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Lifted
Joined: Jul 14, 2004 Posts: 6
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Posted: Tue Oct 26, 2004 8:33 pm Post subject:
am I running out of voices?? |
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I am a bit confused with the voicing allocation in the G2, I am using it it performance mode where I currently have two active patches; now I need to squeeze out 6 voices for each of these patches.
It says in the manual that the actual voice is displayed on the left and the requested is inside the parenthesis.
both of my patches are reading 3 (6)
Does this mean that I am requesting 6 voices for each patch but only have 3 available? ( I think so cause I am hearing dropped notes while playing) or does each patch actually is playing with a 6 voice capacity?? or maybe just one patch in 6 voices the other missing a few. I am really confused, what good is the voice request for?? if it can't fullfill any demands??
If so what happened to the 32 voice synth I bought? I know complicated patches take up alot more proccessing power but having only 3 voices per patch in a 2 patch performance mode is just pathetic.
am I understanding this right? please feel free to correct me or Does anyone know a way to squeeze out the 6 voice per patch that I desperately need (without the need of buying the voice expansion card). |
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ian-s
Joined: Apr 01, 2004 Posts: 2670 Location: Auckland, New Zealand
Audio files: 42
G2 patch files: 626
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Posted: Tue Oct 26, 2004 9:14 pm Post subject:
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You could post your performance for suggestions on how to make it leaner. You have got the basic idea of how the allocation works but a patch that only plays 6 voices if loaded alone is pretty complicated. Worst case is a patch that approaches 100% dsp or mem will still play 4 voices (not counting FX area).
In performance mode, there are some good ways of economising, like for example having only one FX section and using the bus to rout all the instruments to it.
There are a few posted patches that can do 32 voice polyphony, but they are by necessity, pretty simple, <= 12.5% dsp/mem.
In terms of what the voice request is for, let’s say your performance was a keyboard split, you could adjust the left hand patches request to 1 or 2 so that the right hand would then have 5 or 4 voices. |
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AngusHastie
Joined: Aug 04, 2004 Posts: 136 Location: London, England
Audio files: 2
G2 patch files: 15
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Posted: Wed Oct 27, 2004 4:45 pm Post subject:
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Like the tip about routing all patches to one FX area. Very handy.
Is there a thread anywhere that deals with other ways of making patches and performances more economical with DSP/mem? |
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blue hell
Site Admin
Joined: Apr 03, 2004 Posts: 24085 Location: The Netherlands, Enschede
Audio files: 278
G2 patch files: 320
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Posted: Wed Oct 27, 2004 5:18 pm Post subject:
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AngusHastie wrote: |
Is there a thread anywhere that deals with other ways of making patches and performances more economical with DSP/mem? |
There have been some random discussions about this on the NM list and on the forum. A search on 'red and blue' on this forum will show up some of it.
I just posted a FAQ topic for this in which I bundled the trricks I've seen sofar.
Jan. |
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Lifted
Joined: Jul 14, 2004 Posts: 6
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Posted: Wed Oct 27, 2004 11:38 pm Post subject:
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Thanks for that tip on the FX bussing, it did help, I actually decided not use any effects at all anymore at G2 since I'm not using it live at the\ moment, I just use my sequencers plug-ins for that but still I only manage to get it up to 4 voices each for the two patches in performance mode. Now I am rethinking of constructing the patch from scratch with lesser modules but I think I wouldn't be able to achieve the same results I got.
I'm going to check the FAQ topic as well, thanks.
Cheers! |
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