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BrainModularBrainModular Users Forum2009-05-16T23:42:04+02:00https://www.brainmodular.com/forums/app.php/feed/topic/15612009-05-16T23:42:04+02:002009-05-16T23:42:04+02:00https://www.brainmodular.com/forums/viewtopic.php?t=1561&p=8863#p8863I tried a lot of crazy ideas that didnn't work and it seemed like from other forum topics there was no solution for this problem. Now thanks to the smooth module I have made an example that works fine for audio passing through the patch, however I may need to change my approach if there is an fx tail or audio being generated from within the patch independant of the input.. Here's what I have so far.. maybe there's a lighter way?
Statistics: Posted by gurulogic — 16 May 2009, 23:42
]]>2009-05-16T13:52:33+02:002009-05-16T13:52:33+02:00https://www.brainmodular.com/forums/viewtopic.php?t=1561&p=8855#p8855Statistics: Posted by 23fx23 — 16 May 2009, 13:52
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2009-05-16T09:21:39+02:002009-05-16T09:21:39+02:00https://www.brainmodular.com/forums/viewtopic.php?t=1561&p=8849#p8849 actually Usine makes a small fade-in/fade-out when the patch is activated/deactivated on the grid. the fade in is generally 128 samples which is a good compromise: for example if you trigg a drums loop, the attack must be preserved so we can't use a long fade-in. but unfortunately, on some kind of sound, like low frequencies basses, you can hear a pop because the fade is shorer than the wavelength. So, on your patch, when you need a longer fade, use a volume module with a data/smooth module to provide the fade you want, depending of the nature of your sound.
]]>2009-05-16T03:29:12+02:002009-05-16T03:29:12+02:00https://www.brainmodular.com/forums/viewtopic.php?t=1561&p=8842#p8842did not create a popping sound. We need a resource efficient microfade on audio when the patch is activated / deactivated! I cannot find any other way.
Statistics: Posted by gurulogic — 16 May 2009, 03:29
]]>BrainModularBrainModular Users Forum2009-05-16T23:42:04+02:00https://www.brainmodular.com/forums/app.php/feed/topic/15612009-05-16T23:42:04+02:002009-05-16T23:42:04+02:00https://www.brainmodular.com/forums/viewtopic.php?t=1561&p=8863#p8863I tried a lot of crazy ideas that didnn't work and it seemed like from other forum topics there was no solution for this problem. Now thanks to the smooth module I have made an example that works fine for audio passing through the patch, however I may need to change my approach if there is an fx tail or audio being generated from within the patch independant of the input.. Here's what I have so far.. maybe there's a lighter way?
Statistics: Posted by gurulogic — 16 May 2009, 23:42
]]>2009-05-16T13:52:33+02:002009-05-16T13:52:33+02:00https://www.brainmodular.com/forums/viewtopic.php?t=1561&p=8855#p8855Statistics: Posted by 23fx23 — 16 May 2009, 13:52
]]>2009-05-16T09:21:39+02:002009-05-16T09:21:39+02:00https://www.brainmodular.com/forums/viewtopic.php?t=1561&p=8849#p8849 actually Usine makes a small fade-in/fade-out when the patch is activated/deactivated on the grid. the fade in is generally 128 samples which is a good compromise: for example if you trigg a drums loop, the attack must be preserved so we can't use a long fade-in. but unfortunately, on some kind of sound, like low frequencies basses, you can hear a pop because the fade is shorer than the wavelength. So, on your patch, when you need a longer fade, use a volume module with a data/smooth module to provide the fade you want, depending of the nature of your sound.
]]>2009-05-16T03:29:12+02:002009-05-16T03:29:12+02:00https://www.brainmodular.com/forums/viewtopic.php?t=1561&p=8842#p8842did not create a popping sound. We need a resource efficient microfade on audio when the patch is activated / deactivated! I cannot find any other way.
Statistics: Posted by gurulogic — 16 May 2009, 03:29