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Author Topic: One-Shot Morphmode Feature Request  (Read 6140 times)

apetosa

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One-Shot Morphmode Feature Request
« on: November 18, 2015, 11:58:42 PM »
Please add a 'morphmode' that emulates a one-shot capability. Currently the various 'stop' morphmodes are similar in nature to a one-shot capability, except for the fact that once a given stop morphmode completes its cycle, the oscillator to which it is assigned continues to play the waveform at the frame associated with the cycle's endpoint (beginning or end frame, depending on the stop morphmode).

Would it be possible to add variations of one-shot morphmodes such that once their cycles complete an oscillator stops generating its waveform? I envision this being of use, for example, in designing the noisy, transient attack of a brass sound, giving the sound some 'spit'. Clearly, one can use OSC5 for this purpose. According to the Gladiator manual:

"The waves available here [for OSC5] are completely different from the ones available for the main oscillators as they are not morphtables but static samples."

Despite the substantive number of available static noise samples for use with OSC5, one is 'limited' by them. It would be interesting if the one-shot morphmodes in combination with sample start times could be used to dynamically shift the spectral profile of static noise samples over time. Presumably, for a transient 'spit' sound, one would set the start sample position such that it is close to a one-shot morphmode cycle's end. The side effect is that OSC1/2/3/4 would need to support both 'morphtables' and 'static samples.'

Another valuable feature would be to allow one to import and resynthesize samples into OSC1/2/3/4 ala Electra2. In the absence of this capability, and I do not know if this is currently possible, allow one to add his own samples to those defined for Gladiator 2. If the Gladiator 2 samples for OSC1/2/3/4/5 are located in a particular directory(ies) rather than being hardcoded into Gladiator 2, would those samples appear in the OSC1/2/3/4/5 wave list, and would there be some restriction on the nature and size of the samples for import into Gladiator 2, as is the case with Electra 2?

Markus Krause

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Re: One-Shot Morphmode Feature Request
« Reply #1 on: November 20, 2015, 09:37:08 AM »
Hello apetosa,

additonal playmodes for the morphmode are possible. Chances are good that this featue will be in for future updates.

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It is possible to resynthesize own waveform for Gladiator with this free tool that i wrote some years ago.
However there are drawbacks:
- The waveforms are not stored with the patch or song
- It's complicated to use
- Results are not always good

Instead of using the tool i recommend to build your custom sounds with the modifiers. The random button on top of the OSCs is very inspiring.

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www.tone2.com/Resynthesis_Tool_for_Tone2_Gladiator2.zip

Resynthesis Tool (c) by Tone2.com software

What does it do:

It allows you to create custom vocoder sounds or to resynthesise instruments.
It loads a 16 bit mono wav file and creates a custom mf2 files (custom HCM synthesis oscillator) for Tone2 Gladiator2.


Please note this:

- This tool is intersting for professionals only. You should be skilled with computers or sound design.
- The utility is PC only
- We do not provide support for this utility
- The software is provided "AS IS" and to be used at your own risk.
- Results may vary, not all wave material is suitable for resynthesis
- The utlility works with 16 bit mono wave files (default header)
- The sounds must have a wavelength of 512 samples
- Some wave material will crash the utility, note that extra header information (wavelab) could be a cause for this


How to create a custom vocoder sound for Gladiator2:

1) Start resynthesis utility
2) 'File->load WAV' and select a 16 bit mono WAV file which contains speech like 'VocoderMe.wav'
3) Resynthesize it with 'Analyze->Cos 2048'.
4) Play it back with 'Play->Resynthesis slow'.
5) Save it with 'File->save MF2 Multiwave'. It will create a file called 'new.MF2'.
6) Rename 'new.MF2' to '137VO Gladiator.mf2' and overwrite the file in Vstplugins/Gladiator2_data
7) Load Gladiator2
8 ) Press Init to create a new patch and select 'VO Gladiator' as waveform for oscillator1. use 'OSC12 LOOPSPEED' to control the playback speed.


How to resynthesize a an instrument for Gladiator2:

1) Start resynthesis utility
2) 'File->load WAV' and select a 16 bit mono WAV file like 'ResynthesizeMe.wav'
3) Resynthesize it with 'Analyze->Kaiser 16384'.
If you can see vertical lines on the image the tuning of the wave file is not suitable for resynthesis.
The wavelengh of the source MUST be exactly 512 samples. This is a base frequency of exactly 86.13Hz @ 44.1 Khz Samplerate. Not all sounds can be resynthesized without artefacts.
4) Play it back with 'Play->Resynthesis slow'.
5) Save it with 'File->save MF2 Multiwave'. It will create a file called 'new.MF2'.
6) Rename 'new.MF2' to '137VO Gladiator.mf2' and overwrite the file in Vstplugins/Gladiator2_data
7) Load Gladiator2
8 ) Press Init to create a new patch and select 'VO Gladiator' as waveform for oscillator1. use 'OSC12 LOOPSPEED' to control the playback speed.