I had a big break for some holidays and some family affairs. This week i picked development up again:
Some bugs solves
UX finetuning (theme, store window size)
More ways to add modules, also with some new graphics (thanks to Ake Danielson for some work here)
Patch Notes
Morphs Groups (UX is done).
Not published yet. And another holiday is coming up next weeks. After that you will definitily hear from me again! On the roadmap:
Finish Morph groups
Assignment of parameter Pages
Editing of multiple connected G2’s (BlueHell from other forum is lending an Engine to me to test this)
And later:
Patch Adjuster
Patch Mutator
Some more goodies.
I’m not as fast as @Purusha (i do also need to work ) and we focus on different things in our roadmaps. But i think end of this year we will have two nice editors for the G2! And a lot of knowledge that we both gathered and once in a while discuss with eachother.
Lots of bug fixes and some major refactoring - including option to switch to Metal rendering in the Experimental menu. Will probably eventually become the MacOS default, Windows and Linux using a different path.
The new window management and rendering system, should hopefully mean that it doesn’t look as “ugly” on low resolution monitors.
Let me know how it goes with some testing…
Edit - also, some major improvements to the in-built sound engine in there.
By the way - small departure from G2 edit today. I’ve just implemented a mechanism similar to OverBridge, but for any core audio device. Similar to AudioMovers’ Inject, but with the intention of being free and open-source.
Uses some of the same library I’ve created for G2 edit.
I had a lot of requests for the module palette drag and drop, from the OG editor. So - just added that.
Also improved the internal sound engine’s reverb, chorus etc. and fixed a fair few bugs.
Release in the usual place.
Also, since someone thought this was a money making scam of some sort, I’ve added an instruction in the release notes to download the .dmg from assets.
Found some inconsistencies in my sound engine, which I’m focussed on at the minute. Sorry it’s taking a lot of time, but it’s very tricky. I think I’m really getting close to the sound of the G2 though. Pretty-much have chorus and reverb nailed now. They were the really tricky ones.
Keyboard tracking on filters isn’t right at the minute. On it…
…and I’ve found that it’s amazing how much effect fixed point vs. floating point maths makes. I’ve started faking fixed point rounding.
Locally (not yet released) - also have graphical (oscilloscope style) representations for quite a few more modules. I’ve added the algorithm graphics for the Operator/DXRouter. Compressor graphical representation too - and you can grab points on the graph to adjust!
New release hopefully soon.
Edit - New release just made, with the improvements mentioned above and more!
Give the reverb and chorus a go. I think I’ve pretty-much got them bang-on now!
All modules now have some kind of sound engine implementation, but not all complete.
For those who are able to help start testing, You may need to give me copies of any patches which are not quite right. If you can simplify them to cover the module connections which are causing the divergence, even better.
Release notes link to a status document, which describes where each module should be status-wise.
Drum-synth is pretty much there now. One of the issues I was chasing though, is a discrepancy in the high frequencies. Seems that the DAC/ADC process when capturing the G2’s output has some filtering involved in the circuitry. So, what I might do is - implement an emulation of that, which I can enable/disable in the menu.
I just release the next version (v0.7.0) of my editor. A major big update! Allmost everything the original clavia editor can do is implemented. With some UX and patching improvements. The only things missing are the Patch Mutator and Adjuster and the bigger panel with all Parameter Assignments. I will implement those in the next big update.
And i made a video with an introduction to my editor and a showcase of the patching improvements compared to the original editor: