenous Chordata's bass fx track) to liven up the drums, along with a modified FlimsyKit in PX64Percussion. The SI kit is bussed right to the "percbass" bus (where I compress both bass and perc so they play off each other and cause less pumping of the rest of the tracks) the other goes into the drum bus first then to percbass. Each output bus of the SessionDrummer has it's own short fx chain, some pretty clean and some with reverbs, etc. The "sound effects" track has another perfectspace on it with a different large space and a multiband eq, which later on will be automated to narrow some parts down a lot to clarify the song itself there. Anyway, I'm still working on it, it's hardly even really started yet, but it's already listenable, and it's fairly short (only around 3 minutes). It will probably get longer as I build on sections, make breaks, etc. The best part for now starts close to halfway thru; the previous part is buildup (and is what is being worked on at present). Updated with new version (same link as before 090624 000001 100104a -- TT Hatch Nex Ool Added vocalizations, other edits. Sample artists request not to be credited or named (which seems wierd to me, but whatever), but provide license for use in projects. This one is still a big experiment, and will probably become radically different over time. Another version (100118b) uploaded https://soundclick.com/share.cfm?id=14844484 to edit the vocalizations and some of the synth parts, percussion, etc. , and adding some effects. The voices are processed thru a chain of two perfectspaces, one of them with the Sandstone Canyon "climbed up", impulse reversed (which does a different thing than just reversing the audio, and is more interesting). Then I used Sonitus FX reverb with an embiggened Cathedral chained jlast after those and a VX Vocal Strip. Then there's a Bifilter2 with distortion and resonance, with the mix ratio automated to only be used in a few places (mostly at the end). There's a DSPFx Reverb on the kickdrum buss for the beginning of the perc track and a few other spots and the end, with the bypass automated to turn it on only at those spots. New album art better representative of the stories the title is from New version 092524: 090624 000001 100134g added some eqs to notch tracks for the drums/bass made a subbass bus to send the bassline to and flter down to just the subs. made an fx bus to send the snare to, automated the send level in the snare track for just certain parts. added bifilter2 with a vox/reso/distortion on the "leads" track, automating the mix level to create a "lead guitar' (sort of) section out of one of the synths (the sound and part is the same for the synth afterward, the only difference is the effect and that I sliced all of the clean bounced audio up in both sections to changes which notes were played. (the synth part was just a note held down letting the synth's arps and envelopes create the track as it was just going to be background "noise" originally). New version 100624: 090624 000001 100179m up with a lot of little changes here and there. main ones are : eq'ing holes in tracks to make room for each other, some with automation to close the holes when the other parts don't need to poke thru and/or when those tracks need the stuff that's in those holes. adding and heavily editing for timing some actual guitar bits low down for accents, continuity, and whatnot., particuarly for the last section. altering the intro "heartbeat" timing significantly to slow the intro and make it more of an actual intro. New mix version; mainly altering the drum fx mix by using sends on the individual drum tracks to feed copies to a second bus with all same fx chain except different perfectspace impulse / setup, and using envelopes on the main drum bus and this second bus to fade from one to the other in a couple of places. Also automation on the sends in some spots to alter the individual drum mix in certain spots. This was to change the character of certain spots, making the drums more up-front here and more expansive there, darker in some spots and brighter in others. There's certainly better ways to bus and chain the fx, but didn't take the time to work it out and went the "easy' way, as the project isn't anywhere near the CPU limit. Also poked the whole mix a bit hotter by pushing each bus that feeds the master bus up just a bit (1.5db), since this one was still a fair bit quieter than my other recent ones. It's still quieter, but I'll have to work out how to push up the average volume (or power) without affecting the character. Compressing the tracks or the master bus results in significant character change, so maybe I can eq out some better notches in the tracks for certain parts in various sections to leave more room.... Will take significant experimentation to find out, most likely.
  10. So far, it has. I'll letcha know if that changes. I'll test the new ones shortly. EDIT: several hours later, I didn't get that done yet; I was still playing with that test project, which now has it's own thread since it's going to be a real project track for sure now. The first set of 32bit ones (that crash on the main machine) also crash the same way on the spare laptop with a clean setup of SONAR 32 bit. Presumably the same crashdump info, but I can post that if you can use it. Hardware and OS version are the same as the main laptop. Neither has the bloatware usually preinstalled on these, thankfully they came fairly cleanly setup, and on the test laptop I just did the default install for SONAR and the patches (other than making sure it's still in the PF folder rather than PF x86, mostly to make it easier for me to find things as I'm used to looking there, and to ensure compatiblity with the few ancient things I have that don't know about the x86 version of the folder path and don't work with it (which might be why I used the regular PF in the first place--it's been so long I don't remember). The DS_Test version that works on the main one also works on the spare laptop. I'll test the new ones on both, too. A thought: Are there any services that gdiplus.dll depend on? I have a bunch of services set to manual or outright disabled, to greatly speed up the computer and reduce glitches in recording and playback from them doing things I don't need to ever happen.... It doesn't seem to work for me, but I don't recall that feature in the ancient SONAR I have. I only have the freeze option (there aren't any rendering ones, other than exporting a selection to an externally saved audio file). If I drag the audio to a midi track, it just sits there as an audio clip and the track doesn't do anything with it. Would be a great function to have, though, so glad they added it somewhere along the line. I'll see if I can install CbB on the test laptop since it doesn't have anything to break yet, and then see if this can do what I'm after. But I suspect it won't without more extra work, because the synth sounds I am usually using don't always make exactly the same sound, volume, pitch, etc., (even with effects off) with different notes (number or length) being input, which is part of why I use them this way--they don't sound so mechanical. (they do make the same output for the same input data, making them repeatable, just not with different input data). So unless I use a patch that just makes like a sinewave at the same amplitude for whatever velocity input, regardless of any other note input or control info, any audio to midi conversion will give different velocity (and probably pitch) output than what I actually input, even without the internal arp running. I'll have to test to see. FWIW, There is an option in the audiosnap toolbar to create a midi frle from the audio, but it won't convert the pitches, just the timing and velocity. I wish CAL still worked reliably; I could probably figure out how to make or adapt a CAL to do this, but I was never good at it anyway. 😊 While it's a thought, and is worth a try anyway: For me, VVocal tends to crash projects, and doesn't seem to work on anything longer than a second or two (usually because of a crash, sometimes it just doesn't read the clips correctly or completely). It may be able to do this kind of conversion, but it would have to be done (and then checked to make sure it's correct) in lots of very short segments, probably hundreds of them; I'm not sure it would save me much work. Yeah, there are a lot of arp plugs, some of them with synths in them, etc., but... The old SONAR I've got doesn't support VST MIDI *output* stuff AFAICT. (it doesn't appear to even support feeding the onscreen controls from VST that have outputs for those back to the tracks to record automation from...if it's supposed to, then I must be doing it wrong--I wanted to use that function to save the live changes to Nerds.de's DelayLama VST some years back, and found I couldn't, though Nerds said DL supports doing it). If it does support it and I figure out how , then as long as the VST arp will output MIDI to a MIDI track that I can then record (or bounce, etc), to get me the final actual notes that a synth would play from "two arps in series" (functionally how what I am doing works), then that would accomplish my goal of getting a fully editable track full of notes. I'll poke around at it and see what I'm missing to try to get the VST MIDI plug(s) to work, on the spare test laptop setup.
  11. Thanks! This specific piece is one of the ones I'm more proud of than the others; it turned out a lot better than it's original, linked below. https://soundclick.com/share.cfm?id=14566886 But that original abandoned idea did turn out to be usable to make this one from, which is why I save everything I play in, even if it feels like garbage. Sometimes it won't become a song on it's own, but I may borrow bits out of it to complement a song that doesn't have enough to complete it or is missing that one thing somewhere. The cover art, other than the lettering (done in MSpaint), was each a few hours of fighting with google's AI Test Kitchen to get it to do things that vaguely resemble what I was after. None of them are what I really wanted, but it would take me at least a month (if I didn't have a dayjob) to create even one of the ones I did get, doing it myself in GIMP or similar programs. AI doesn't "understand" anything, and the google stuff doesn't do iterative creation where you can tell it to make changes to an existing result and re-generate it. Instead it completely generates a new thing even if you just change one tiny word (or often, none at all), even if you lock the "seed" number in it's settings. (there is an edit function, but all you can do with that is give it a round spot to mark where you want change to happen, then tell it the change, then it really crappily shoves something else that's not what you told it in there, in a much worse editing style than even I had when I first started working with paint programs back in the 90s. But if you try long enough, eventually it can give you something close enough to what you want to be able to use, if you are not picky about details (like having five or six limbs, or three eyes, or instruments with 3 strings or keyboards pointing the wrong way to be able to be played, or cellos being played with drumsticks and vice-versa. 😆 The stuff I used to do myself in paint programs was like this, but I just don't have time for it anymore. (the moon and columns I created in TrueSpace2, and the nebula and exploding star were separate images from Hubblesite, IIRC; all blended together in PaintShopPro4).
  12. Been poking at the test project tonite between involuntary naps, and CSHumanize hasn't crashed it yet; I have it in at least three MIDI tracks running live. I also used it a number of project versions back to destructively live humanize the original synth clip by using LoopBe MIDI loopback to record the output of the track full of that clip to a second track feeding the synth. (then I turned the synth's own up/down arp on to see how it might sound, and it was interesting so I left it in place, too). Then I began editing out notes in various measures of the resulting recorded clip to make it more like a played part than a loop; it's somewhat interesting at this point and will probably become a "real" song. So whatever you did to this plugin, doing it to the others would probably make them work too. 👍 Didn't get the other laptop setup to test yet though. For the curious, this is what this plugin has helped me create so far https://soundclick.com/share.cfm?id=14844484
  13. Thanks! Funny about how you've said it sounds, because the pipe/wind sound is a synth (Rapture), originally starting out as a patch called "Analog Nights", IIRC. I've had to futz around quite a bit with the step sequencers for pitch and amp in each of the E1-3 parts, and generate several separate tracks from it, in order to get those parts as far along as they are. The fancy flute/pipe sounding part starting around five minutes in is mostly just really short notes to play only the inital synth attack. Most of the rest plays most or all of the sequence, some of it has the first part muted and plays the rest. I'm not perfectly happy with the results of all that work, but...for now, it is what it is. There will be a future version that will use MiniDizi's Chinee Winds patch for certain bits, either to replace or to augment, but I haven't done all the work to get that sounding right yet. There are three "drummers"; one is a regular drumkit (built out of the MisfitKit rebussed and panned with various fx on the channels, with some added specific drumsample bits like Moon Tambourine), and the other main drums are from one of DimensionPro's patches. I don't know which specific drums they are, but I think they are one or more of the type such as doumbeks, darbukas, dofs, tars, doiras, bendirs riqs, djembes, etc. There are some sections that also use some taiko; I don't know which of the taiko they are (these are audio clips in a track that I edited for various hits and such, out of four long buildups from a free "cinematic" sample library from somewhere. I have several times more work in the percussion than the rest of it; I'm trying to learn how to build different kinds of "cinematic scenes"; how to evoke different feelings. I'm sure I still have a long way to go....half of it is timing, half of it is tempo (which I am still learning how to use at all, much less effectively, partly because I hate the way the tempo view works), and half of it is which sounds when. There's another patch that I called Electronicalized Banjo in my track but it's actually Z3TA2+ Edgy Baritone XS...depending on where it is in the song, what octave it's played in, and what else is going on, it can sound banjoey or synbassy, etc. It's the picked lead in the various sections, like in the initial "appalachian (?) chase" section and the "middle eastern chase" sections later on. The strings are the Detache patch from SI Strings, minus any patterns SI tries to use with them. The two basslines are different Z3TA2+ patches; don't recall which ones.
  14. Besides, how can a walking carpet shed on itself? 😛
  15. Here's a plugin request that woudl save me days or even weeks of work in a lot of projects. (maybe something like this already exists, but I don't know about it) A "merge" plugin that the user can point to a midi file (or a clip on a track if that's easier) that then takes the notes played in a track that are used to play an arp in a synth (that this same MIDI file was the arp pattern for), and generates the MIDI output that the synth would have "seen" internally. Meaning, if a track just has long whole or quarter notes (etc) of whatever note values (single or chords, etc), then the plugin would play the arp pattern notes loaded into it in those values. So I could put the plugin into the clip FX bin, apply MIDI FX on the clip (or track fx bin and apply to track, etc, though I don't usually do it that way because I want some notes unarped). This is because I want to use, for instance, the Z3TA arp to play it from in the initial inspiration and clip recording stage, but when editing I need access to the individual arped notes to change the note played, or their length, or even position, or even leave some out entirely. Can't do that until I have the arp pattern as clips on the track...but to do that I have to stick the arp pattern on the track, then I have to manually change the pitch of each note in the pattern to match the notes I played, which is very tedious and has few shortcuts available, and takes a long time. Does this sound like anything you've already seen in a plugin, or something you'd be interested in making? If my description is insufficient I can try to come up with a better one. By it's I/O nature, it would also be an arp plugin, and so it could have the other types of controls such a plugin has, perhaps also including an editing screen for the pattern (but I'd be happy enough to do that part in a SONAR track like I already do, then export to a file I can then load in, as I already do). (Yes, ancient SONAR has a per-track arp I can load MIDI files into, but it doesn't (properly, or at all, don't recall which) obey the velocities on the arp patterns loaded, and only uses the static velocity set in it (dunno if that was intended or a bug, but it makes it unable to do what I need). )
  16. THAT worked. No crash yet, been playing with it for 15-20 minutes at least (got lost in music 😊 ). Inserted normally, GUI works. Loaded up the first MIDI file that came up for import, an old arp pattern I'd made for zeta, and played with the GUI more, but cant' hear what's happening so.... inserted Z3TA2+, hit the dice on a patch, turned the arp off in the patch, and routed this track to it. turned the arp clip into a loop and dragged it out a lot of measures. Hit play, and...it sounded kinda cool, so I played with the humanize settings (all the sliders enabled) until it was just on the stiffer side of non-mechanical. inserted the SI drums and clicked the first preset (aggressive) just to have something to hear it against, and it got cooler. Bypassed cshumanize, and could clearly hear the difference, so it's working. So now I guess the question is...why doesn't my SONAR init the gdiplus, while yours does? Any ideas I can test without risk of breaking my setup? (my guess is it has to do with the ancient Win10 version, but that's not something I can fix on this setup). I still have to setup SONAR on the spare laptop and test there, anyway--this should give some sort of comparison. Won't happen tonight, but maybe tomorrow after work. (or more likely after my first nap after work, and after the Schmoo-monster claims her playtime).
  17. A thought related to graphics: My laptop's built in display is too small for me to read (yeah, don't get old), so I use a big external monitor. Because the connectors on the side of the laptop failed years ago, I use an external USB DisplayLink box (by Targus, I think, but the drivers are all by DisplayLink for all of these things). Is there a chance that the display drivers could cause this? If so, I can get SONAR setup on the spare laptop (which has it's built in stuff still working); that has never had the displaylink connected to it so has no dl software. AFAIK it still has the same win10 version this one does; whatever was factory back then.
  18. Unfortunately that didn't fix the crash. The log is attached. But just to confirm, yes, that is the version of gdiplus.dll on my system. I realize your plugins just *look* like the Cakewalk originals in style, and are not coded like them....but my broken brain seems to be trying to tell me something. I can't tell what it is yet, since different parts of my brain sometimes don't talk to each other, but...i'll post it if I figure it out. I think they were coded in MFC rather than VS (I don't really know the difference, if there even is one). SONARPDR.exe.7684.dmp.zip
  19. No change. Here's the dump for CSMIDIModulator, if it's helpful. SONARPDR.exe.5780.dmp.zip In the meantime, while I'm figuring out how to setup the spare laptop to debug stuff, would a procmon system monitoring file be useful, run during the crash? They're likely to be very large; even just a few seconds of just 32bit processes (excluding 64bit) is about 70mb.
  20. I don't know Holst's The Planets well enough to know if any of the arranging/etc was changed (Variorum will have to answer that part), but if not, then the original was created by Gustav Holst a little over a century ago (before movies with sound existed ). It has been used in some films/videos, however, including a visually well-made BBC series about the solar system. https://www.bbcearth.com/shows/the-planets If it's helpful, this page has more info on the suite https://en.wikipedia.org/wiki/The_Planets and this google has links to various orchestrations and performances of it. https://www.google.com/search?q=gustav+holst+mars .
  21. I didn't think to try the originals, but I'll do that now. Space isn't a problem for the spare laptop; ATM it basically just has Windows on it, and a few utility programs. it's windows10 can't be updated either, but in it's case it is because the updates always fail (even starting from a fresh Lenovo factory restore), and it ends up stuck in a loop trying to install, reboot, fail, install, reboot, etc, so I had to disable the ability to update, and because that's only temporary on 10home, I can't trust it to stay connected to a network. So I'll have to do the downloading with the other machine for an "offline install" (if it has that option), then put the install files on the spare machine and let it go. (yeah, nothing is ever easy)
  22. As you expected, the VCredistributable didn't change anything. Is there anywhere to get just the specific debug libraries? According to the MS page https://learn.microsoft.com/en-us/visualstudio/install/install-visual-studio?view=vs-2022 individual components can be installed, rather than the whole thing, so if you know which specific component I need to just do the debugging part, I can install those (as long as it isn't something that could break the computer--if it's possible to break something, I'll use the spare laptop instead).
  23. It is almost certainly hot, especially in the bass...I found I accidentally had two instances of VX-64 Vocal Strip in the big giant morphing bass soundtrack (one in the track fx bin, and one in the bass buss fx bin), both set to Bass Blaster preset. 😊 For curiosity, since I don't see any red meter markers or clip indications on the master bus (or any other tracks/busses) from SONAR itself, I setup EAS Inspector on the master bus, and in the default or moderate modes, it doesn't show any clip incidents (says I have 0.1db headroom on both L & R), so the distortion must be before then, and kept from clipping in the later parts of the chain by one of the compressors or limiters after the distortion happens. I usually use the Sonitus Multiband as a limiter by bypassing all the bands and just turning on the limit, then setting the master gain on it for the max output I want a track to have; of the few working limiters I have this process seems to give the best results so far. ** I have to disable one of them and rerender the track and repost it; I'll make a post here when that's done. (it will replace the original version on the Bandcamp page, so you won't be able to A/B them, unfortunately. I don't make new BC pages for each song version because it would fill my site fast that way, and make it hard for people to see what is really there. So I just keep the latest version in each song page, and just add version numbers in the song notes on the page so if someone remembers they listened to it on a certain date and liked it better then than now I can go back to the version that was there then to provide it to them, but so far that has never happened. *** It probably is repetititititve in places; I often have issues with my variations not being sufficiently varied for others to listen to.**** Like most of my tracks, it's still a work-in-progress (though I don't know when I will be able to get back to it, at present I am working on Ookami no Kami no Yume (Wolf's Dream of a Hunt). https://discuss.cakewalk.com/topic/81204-ookami-no-kari-no-yume-wolfs-dream-of-the-hunt/ **I can't install new VSTs because if I run the VST adapter scan in any mode, (ancient SONAR) it breaks existing working plugins for no reason, and then I have to restore the previous registry entries....if I could find out what the VST IDs were for new plugins, I could probably hack them into the registry manually. I've tried many solutions over the years but nothing works. The only way for me to use new things is to host them outside SONAR and use a virtual audio cable between them.
  24. The files are definitely unzipped from the debug.zip file. If I use the windows context menu (possibly from 7zip?) extract function on the DLL itself it extracts into various files and folders that are parts of the DLL internals, so when they show up as the CSHumanizeDS32_D.dll and CSWaverDS32_D.dll they are as unzipped as they can get and still be used. The command that I run on them using the sendto menu works on anything else that is a registerable (or unregisterable) dll file (not all of them can be), and has worked for other manual registering/etc I have done so far in this process for previous files. (and is how I normally do this for various MFX and DX effect / DXi synth install / uninstall or temporary troubleshooting). So it *should* work on these, as well; the results I get aren't those of a failure of the registration process but rather of a file that can't be registered / doesn't have the parts the regsvr32 program is looking for. 😕 Just in case, I used Windows Powershell in admin mode, and this command line for each debug-version dll: C:\Program Files\Cakewalk\Shared MIDI Plugins\Viramor\Debug> c:\windows\system32\regsvr32.exe CSWaverDS32_D.dll C:\Program Files\Cakewalk\Shared MIDI Plugins\Viramor\Debug> c:\windows\system32\regsvr32.exe CSHumanizeDS32_D.dll with the same result as previously posted. "The module "C:\Program Files\Cakewalk\Shared MIDI Plugins\Viramor\Debug\CSWaverDS32_D.dll" (or CSHumanizeDS32_D.dll) failed to load. Make sure the binary is stored at the specified path or debug it to check for problems with the binary or dependent .DLL files. The specified module could not be found." Same results if I add the .\ to the path that you use in the bat files for the other plugins. C:\Program Files\Cakewalk\Shared MIDI Plugins\Viramor\Debug> c:\windows\system32\regsvr32.exe .\CSHumanizeDS32_D.dll Same results if I force it to use the 64bit regsvr32 C:\Program Files\Cakewalk\Shared MIDI Plugins\Viramor\Debug> c:\windows\SysWOW64\regsvr32.exe CSWaverDS32_D.dll C:\Program Files\Cakewalk\Shared MIDI Plugins\Viramor\Debug> c:\windows\SysWOW64\regsvr32.exe CSHumanizeDS32_D.dll I also tried editing your install_all.bat file for just these two, by removing the other files from it and leaving just these lines after the START section, also with the same result. regsvr32 .\CSHumanizeDS32_D.dll regsvr32 .\CSWaverDS32_D.dll I redownloaded the debug.zip file and reextracted it, both with the same end results, first using 7zip, then using the windows browser to see the contents of the zipped folder and copying/pasting the files in it to an uncompressed folder, in case it was a download or extraction fault. To be sure the files in the debug.zip are not being corrupted between you posting them and me downloading them, I've attached a new debug.zip file that contains the actual files as extracted on my system, along with my modified install_all.bat file. Anything else will have to wait till tomorrow, I've dozed off a few times typing this up so I hope I didn't miss any info you need. 😊 Faulty Debug.zip
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