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sampler sf2 and rexfile compatible

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joffo78
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Unread post by joffo78 » 08 Apr 2012, 17:03

Hello.i wonder if it would be possible to had a sf2 or and rex compatiblity on the sampler
.in this way we could import wavefiles with markers memorized or midi notes mapped on slice

r.erorr
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Unread post by r.erorr » 08 Apr 2012, 17:30

If this is about importing wav files, I would like to add one more suggestion. That is "allow drop" option to combo box modules, so we can drag and drop files from one sampler to another immediately. + change sample position in playlist [combo box?] with drag& drop would be excellent :)

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senso
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Unread post by senso » 24 Apr 2012, 10:30

@rex format: probably not because a matter of rex policy licensing.
@droplist: not impossible bu not in the v5. on the V6?

damstraversaz
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Unread post by damstraversaz » 24 Apr 2012, 19:38

another suggestion about samples and v6:
maybe I'm missing something, but I can't drag and drop samples ( wav) from the browser ( navigateur) to a vsti gui ( like shortcircuit for exemple ) although it works from the windows explorer. it will be very useful ( like the browser of ableton live , studio one etc)

best,
damien

naarud
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Unread post by naarud » 26 Apr 2012, 01:36

back to first question, markers can be memorized in wav files too, through standard marker chunks (there's a short explanation of wave file format and cue chunks here). it may be interesting to read those markers and to access them via an array output in the sampler module. may it not? ;)

r.erorr
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Unread post by r.erorr » 26 Apr 2012, 12:46

naarud wrote:back to first question, markers can be memorized in wav files too, through standard marker chunks (there's a short explanation of wave file format and cue chunks here). it may be interesting to read those markers and to access them via an array output in the sampler module. may it not? ;)
sounds interesting until I don't know how it's practically work in usine.

naarud
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Unread post by naarud » 12 Jun 2012, 16:34

i just uploaded a small module to read riff markers in wav files. it took me some time since last post, but i didn't know so much about c++, so i had to learned a lot...

the module takes a long filename (path+filename) and outputs two arrays with so-called "cue" and "loop" markers (for the loop array, even indexes are start points, odd end points). i tested it with markers generated from wavosaur and it seems to work. but it does not handle a lot of exceptions (shall say none) ; even if riff is a standard file structure, all wave files may not fit into this description (see this link).

as it's an exercise to learn about c++ and sdk, let me know if it works or not. (last thing, it was compiled with mingw, i think all libs were statically linked, but maybe not...)
module: CueExtractor

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nay-seven
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Unread post by nay-seven » 12 Jun 2012, 17:16

Whaoo, congrats Naarud, seems to works correctly here, I've first test with a .rex file but I'm not a specialist and no results, then I've tried with a file from wavosaur and bingo:
Image

naarud
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Unread post by naarud » 12 Jun 2012, 18:46

thanks a lot for your reply nay!
rex files are not handled, only wave files which contain standard riff 'cue' or 'loop' chunks (an other filetype, or a wave file without these chunks, will just give 2 empty arrays).
actually i have already found some problems in my code, when looking at chunks generated by ocenaudio. cues generated from it won't be well interpreted in the module. i'll have to test more different wave files to find out the lowest common multiple...
anyway, for now it should work with wavosaur cues. i'll upload a new version very soon.

martignasse
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Unread post by martignasse » 14 Jun 2012, 16:32

Hi naarud
naarud wrote:...as it's an exercise to learn about c++ and sdk, let me know if it works or not. (last thing, it was compiled with mingw, i think all libs were statically linked, but maybe not...)
module: CueExtractor
wow, for an exercise, you choose the hard way ;) but with great success

i'm interested in feedbacks about the tools you used to compile your module, (mingw mean code::block or eclipse+ CDT, i think)
and on details about the audio file manipulation you did in it (with sdk methods, or in pure c++)

congrats for your first module
it's a great addition to usine
Martin FLEURENT - Usine Developer - SDK maintainer

naarud
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Unread post by naarud » 14 Jun 2012, 20:03

i've updated the file in the previous post. it should now work with every PCM wave file.

@martignasse
thanks for the congrats! :)
i used Make to compile the module (to go further in the exercise...). i found this well-explained tutorial (in french) and setted up this simple makefile. all files are in the same directory.
i started from scratch to extract infos from the file. the first objective was to build a code to read all wave files tags, but it needs more work...

martignasse
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Unread post by martignasse » 14 Jun 2012, 21:25

interesting...

i have to say i know nearly nothing about the make and makefile stuff... i'm an IDE man
apart the fact that it would be better to focus on cmake and cmakefile, who are not platform or ide dependent
(remember usine will be on mac too, in the futur)
but maybe it's even more complex... i don't know

anyway, you've made a good job :cool:

and of course, you are welcome if you want to contribute to the SDK with your makefile when you'll finished it :)

well, enough thread highjacking for now :D
Martin FLEURENT - Usine Developer - SDK maintainer

iococoi
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Unread post by iococoi » 15 Jun 2012, 09:51

whoa..this is rather wonderful. is there a way to get some tempo data out of bpm-tagged audiofiles?..mixmeister and alike

http://www.mixmeister.com/bpmanalyzer/bpmanalyzer.asp

i'm doing a lot of hack'nslash audio thingies..john oswald-style

http://www.ubu.com/sound/oswald.html

this would help and might get some new passengers onboard the "U.S.S ine"

cheers,
io

naarud
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Unread post by naarud » 15 Jun 2012, 11:09

it may be possible, if these software tag wave files in a standard way (i saw it's tagged in id3 but don't know how). there's actually a lot to do with riff chunks, including pitch information for samples etc. but it's a vast domain, and the first part would be to identify interesting infos, then build (or find) a library to read all this kind of information. moreover it differs for each file format (aif, wave).
some work to keep in mind...

iococoi
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Unread post by iococoi » 15 Jun 2012, 12:54

thanks for the info. that sounds quite OUCH to me..how can one actually analyze a wave file, if there are any (tempo/loop/etc))information embedded?..i'm quite a non programmer..

thnx,
io

joffo78
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Unread post by joffo78 » 27 Jun 2012, 13:40

Fantastic job !
Well done,congrats and thank you !

naarud
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Unread post by naarud » 04 Jul 2012, 21:22

how can one actually analyze a wave file, if there are any (tempo/loop/etc))information embedded?..i'm quite a non programmer..
you have to read binary data. this can only be done by programming (if you want to get these into usine).

some libs may do a part of the job as here(?) for mp3. but it won't work for wav files (even if mixmeister doesn't seem to handle writing to wav files)

@joffo78: thanks!

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