Recent Posts

Pages: [1] 2 3 ... 10
1
Help and Questions / VSTi sounds in MPT
« Last post by saiph on Today at 09:51:12 »
Hello everyone.

Although i'm quite familiar with "tracking" - having started playing around with Impulse Tracker (pre v.2.14) in the mid 90's, and then migrated to ModPlug (post y2k), - i'm pretty much new to the VST world :) I've only recently started to play around more often with VSTs and i'm quite impressed with their capabilities and how much a difference they make in the final mix. Never really tried to come up with something original, though - i only fooled around doing cover tracks. I tried to switch to OpenMPT, but it didn't run as smooth as MPT (v.1.16.0203), so i thought i should stick to what i like most and works for me.

Anyway, long story short: i've been hunting for any sort of VST plugins compatible with the MPT, and even found some - for the usual stuff like sidechaining, compression, EQ, reverb, delay, overdrive, detune, etc...  But also some pretty fine VSTi plugins that are highly ranked in many forums (including this one).


My question is:
             - how can i have these VSTi-s make any sound in MPT, as i cannot hear a thing whenever i assign them to a certain channel (where i have an instrument/sample playing, of course)?


I  tried Synth1, Carma, ArgenSynth, Super7, 4Tune, Crystal, DrumUtil... no sound at all. I admit that i only tried on a PC keyboard, not with my midi keyboard plugged in via USB - i will try that when i get home - so i'm not sure that should be the main cause for the unusual silence :) What settings do i need to adjust in order to produce any sound with them?
I still have a lot of plugins to try out - Venom (TB-303 emulator - crashed each time so far), for example, but also many others that might only be compatible with other more advanced DAWs (Tyrell N6 ?..)

Hoping for a helping reply, i'm looking forward for any feedback you guys may have for me.


Thanks.
2
Here are all the files in svg format. :)
3
I guess in the end we will just have to convert the SVG to different resolutions (100% and 200% scaling, or just 200% scaling and scale it down to 100%, 125%, 150% etc on demand) for use within the application. The little amount of vector graphics we use does not really justify including a full-blown SVG renderer which would be almost the same size as the rest of OpenMPT executable.

Agreed. Going forward, we could sometime of course use SVG in Windows 10 builds, where SVG support is available.
4
Welcome back. I guess in the end we will just have to convert the SVG to different resolutions (100% and 200% scaling, or just 200% scaling and scale it down to 100%, 125%, 150% etc on demand) for use within the application. The little amount of vector graphics we use does not really justify including a full-blown SVG renderer which would be almost the same size as the rest of OpenMPT executable.
5
Sorry about the huge amount of time that has passed. I tried to convert the files to emf before I went to Europe for a big part of the summer, where I didn't have my iMac. I'm sorry that didn't work but now I'm back in LA finally. Basically I have the same problem. I can't convert the files to emf without including all the extra stuff outside of the artboard in Illustrator. This is not a problem with svg. As soon as I choose emf it grays out the 'use artboards' option. I'm completely stuck. I could provide you with all the files as svg if there is some way that you could convert them?
6
Help and Questions / Re: Note timing randomisation
« Last post by Bogzla on July 17, 2018, 04:47:22 »
Aha, perfect!

>Humanisator selected as the instrument's Plugin
>output Humanisator to chosen sampler / synth (Shortcircuit 2 is working for me)
>Instrument's 'new note action' needs to be set to continue else it cuts off the sample if humanisator timing is used.

Thanks so much  8)
7
General Chatter / Re: Anywhere to buy individual (HQ) instrument samples
« Last post by Brozilla on July 17, 2018, 01:42:28 »
PS. Brozilla, SC-88 is not a junk, it's fantastic >:C
(Not saying it's gonna excell at faithful emulation of physical instruments though, but for 90s-style synthy music, classic midi modules are a pure bliss)
Well considering Nintendo still uses samples from it in modern games (e.g. SM3DWorld) I guess it says a lot.... but they also still use 32khz to this day. I called it junk 'cuz the 90's are over. :P

The Sound Canvas VA does blendwell with the Korg Collection products as they were released around the same time period. The Roland Drum Kits (e.g Power Set) sound great on the SNES and I even think I found some samples used in SNES games off the Korg M1/Wavestation.
From my little experiments though they do not blend well with Hollywood Orchestra and likely a lot of other "high end" orchestral software. Though when I sample the HW Strings (for the SNES) it'll beat out Roland HQ Orchestral/Roland 90's Product and Korg 90's stuff. Still have to substantially reduce the quality BUT they are rich in sound even if somewhat cheesy.
8
Help and Questions / Re: Note timing randomisation
« Last post by Saga Musix on July 16, 2018, 20:40:18 »
No, plugins cannot alter the interpretation of pattern data. But if you are working with plugins anyway, you can try something like Humanisator from Tobybear's MidiBag plugin collection. It won't work with sample-based plugins but it might be just what you're after.
9
Help and Questions / Re: Note timing randomisation
« Last post by Bogzla on July 16, 2018, 19:52:01 »
I don't think so. I might be thinking of fruityloops or some other program I played around with at school.
I don't suppose there is a way to have the built in LFO control SDx command values?
10
Help and Questions / Re: Note timing randomisation
« Last post by LPChip on July 16, 2018, 14:37:27 »
In the past, I created a webbased script where you could paste a pattern in your browser and submit it to the webpage. It would then generate a humanized pattern with random SDx commands. I do not have that script anymore though. Maybe you remember that?
Pages: [1] 2 3 ... 10