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PostPosted: Thu Jan 24, 2008 1:05 pm 
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Location: berlino
hullo!
still some modular lovers in here? somebody gently murmuring yes?
ok, anyway, I think I've got something for you.
This time it's not just some modules. Not another random beverage generator with coke, tea and coffee outputs or something. No, it's something different, and so far unseen in the ScopeModular terrain: the mighty CWMorph module engine. This is something I wanted for a long time.
Morph in this context means:
- changing multiple parameters at the push of one button, thus creating a "set" of parameters (I call it "snap[shot])
- having a memory which can store 8 snaps. There is a copy function so you can start a new snap with the control values of the snap you edited before.
- of course the ability to fade between these parameter snaps.
- for creating sound sculptures, having a kind of time control to "navigate" through the snapshots.
You can morph between as many module parameters as you want. Only your dsp and cpu power, and your imagination, is the limit. Btw, dsp+cpu demand is low, no fear.

quite good. so what's in stock and how to use it?
Image
you see a Lp, cf and reso controlled by a ControlUnit4 module ,whose outputs 1 and 2 are connected to the according inputs of the filter.
the lower potis ("StartVal") define the control values which are sent to the filter. you can choose between uni and bipolar (the latter eg for xfade modules).
with the middle potis ("dezip") the fadeTime is determined. there also is a +/- button; if "-" is selected, fadeTime is set to a minimum.
the potis above them just show the actual sent output.
-hm--, but where's the morph?
on the left side of the ControlUnit module (behind the patch cabling :grin: ), right from "curent snap" there is a number "1". if you edit that number, typing "2", another snap 2 will be evoked. tweak the start values again, thus defining cf and reso of the filter, and after that recall snap 1. see?
but instead of typing in numbers, you should use the MorphSwitch module. if connected as shown, the snaps of all connected ControlUnits with all of their respective controls will be switched.
instead of turning the MorphSwitch poti by hand, you should use a midiCC to do that, if you have a hardware midiController available.
-what's these buttons below "link&lock" for?
click on the first (above"2") , and you'll see it will change into an arrow sign. after you've done that, again change the start val for cf and reso. when you switch to snap2 again, you see that it has the same values as snap1. so now it's a copy of snap1. the intention is that if you have many morph parameters, you probably want to start with values of a snap which already sounds good, and morph them to another snap which shouldn't be totally different. so you don't have to build all up from scratch again.
in short: lock = keep settings, link = use same settings as snap before.
the pads below (1 -8 ) pass over the link/lock status to other ControlUnits.
-I don't wanna use midiCC, I just wanna play and hear the sound evolving over time!
ok, delete the MorphSwitch and load the MorphTimeControl and MorphSwitchMod modules, and connect them as shown below.
Image
this way the snaps are switched over time. you can edit the time between the snaps. btw, it's based on async dspModules, hence it is not for time-critical situations. but that's no seq module at all. you can loop it though, so snap 1 follows after snap 8 again.

last not least I've made some sound generating modules especially designed for the morph engine, eg the FilterBank
Image
which have no controls at all - just audio in/outputs and inputs for the ControlUnits.
Stay tuned, as some more morph modules will come more sooner than later,

so have fun with it! morph it up!

ps thanks kamil for betatesting! and of course for the patches!

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PostPosted: Thu Jan 24, 2008 4:28 pm 
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Location: Scotland
Nice one Roy 8)

I like the new look BTW


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PostPosted: Fri Jan 25, 2008 10:49 pm 
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Quote:
still some modular lovers in here?

PRESENT!!! :-)

Roy, your work is excellent and I'm very annoyed to be so much busy these days that I can't try in deep your modules. :-(
Keep the good/excellent/marvellous work flowing!

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PostPosted: Fri Jan 25, 2008 10:52 pm 
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Location: squornhoellisch zeta
absolutely. go on please.


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PostPosted: Sun Jan 27, 2008 7:52 am 
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Sunday can longer be a day of rest. It has to be a day of Modular!
Many thanks 8)


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PostPosted: Mon Jan 28, 2008 1:13 pm 
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Brotha' Man Roy Thinnes,

I am confused slightly.

I wish to download everything this thread has spawned.

Is the link for everything on page 1 have all of the dsp files and updates, or is there something at your site that has a whole download?


Thanks For An Astounding Amount Of Stuff, :wink:

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PostPosted: Tue Jan 29, 2008 11:14 am 
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Joined: Fri Jan 10, 2003 12:00 am
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Location: berlino
you're right Jimmy.
I updated the zip files. thanks for the hint!
some new files:
ChaosGenerator, algorithm by JLS. with the right settings (esp. for C and max), you can get interesting rhythms out of this tool.
(thanks JLS for the Mandelbrot grafic :) )
Image
CWMorph LfoA is basically a LfoA without controls (besides wave selector and retrigger button), for the CWMorph engine. there is also a simple freq divider (freq x1/freq x 0.01).
Image
constValCWM and ValMeterCwm. unified unipolar/bipolar modules. I promise that's the last modules I've made of this kind. all previous versions are obsolete.
Image
and two bugfixes:
ControlUnit4 - val input in bipolar mode was working incorrectly.
GateSeqCwmMkIIR - first gate step was faulty (thanks JLS for reporting this).

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PostPosted: Mon Mar 03, 2008 1:55 pm 
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OMG, Roy, you are unstoppable. Those new modules look fantastic - you're producing them quicker than I can keep track of on my site! And, as ever, congrats to JLS for actually keeping up with you and your crazy ideas :wink:

I'll do my best to get the new modules up on my site a.s.a.p.

For those of you who've missed them, check out the hugely expanded list of modules in the first entry to this post.

Ben

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PostPosted: Fri Apr 11, 2008 11:14 am 
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Location: berlino
Hi Ben & all,
yes, I confess: I'm a lazy poster :oops:. but as you may have noticed, there is a little message box on top of this threat, which I will update whenever some new stuff is uploaded. so if someone is interested in new modules, just drop by from time to time.
for example the new syncStation mkIV, which is IMHO rather complete, and a new vocal filter module, with ramp input and in EditCurve display to control the vowel filter crossfades over time. the proceeding of the connected ramp signal is displayed, for easy editing.
have fun!

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PostPosted: Fri Apr 11, 2008 1:56 pm 
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Location: Italy
Roy, incredible... thanks... :-D

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PostPosted: Fri Apr 11, 2008 6:48 pm 
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Location: squornhoellisch zeta
The neverending story becomes a new flavor ;) thx


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PostPosted: Fri Apr 11, 2008 7:07 pm 
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Location: France
Santafe is a planetz member!!! :D


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PostPosted: Sat May 10, 2008 2:01 am 
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Location: berlino
edit: some presets added for DrOscCwm and FmDrOscCwm.
if you've already d'lded the modules, just the presets:
http://www.cwmodular.org/presets/DrOscCwm.pre and
http://www.cwmodular.org/presets/FmDrOscCwmM.pre

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Last edited by roy thinnes on Thu Jul 10, 2008 9:59 am, edited 1 time in total.

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PostPosted: Tue May 13, 2008 4:26 pm 
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a very big thanks for those excellent drum modules.

C.


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PostPosted: Wed Jun 25, 2008 8:35 pm 
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Links are dead :-?


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 Post subject:
PostPosted: Fri Jun 27, 2008 11:36 pm 
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Location: berlino
hi,
sorry for the inconvenience. you can download it
here (DrOsc) and here (FmDrOsc).
I've made two new cwmodular pages where every cwm module can be downloaded:
http://www.cwmodular.org/html/cwmmodulesa-m.html and http://www.cwmodular.org/html/cwmmodulesn-z.html , so I hope this won't occur in future.
furthermore, I corrected these nasty grafic bug in my modules, which made small text almost unreadable, and also did some other improvements.
all modules up-to-date download: http://www.cwmodular.org/CwmModules/cwm0AllModules.zip
new toys: wavOscChain8 (see http://www.cwmodular.org/html/sample.html) , stereoCrossPhaser ( http://www.cwmodular.org/html/modulation_fx.html ) and eventDelayLong ( http://www.cwmodular.org/html/delay.html ).

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PostPosted: Sat Jun 28, 2008 8:07 am 
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No need to apologize. Many thanks for the great work and the dedication. Kamil and you are a great team.


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PostPosted: Sat Jun 28, 2008 1:27 pm 
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Wow! Just saw these. Thanks very much.


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 Post subject: Re: modular rapture (some new modules)
PostPosted: Thu Jul 10, 2008 9:55 am 
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Location: berlino
ah! new toys.
as long as your Scope card hasn't got sufficient on-board memory, delays > 4 ms cannot be modulated w/o crackling. to avoid this, I made a different approach:
instead of modulating one delay, I combined several delays to achieve a similiar effect; I named it conseqDelay.
the result can sound like this (short del->long del), or that (long->short->long). together with a pitch shifter it's similiar to a tape echo: nice! .
the conseq delay consists of 16 single delays, and can easily be cascaded to achieve smoother transitions between the delays.
description& download: here ; (with link to example patch)
other new modules/bug fixes: MorphSwitchIR (connect a sync source to switch between snapshots), LFO Ax (unipolar mode corrected)
:)

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Last edited by roy thinnes on Thu Jul 10, 2008 11:27 am, edited 2 times in total.

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 Post subject: Re: modular rapture (some new modules)
PostPosted: Thu Jul 10, 2008 10:03 am 
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Awesome :)


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