Question about audio delays in polyphonic sections
Posted: Fri Oct 28, 2016 12:43 pm
Here’s a question for DSP and Flowstone gurus.
I’ve been playing around with 112dB’s new Cascade synth.
https://www.112db.com/instruments/cascade/
This is a very impressive new idea for me. By carefully auditioning and experimenting with the cascade section, using the on-board impulse and settings for the delays, I’ve managed to successfully reproduce the cascade effect’s signal flow. I know it’s valid because mine responds and sounds the same. In effect it’s a huge diffusion “reverb” that builds at a rate set by the 32 delays (max) with zero overall or stage feedback.
However I can only make it in blue mono. The synth itself has a render system so it creates a voice for every single note and reserves RAM to play it when keys are pressed. They ask you to set the number of keys available on your keyboard, so if you jump from 25 keys to 88 keys you see a huge increase in the render time, and the displayed RAM in use changes accordingly. This is accompanied by a 60% spike in CPU on core 1 of my i7.
In pre-render mode you can set how far into the cascade you will be when a note is sounded and in this mode any change on the on-board synth will trigger a new full render. So it must silently pre-create the whole sound for each note and move a start pointer to a point in the “sample” created. If you don’t pre-render you get the whole build-up as you would in a conventional algorithmic reverb.
In Flowstone I’ve never been able to use an audio delay in a polyphonic section because you get stream interruptions (clicks) with every new note. Presumably FS addresses a new area of RAM each time a note sounds and closes it after the release time has finished.
My question: is there any way around this? I would need an optimised delay up to 10 seconds that can be used in a polyphonic situation with 32 instances of the delay per note. This delay would have to hold on to its RAM allocation for all time. A silent render process could then initiate a playing of say 8 notes to initialise the delays before actual playing.
I think this is probably impossible with Flowstone but if there are any possibilities I’d love to know.
Cheers
Spogg
I’ve been playing around with 112dB’s new Cascade synth.
https://www.112db.com/instruments/cascade/
This is a very impressive new idea for me. By carefully auditioning and experimenting with the cascade section, using the on-board impulse and settings for the delays, I’ve managed to successfully reproduce the cascade effect’s signal flow. I know it’s valid because mine responds and sounds the same. In effect it’s a huge diffusion “reverb” that builds at a rate set by the 32 delays (max) with zero overall or stage feedback.
However I can only make it in blue mono. The synth itself has a render system so it creates a voice for every single note and reserves RAM to play it when keys are pressed. They ask you to set the number of keys available on your keyboard, so if you jump from 25 keys to 88 keys you see a huge increase in the render time, and the displayed RAM in use changes accordingly. This is accompanied by a 60% spike in CPU on core 1 of my i7.
In pre-render mode you can set how far into the cascade you will be when a note is sounded and in this mode any change on the on-board synth will trigger a new full render. So it must silently pre-create the whole sound for each note and move a start pointer to a point in the “sample” created. If you don’t pre-render you get the whole build-up as you would in a conventional algorithmic reverb.
In Flowstone I’ve never been able to use an audio delay in a polyphonic section because you get stream interruptions (clicks) with every new note. Presumably FS addresses a new area of RAM each time a note sounds and closes it after the release time has finished.
My question: is there any way around this? I would need an optimised delay up to 10 seconds that can be used in a polyphonic situation with 32 instances of the delay per note. This delay would have to hold on to its RAM allocation for all time. A silent render process could then initiate a playing of say 8 notes to initialise the delays before actual playing.
I think this is probably impossible with Flowstone but if there are any possibilities I’d love to know.
Cheers
Spogg