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| Midi2/Haiku version? |
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By Pete G. - Posted on October 28, 2009 - 05:26:45 (#23237)
Current version when comment was posted: 1.1 |
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Cyan, are you going to update Squeeky any time to use the Midi 2 ports? The old MidiPortGlue scheme doesn't work on Haiku, so I can't even try Squeeky on it. Not sure if other parts of Haiku are up to the necessary scratch yet (fluidsynth in the midiplayer is unuseably slow for live input) but it would be nice to be able to try...
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| Re: Alpha or Beta Testers? |
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By Cyan - Posted on February 23, 2008 - 01:41:12 (#22504)
Current version when comment was posted: 1.1 |
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Hi!
Thanks for the offer! The sequencer isn't really at a stage where it can be easily alpha-tested yet -- most notably it's devoid of a GUI, which is quite a serious usability problem!
The article concerning the proposed GUI at http://littlebluerodent.tripod.com/MIDI/Midi.htm is somewhat outdated now, but it still has some valid points -- the overall concept will be pretty similar to that; feedback is still encouraged.
As for the MIDI interface, that's coming along pretty well -- the schematics are basically done (though very scribbly -- I'd like to re-draw them before posting them) and the PCB designing has begun. There are 2 - 3 boards (depending on how many ports are required); the base board has 7 ICs, while the other board(s) each have 5 - 8 ICs. Should be easy enough to build, though I wouldn't suggest doing it without a PCB (could get messy).
Details will follow at the usual location ( http://littlebluerodent.tripod.com/MIDI/Midi.htm ).
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| Alpha or Beta Testers? |
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By genosmm - Posted on February 2, 2008 - 21:08:00 (#22457)
Current version when comment was posted: 1.1 |
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Cyan,
Can I and some friends be of help as Alpha or Beta Testers?
Gene
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| Re: DIY MIDI interface + MIDI sequencer update |
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By Cyan - Posted on November 27, 2007 - 17:27:02 (#22154)
Current version when comment was posted: 1.1 |
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Well, there's a narrow window of opportunity right now to influence the design. If major changes are required, they need to be made before the core sequencer engine is completed. After that stage, the sequencer's basic principle of operation will be set in stone.
Any major changes after it's complete would require a total re-write, which I'm not going to do -- there's too many other applications that I need to write for BeOS, such as a decent multi-track audio editor.
The sequencer will be written once, and written correctly. =P
---
Regarding the MIDI interface project, I'm going to make some changes to the schematics in the next couple of days. If anyone's thinking of building one prior to the release of the final design, don't!
The revised list of parts looks something like this:
8x 16C550A
8x PC900
2x 74LS07
1x 7805
1x Reset gen.
2x 74HCT00
2x 74LS244
1x 74LS245
1x 74LS138/74HCT138
1x 4MHz oscillator
Plus resistors, diodes and capacitors.
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| RE: DIY MIDI interface + MIDI sequencer update |
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By nutela - Posted on November 27, 2007 - 16:08:02 (#22152)
Current version when comment was posted: 1.1 |
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You want us to actually _read_ all that?? ;-)
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| DIY MIDI interface + MIDI sequencer update |
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By Cyan - Posted on November 13, 2007 - 22:11:53 (#22086)
Current version when comment was posted: 1.1 |
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In case anyone is still watching this for info regarding these two projects, I've put some info up here:
http://littlebluerodent.tripod.com/MIDI/Midi.htm
Feedback is encouraged!
Summary:
MIDI sequencer: Project to create a new MIDI sequencer for BeOS / Haiku. Desperately needs feedback from any potential users regarding the GUI.
DIY MIDI interface: Construction guide to build an 8x8 port parallel port MIDI interface for BeOS / Haiku. While the final design is intended to be easy-to-follow, it's currently in pre-alpha form (technical audience only). Feedback from anyone with electronics experience would be very valuable at this point.
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| Good news... |
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By salva - Posted on September 2, 2007 - 08:39:08 (#21940)
Current version when comment was posted: 1.1 |
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Good to hear that this app is still alive! :D. I actually think that BeOS-ZETA systems are THE BEST for multimedia and composing because their MEDIA OS nature. I am happy with new multimedia developments.
I also ported Schism Tracker 0.5r1 for ZETA actually without doing any modification of the code (so there are bugs, but I am not a coder, so I don't know how to fix them, but tracker works very well). The built I made is here: http://www.perugorria.unlugar.com/Zeta/index.html
THANKS FOR NEW MULTIMEDIA DEVELOPMENTS :)
I have enjoyed this Synth a lot.
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| Hey |
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By Cyan - Posted on September 2, 2007 - 02:10:12 (#21939)
Current version when comment was posted: 1.1 |
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Hey there,
SqueekySynth and the sequencer project are still alive (despite the lack of recent updates!). At the moment progress is quite slow due to other urgent projects (including upgrading my PC), but it should pick up again towards the winter.
I hope to implement a number of fixes in the next version of SqueekySynth (including a library-induced bug with non-integer sample rates: for now, I recommend using 96kHz). Already reverb return level adjustment is working, and have migrated the app to MIDI2 (so it now shows up with its own icon and name).
As for the sequencer, that's still in development. The main problem is trying to figure out how to do it cleanly in C (thread safety issues) -- at the moment it looks like assembler is a more sensible language choice.
However, if I write the sequencer engine in assembler, then it might cause problems when Haiku eventually migrates to 64 bit. So I'm still looking into ways of making it work in C.
While I think of it, a quick question: do you think it's important for each event (in a track) to have its own channel number? Cakewalk supports this feature -- it allows several MIDI channels to be recorded at the same time, and separated out later.
However, I hardly ever use it, and it gets in the way sometimes. So I probably won't have that feature in my sequencer unless someone specifically requests it...
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| Hi there |
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By nutela - Posted on August 31, 2007 - 18:42:13 (#21937)
Current version when comment was posted: 1.1 |
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What's up, I was thinking a few hours ago that I'd like to play with MIDI once again and as I do music exclusively on BeOS I thought how crap it is that I'm getting updates all the time about the new Sequitur for Windows(!), yes you read it right, so... what about your _project_?
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| sigh |
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By nutela - Posted on April 24, 2007 - 22:06:53 (#21591)
Current version when comment was posted: 1.1 |
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I'd wish software development was easy... :-(
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| Nutela |
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By Cyan - Posted on December 11, 2006 - 06:43:14 (#21035)
Current version when comment was posted: 1.1 |
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C++ does seem to make some things tidier, but it depends how it's used. One of my complaints is that it allows too many choices. You can literally spend weeks or months trying to figure out how a large program should be structured. There's so many possibilities; you could treat it like structs-with-functions, or you could use operator overloading and inheritance, and you could potentially use classes for all sorts of trivial things.
A simplified example -- a graphics program might use a POINT class which stores x,y coordinates. It also has a LINE class which represents a line, and has a number of member functions to perform line-related operations (translating a line, rotating a line, scaling the length of a line, testing for intersections between two lines, etc.). Though already some design headaches appear -- the POINT class and LINE class have some things in common (for instance, a member function to translate the line/point). This suggests that the LINE class could be based on the POINT class, overloading some of the member functions as required. But that's not really ideal because a line has two points, not one. So it may be better to make the LINE class be standalone and contain two POINT classes, but that's not ideal either, because the POINT class and LINE class will have a lot of member functions in common. Perhaps they could both be based on some kind of GRAPHICS_PRIMITIVE class, which contains the common functions, but that seems like a kludge.
Compare with C, where you have far fewer choices. A point could be represented as a struct containing x/y integers, while the line could be represented as a struct containing two points. The functions to manipulate these would be entirely separate from the data, by necessity -- translate_point(), translate_line(), etc.
I find less choices results in a quicker design process, and less worry that you're going down the wrong path (because there's probably only one path!).
As for Be's classes, I find them fairly tidy in principle (a lot of the internal implementation is hidden), but there are some problems with consistency, and unexpected issues that pop up. Not strictly bugs, but low-level stuff that creeps through to the high-level interface.
For instance, some objects are copied when you pass them to a function (so you must delete the object to avoid a memory leak), while others keep a pointer to it internally (so you shouldn't delete the object). Some GUI objects (scroll views) misbehave if you do certain things with them (e.g., disconnect them from the screen), and certain other GUI objects can force those things to happen (e.g., a tab view disconnects everything from the screen when you switch away from a page), so you have to constantly be on the lookout for side-effects, and things you might've overlooked. Add multithreading into the picture and things get even worse.
I'm planning to keep the sequencer's GUI separate from the sequencer engine for this reason -- writing a sequencer is hard, and so is writing a GUI. Put the two together, and I don't stand a chance. =P
Also, as you mentioned, it's a case of experimenting with the GUI design. I'm still not 100% sure how it should work, and I'd like the option of being able to re-write the GUI without too much hassle. It also means both the GUI and the sequencer engine can be tested in isolation, even when the other part hasn't been written; that should be a big advantage.
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| Hi |
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By nutela - Posted on December 9, 2006 - 18:52:52 (#21026)
Current version when comment was posted: 1.1 |
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I started with C a while ago (Pascal in school you know the stuff. I thought C++ would make one able to code tidy and present a nice interface to other programmmers, hiding ugly implementation. Be's classes aren't like that?
Btw I have set the sample rate to 44.1 and I don't get some notes on some sf's, maybe try other sample freq's?
Why did you decide to make a command line iface? So you could experiment with workflow and GUI?
I know you wrote stuff on the green board but you stopped updating so I stopped watching the thread.
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| Re: Nutela |
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By Cyan - Posted on December 6, 2006 - 23:27:34 (#21013)
Current version when comment was posted: 1.1 |
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Nutela --
The sequencer project is the one which I described over at the Green Board a while back:
http://www.thegreenboard.com/forum/showflat.php?Cat=&Board=av&Number=11741&page=0&view=collapsed&sb=5&part=
It's slow-going, hence why it still isn't done, but there have been a lot of design issues to solve; the worst of those are done now thankfully.
In summary, I'm hoping to create something closer to Cakewak in design (older versions, e.g., 3.0) than Sequitur/Cubase/Logic/etc. Something focused on solid, efficient MIDI sequencing, with a single window user interface, patch selection, a very simple synth editor / librarian plug-in API, and no feature creep.
When I've got something that's actually usable, I'll post an update either here or at the Green Board thread.
It'll be written in two distinct parts. First will come a command-line app that houses just the sequencer engine, and can be driven through text commands. Second, the GUI will be developed to send/receive commands to/from the sequencer engine.
As for learning BeOS programming, I'm still not completely familiar with it, despite using the platform full-time for 7+ years. The Be Book (supplied with R5) and sample code provide pretty much all the info you need, but it is a little ugly at times. It's very much based on C++, so I'd definitely suggest making sure you're familiar with the basics of object-oriented programming first. I came at it from a 68k assembler and plain C background, so learning to think in high-level terms like objects and inheritance took quite some time (I still dislike it!)
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| Re: Cyan |
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By nutela - Posted on December 4, 2006 - 12:10:59 (#21003)
Current version when comment was posted: 1.1 |
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Riff wave a problem? Doesn't load here.
You are working on a sequencer too, wow, that's awesome. I was thinking I'd ask Eric Hackborn to give me to source to sequitur (you know it continues on windows, it doesn't however work on my machine only the beos one lol) so I could change some little stuff (I'm a bit of a beginner @ C and esp. C++ and BeOS programming) but I'm not sure. At least I'm used too it now, although there are some very clumsy bugs (under zeta Phos not yet tested). But the MIDI-seed generating percussion etc. is still a great idea.
Look forward to a next release!
Btw where did you learn to program this stuff, seems mighty interesting to do it on BeOS and I'm slowly beginning to get into it.
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| Soundfonts and missing notes |
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By Cyan - Posted on December 3, 2006 - 23:22:41 (#21000)
Current version when comment was posted: 1.1 |
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Hey,
There do seem to be some issues with certain Soundfont files and missing notes in the current version; as a temporary solution switching to a sample rate of 44.1kHz often clears this up.
In the mean time I'm going to see if I can get another release out before the end of 2006 (though the sequencer project is also competing for time); there are some improvements in the current development version already, particularly concerning the MIDI ports (it now uses the new MIDI kit) and ability to control the reverb return level.
Regarding problems with loading certain wave files, would it be possible to send an example of a file that's not loading, that should be working in theory?
Bear in mind that only 8 and 16 bit wave files are supported at the moment, in linear PCM format. If you try to load a wave file that's in another format (e.g., 24 bits, ADPCM, MP3 encoded, etc.), it should signal an error; that's to be expected at the moment...
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| problems with soundfonts |
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By nutela - Posted on December 3, 2006 - 20:22:20 (#20996)
Current version when comment was posted: 1.1 |
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I have some problems with some of the soundfonts, all from http://www-gmm.insa-toulouse.fr/~guillaum/PIANO/voiced_sfbank.html
don't play d# and b weird and 048_Florestan_Strings.sf2 and 052_Florestan_Ahh_Choir.sf2 from another site don't play at all while 000_Florestan_Piano.sf2 plays fine, weird again.
I'd wish to not have to use sequitur to just play with my midi keyb, how?
Oh and plz I really really want to shut of that reverb :-(
For the rest of it, it's very very nice as said.
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| Cyan ;-/ |
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By nutela - Posted on December 2, 2006 - 21:45:38 (#20991)
Current version when comment was posted: 1.1 |
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It didn't work it didn't work it didn't work and after a few months I was sick of Zeta and intalled a new opentracker (thanks Axel) onto Phos Beta6 and then I thought let's try Squeeky again, I thought were is the midi setting?? maybe Sequitur will show me, hmm Midi glue port never saw that let's try... Voila! *That's* why it didn't work! PLaying now and I say "Wow I love this!" Very very much, I have a shitty soundcard but latency is still THE best, you rock.
Why is it *still* awaiting 10 votes, come on peeps, I gave it a vote so can you. But Cyan you really should *document* in a readme.txt that it won't hear your MIDI keyboard unless you connect to it somehow (via Sequitur eg.) I say this because there is a certain amount of crap SW on bebits and you don't want peeps to think *that* about Squeeky I hope.
Gonna try to get this SB Live for which you hacked the driver. Btw I have a P3 800, old machine you'd say, hah! not for Squeeky yay!
Btw some riff wave files don't work and some sf2 too, need debugging?
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| happy to see this! |
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By Jace - Posted on November 14, 2006 - 07:28:54 (#20916)
Current version when comment was posted: 1.1 |
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hi and thanks for developing this. i haven't even downloaded it yet, but i am happy to see something of this type being developed for BeOS THIS YEAR! Thank You! Only wish it had been around a few years ago when i moved away from BeOS, but at least it is here now! :-)
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| Progress Update |
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By Cyan - Posted on July 28, 2006 - 01:49:11 (#20220)
Current version when comment was posted: 1.1 |
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Just a quick update regarding current progress on this app: -
Despite the current lack of visible progress, there is still development happening underground, mainly on the new synthesizer core.
The new core will probably be introduced in the next major release, and at some point not long after that, a new GUI will be developed to take advantage of the new core to its fullest.
Currently, I'm in the process of designing the modulation matrix and sample handling system.
If anyone's interested, I would find some feedback at this point regarding the design very helpful, particularly from anyone familiar with synthesizer programming (patch programming) or samplers in general.
You can reach me either though here (I check it once in a while), or via any of the following:
Electronic post: cyan | emulationzone | "Org" (|| == @.) (sometimes unreliable)
AIM: "cyanhelkaraxe"
Jabber: cyanh@jabber.org
-----
Nutela:
Thanks! As for the "age" of R5, it's not much different to Windows XP, age-wise. Still "current", unless its very users declare it dead!
Unless Linux makes huge leaps and bounds on the desktop (ha!), I can't see myself using any other OS at all until Haiku is ready.
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| Cool |
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By nutela - Posted on July 24, 2006 - 17:24:22 (#20197)
Current version when comment was posted: 1.1 |
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I think it's pretty amazing you're coding an app like this *years* from the intro of R5.
And looowww latency, oh yes!
Way-to-go and absolutely great. Big fat thanks!
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| Hardware Soundfonts |
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By Cyan - Posted on June 5, 2006 - 02:24:11 (#19957)
Current version when comment was posted: 1.1 |
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I did at one point consider adding a hardware back-end to SqueekySynth for the AWE32/64/Live; they're quite trivial to interface to (though all MIDI data and modulation routings must be handled in software; e.g. the card is completely "unintelligent", not much different from doing all synthesis in software).
One reason I haven't done this yet is because the E-mu 8k suffers from fairly poor effects, with no possibily to overcome that limitation (e.g., only a stereo pair output).
Also, both the E-mu 8k and 10k have a fairly simplistic synthesis engine consisting of two basic envelopes and two sine LFOs.
Since the ultimate aim of SqueekySynth (2.x) is to move far away from the limits of the Soundfont format (but still offer Soundfont import), this could be a restriction.
With the new synthesizer core, I'm hoping processor usage should be reduced a bit. If I can figure out how to overcome the ~3ms latency caused by the BeOS Mixer, then "semi-hardware" synths like the AWE probably lose any advantage they have...
I'm still open to suggestions regarding that though. I've got a couple of E-mu *k cards here; I prefer the interpolation quality of the 10k over anything I've done with software yet.
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| Soundfonts... |
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By kancept - Posted on June 5, 2006 - 01:42:28 (#19956)
Current version when comment was posted: 1.1 |
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I usually get my soundfonts here:
http://soundblaster.com/soundfont/
They offer up a free download once a month, samples of their inventory. IIRC EMU does a well.
As for this app, I like it. I only wish that more HW soundfont capable apps were released, as I own AWE32 and AWE64 cards with rots of RAM and they can load up soundfonts into their RAM tables. :-(
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| Soundfonts, etc. |
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By Cyan - Posted on June 4, 2006 - 21:43:38 (#19954)
Current version when comment was posted: 1.1 |
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Nutela --
There's a few resources on the Web for Soundfonts; putting "free soundfont" or "soundfont download" into a search engine should turn up quite a few entries. Probably one of the best known resources is Hammersound ( http://www.hammersound.net/ ), though as far as I know the Soundfonts are mostly user-submitted and vary a lot in quality and copyright status.
E-mu / Creative used to sell Soundfonts on their site, including pickings from the EIII library, but I'm not sure if they still do.
An alternative, if you have access to sample libraries in other formats (Akai, EIII, etc.) is to convert them to Soundfonts using conversion tools (for other platforms, though QEMU will do it). I've used the free version of "Awave Studio" for the purpose before, though being a Windows package, it wasn't perfectly smooth.
Pete G. --
I've been working a bit on SqueekySynth 1.2 which features improvements in the MIDI engine and better velocity curves.
At the moment, that's temporarily on-hold while I rewrite the synthesizer core in SqueekySynth. If that takes longer than expected, I'll finish up the release of 1.2 as a stop-gap.
My hope is that the new core should clear up the existing issues completely, and probably introduce several more interesting ones in the process!
The new core will also be another step towards SqueekySynth 2.0, which is a far more capable application.
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| Soundfonts |
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By nutela - Posted on June 3, 2006 - 22:46:07 (#19939)
Current version when comment was posted: 1.1 |
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About finding soundfonts; I'd like to have some good tips! Maybe a website with links?
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| Re: More on the glitch |
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By Pete G. - Posted on May 18, 2006 - 23:55:40 (#19768)
Current version when comment was posted: 1.1 |
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Yep. That seems to be it. If I set to 64 voices, I get horrible lockups, but when it resumes it still seems to have all the channels. Conversely, if I reduce it down to 16 voices, I get very few channels even at the very beginning of the file.
I didn't realize that SS would need more channels than my hardware sources, which are all 32-voice. I think with my usual settings (40 voices) it happens with most midifiles, but I can't always be certain. My standard testbed has been (ahem...) Blue Tango, because I've know what that one sounds like from childhood! It has 5 channels plus percussion, but I can't tell you how many notes it wants at once -- probably quite a few.
I don't know about other Soundfonts because I've only been able to find one GM one. I've also grabbed a glorious 'Cinema Organ' set, but that's not much use for testing this. (I also found a couple of 'Hammond' fonts, each of which is missing a couple of notes in each octave -- but I don't imagine that's SqueekySynth's problem...!)
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| Re: More on the glitch |
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By Cyan - Posted on May 16, 2006 - 04:09:41 (#19734)
Current version when comment was posted: 1.1 |
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Does this problem still occur if you raise the polyphony on SqueekySynth?
The reason being, I suspect there are some issues with the voice allocation scheme. It often needs more voices to avoid losing notes than an equivalent hardware synth does -- e.g., to match a 32-voice hardware synth, SqueekySynth should be set to 64+ voices.
With the polyphony set higher, you'll probably hear crackling and timing problems when the CPU usage gets too high, but it would help determine whether that was causing the problem or not.
Sometimes MIDI files which use the sustain pedal excessively can make the voice allocation problem more noticeable; in that situation, voices always have to be stolen.
Is this issue apparent with all MIDI files, or just some? Likewise, does it only happen with that particular Soundfont file?
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| More on the glitch |
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By Pete G. - Posted on May 10, 2006 - 22:29:36 (#19696)
Current version when comment was posted: 1.1 |
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It looks more like the problem *is* some kind of overloading. My home machine is an old 'Ming Special' (if anyone remembers (:-/) twin 350 MHz, so it can't handle SS's full 128 voice capability. However it seems perfectly content with 32-40 voices. My machine at the lab is a bit faster 400MHz x 2,
and when I tried the same file on that I see little if any progessive degradation. Went back to my home box and realized that I often run single-processor, because my winmodem won't work with two. It seem that the degradation happens mostly in this mode (hard to tell if it's still there with two), and Pulse does show the processor pegging (but SS doesn't audibly hiccup).
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| Interesting Glitch |
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By Pete G. - Posted on May 9, 2006 - 22:57:02 (#19684)
Current version when comment was posted: 1.1 |
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I've run across one real peculiarity in 1.1. I finally found a GM Soundfont, so I tried to play some Midifiles. These started out sounding fairly normal, but got stranger and stranger as they progressed! I finally realized that most
of the MIDI channels were just getting dropped, leaving just a few notes sounding. Hitting the 'Panic' button when it happens restores the full complement, but then they slowly drop out again. Playing a file from the beginning also restores all channels, so I assume the "Reset all controllers" or something at the beginning clears the fault.
I don't see any problems when SqueekySynth is playing just one channel -- from live keyboard for instance. Neither do I see any signs of overloading causing the problem -- no audio stuttering or anything.
(I also agree with you that better velocity curves would be *very* nice...)
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| Velocity |
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By Cyan - Posted on April 13, 2006 - 21:24:37 (#19460)
Current version when comment was posted: 1.1 |
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I'll see if I can get velocity curves implemented for version 1.2, or at least try to improve the response somewhat.
In the mean time, try http://littlebluerodent.tripod.com/velocity.htm -- it's a simple one-line hack of Be's Transposer example application. Route the MIDI data through that to remove velocity information, using something like Patchbay.
Hope that helps!
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| Velocity and aftertouch |
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By mario - Posted on April 13, 2006 - 09:34:00 (#19448)
Current version when comment was posted: 1.1 |
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Yes, I define aftertouch exactly the way you do, and same is true for velocity.
Those response curves you intend to add seem like a great idea, but as I said, for me, sometimes, it would be terrific to just have a "falt curve" so to say, i.e. no dynamic sensitivity, just like in the olden days of synth lore :o)
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| Aftertouch |
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By Cyan - Posted on April 13, 2006 - 08:01:03 (#19447)
Current version when comment was posted: 1.1 |
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By 'aftertouch', are you referring to velocity rather than actual aftertouch? (velocity being how hard you hit the key, and aftertouch being how much extra pressure you apply to the key after you've pressed it)
For aftertouch, the reason that's not supported is because of a limitation in the Soundfont format. A future version of SqueekySynth might include a feature to re-map aftertouch to another controller (e.g., modulation, breath controller, expression, filter cutoff, etc.) if there's demand for it.
For velocity, I'm planning to make some changes in a future release, since I feel it's too ineffective at the moment (playing pp sounds like mf, playing ff sounds like f).
I did consider adding several different response curves, selectable via a pop-up menu; I may still do this, although I'm trying to keep on top of feature creep.
At the moment, because of the minimal velocity response, it's quite easy to end up playing too hard to try and get extra dynamics from it; I'm hoping the improved velocity response will fix that, bringing SqueekySynth in line with most other MIDI equipment and making it more responsive to play.
Meanwhile, you could try using something like the MusicWeaver ( http://www.bebits.com/app/311 ) to see if it's possible to manipulate the velocity of the MIDI data before it reaches SqueekySynth.
Let me know if that helps at all; if not I could change the velocity response in SqueekySynth. Do you find hardware MIDI equipment any better with velocity response?
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| Regarding aftertouch and velocity |
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By mario - Posted on April 13, 2006 - 07:10:47 (#19445)
Current version when comment was posted: 1.1 |
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Maybe this is way premature, but: I would be very grateful if you had an option (checkbox) to enable or disable aftertouch support. Of course, by default SqueekySynth would have this option enabled.
Reason: I have a MIDI controller keyboard that I feel it's a bit too hard and I have trouble, when tired, generating the velocity I really need, and feel more productive without velocity support on the synth's part.
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| Debugging |
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By Cyan - Posted on April 13, 2006 - 06:03:45 (#19443)
Current version when comment was posted: 1.1 |
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Regarding the KDL, are you able to reproduce the problem at all? Is it specifically related to pitch bend, or was that a coincidence? Does it also happen with other heavy controller data like modulation? Aftertouch? (in theory aftertouch shouldn't trigger it, since it's unsupported...)
Some information about your system would be useful in debugging: How many CPUs/cores? Which version of BeOS are you running? Have you installed the beta media kit and/or BONE? What soundcard do you have, and what drivers are you using? (for both MIDI and audio)
Were you using the default settings in SqueekySynth when this happened, and does changing the settings help or make things worse?
How much RAM is installed, and do you have a swap file enabled? Were you low on memory at the time?
Do you ever see similar problems with other media apps on your system?
SqueekySynth doesn't do anything very low-level so I'm not sure what could have triggered the KDL. An existing problem with the media kit or soundcard drivers is one possibility, and writing off the end of the buffer is another. I'm not sure if the latter can trigger it though; I'll run a test..
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| Great program! |
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By GScrain - Posted on April 13, 2006 - 04:51:36 (#19442)
Current version when comment was posted: 1.1 |
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It is absolutely sweet! I've been loading up a few soundfonts and it sounds great. One thing though, I tried hooking up my keyboard and I used the pitch-bend, and it went into KDL. Unmapped memory in thread: SqueekySynth L/R control.
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| New version / Sequencer / HDD recorder |
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By Cyan - Posted on April 10, 2006 - 08:52:14 (#19404)
Current version when comment was posted: 1.1 |
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Version 1.1 is complete; it adds pitch bend and wave file loading. There have been improvements to its MIDI implementation, including RPN to adjust the pitch bend range and fine tuning. Incidentally, I'm not 100% sure the current global tuning is spot on; the whole synthesizer seems like it may be one or two cents sharp?
1.2 may offer a global tuning adjustment, along with a new velocity response curve.
I've posted a follow-up on the Green Board thread (linked on the app's main page) regarding the proposed MIDI sequencer and hard disk recording applications; I'm currently leaning towards separate applications, unless editing features are requested.
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| Just to add more congrats... |
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By Pete G. - Posted on April 5, 2006 - 23:43:40 (#19367)
Current version when comment was posted: 1.0 |
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I'm impressed! Nice job. (and it works nicely with the MusicWeaver, too. (:-)) I'm amazed at the absence of latency; I'd given up hope of playing software audio live after disappointment with the Be Synth. If you can get Pitchbend added, that'd be perfect.
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| Haiku / General MIDI / Version 1.1 |
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By Cyan - Posted on April 5, 2006 - 18:44:09 (#19366)
Current version when comment was posted: 1.0 |
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Thanks for the feedback, everyone!
As for using SqueekySynth as Haiku's default synth, the main problem is licensing a General MIDI Soundfont. Almost all "free" General MIDI Soundfonts available on the Internet either have restrictive license agreements, or are comprised of stolen, copyright-unclean samples.
Recording a new set of samples to make a copyright-clean General MIDI Soundfont would be a lot of work. 50+ real acoustic instruments would need to be recorded in great detail, and each sample carefully edited by hand. If anyone wants to embark on such a task, I'm sure it would be extremely useful, not just for Haiku -- the license agreements on many sample CDs have got ridiculous enough that some high quality, copyright-clean samples would be very much appreciated by most musicians.
I'm currently working on SqueekySynth 1.1. The main improvements include a better MIDI implementation and an adjustable reverb return level.
Any other small feature requests for this version?
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| And a... |
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By -Meanwhile- - Posted on April 3, 2006 - 21:19:21 (#19359)
Current version when comment was posted: 1.0 |
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...nice icon, too.
Rate this app!
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| g.a.s.p.! |
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By nutela - Posted on April 3, 2006 - 15:02:13 (#19358)
Current version when comment was posted: 1.0 |
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Cyan! I love you! Ahem : )) This is really great! I must test this ASAP.
Now where is that bittorrent tracker hosting all those lovely sample libs ; ))?
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| Yeeeeeee-Haaaaw! |
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By El_Al - Posted on April 2, 2006 - 21:23:23 (#19354)
Current version when comment was posted: 1.0 |
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Excellent! At last, sf2 functionality on BeOS. I shall now offer to have your babys :o)
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