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21
Help and Questions / Re: Random Note Values / velocities
« Last post by LPChip on February 16, 2018, 13:45:40 »
@Saga Musix: Fair enough. Good point. To clarify, I didn't mean it would happen to you, but that would happen to me, and might happen to you too.
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Help and Questions / Re: Random Note Values / velocities
« Last post by Exhale on February 16, 2018, 13:14:08 »
A basic way to simulate what you are going for...
 I have made you some examples:
eg1 is a stock no vst example of what was talked about earlier with velocity cutoff and reso variation applied to a single instrument
eg2 - for this you will need tinygate : https://www.kvraudio.com/product/tiny_gate_by_tiny_god a free and very basic gate vst with a useful 'mutate' slider.  The file has 3 instances of tinygate applied separately to 3 (shift)copies of the same instrument, the same effect could have been achieved by applying the separate instances of tinygate to the separate channels.
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Help and Questions / Re: Random Note Values / velocities
« Last post by Saga Musix on February 16, 2018, 11:34:43 »
In addition, I like the idea, but as composer myself, I would not want a note to be a random choice between a C and an A. I can see this gimmicky being fun, the problem is that because the song is less predictable that way, when you hear these notes, it will always sound off somehow.
LPChip, You really cannot argue with artists like that. If someone wants random notes, you cannot simply tell them "your song will be less predcitable that way, don't do that." What if that's exactly they're after? The correct answer is still: There are plugins that can do that, but OpenMPT's internal sampler cannot do it  and will most likely not be able to do it. However, I'm still working on the scripting API, so one day it might be possible to randomize patterns in any way the user wants, including notes. They will sound the same on every play, but most of the time that will be sufficient.
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General Chatter / does anyone have one of these modules?
« Last post by FlashyYNT on February 15, 2018, 19:48:37 »
(im sorry if you think this thread is stupid)
im lookin 4 these modules and i cant seem to find it..
Alex Smith - Deeper Shores (Geniewiz Elite Fusion Mix)
Geniewiz - Happy Dayz (Trance Mix) (not the original one that's on modland)
Salkin Niklas & Pricky - Kebab For The Maskar
Lyric_ATC - Ewigkeit
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General Chatter / Re: Possibility to add reverb and equalizer in openmpt123
« Last post by LPChip on February 15, 2018, 15:10:35 »
Manx, you bring up an excellent point. I retract my view. Openmpt123 is not the way for that.
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General Chatter / Re: Possibility to add reverb and equalizer in openmpt123
« Last post by RyanBram on February 15, 2018, 11:48:23 »
Great discussion in here.

Thank you very much everyone for your response to my question. There are many perspective that I learned today from this discussion.
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General Chatter / Re: Possibility to add reverb and equalizer in openmpt123
« Last post by manx on February 14, 2018, 20:48:05 »
I was more thinking of.. lets say, a linux user uses openmpt123 as a means to play music on his pc and he has a background of a cave. They set the reverb settings to simulate a cave and call it a theme.

Although rarely used in practice, all modern platforms support system-wide DSP plugins in the global audio chain, independent of any particular player software. The mentioned use case would be better handled that way.

Frankly, I would rather develop a proper GUI for this system feature for both Linux and Windows than add any such functionality to openmpt123.
The situation would be somewhat different if openmpt123 would be a general purpose audio player rather than only the canonical frontend to libopenmpt.
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General Chatter / Re: Possibility to add reverb and equalizer in openmpt123
« Last post by LPChip on February 14, 2018, 20:35:14 »
The game was just a reference.

I was more thinking of.. lets say, a linux user uses openmpt123 as a means to play music on his pc and he has a background of a cave. They set the reverb settings to simulate a cave and call it a theme.

But yeah, I just wanted to add my two cents really. I really do generally agree with what you said earlier. :)
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Help and Questions / Re: Random Note Values / velocities
« Last post by LPChip on February 14, 2018, 20:31:40 »
I agree with Saga Musix here.

In addition, I like the idea, but as composer myself, I would not want a note to be a random choice between a C and an A. I can see this gimmicky being fun, the problem is that because the song is less predictable that way, when you hear these notes, it will always sound off somehow.

That said, using the random variation on the note velocities can be used to simulate pressing a wrong key at various places on a very low to medium volume slightly before or at the same time as a correct note. This wrong key would usually be a half or whole note up or down to simulate a piano player accidentally pressing 2 keys at once. If they do, the wrong key is heard very shortly with a softer volume during the correct note. You do not want to overuse this gimmick though. It would make the song sound as if a bad pianist played the whole song, and then the question would rise: why would you on purposely release a tune like that? So consider 4 or 5 events to be heard throughout the entire song as a max.
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General Chatter / Re: Tracker music Discord
« Last post by manx on February 14, 2018, 19:42:05 »
Another point to consider:
We developers already have to follow the bug tracker, the forum, the comment section on the website, the wiki, the irc channel, github pull requests, private questions via email/irc/messenger, all just to keep up with the OpenMPT/libopenmpt community itself. Adding to that is the requirement to follow related software projects and software that uses libopenmpt, just in order  to avoid missing any important discussions (and we still do so occasionally).
Adding yet another means of communication would fragment the discussions even further, which inevitably requires more time and effort to coordinate and manage.
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