Joined: Feb 14, 2018 Posts: 27 Location: St.Petersburg
Posted: Thu Apr 12, 2018 1:30 pm Post subject:
Ok, in that case there could be some issues.
You may use some alternative - an old PC, or even Android devices..
There are also should be online renderers..
Regarding basic Csound programming you may ask me in PM mode, or just text to forum.
Joined: Feb 28, 2005 Posts: 4044 Location: England
Audio files: 32
G2 patch files: 15
Posted: Sat Apr 14, 2018 1:10 am Post subject:
Hi,
Cabbage Audio is working fine for me, thanks for the tip.
Thanks very much for the offer of help, I have the CSound book (now sitting on desk rather than shelf) and some experience of "similar" things; Supercollider, Kyma, PD, MSP, Reaktor etc so hopefully I should be able to muddle my way through to some extent.
I also have a G2 connected up and am really looking forward to having a look at your stuff...
Joined: Feb 14, 2018 Posts: 27 Location: St.Petersburg
Posted: Sat Apr 14, 2018 12:01 pm Post subject:
Exp Envelopes
More fun content for you!
Here is original NM2 pitch modulation from DrumOsc vs our pch2csd model.
Not the ideal case (as we may see from correlation meter), but anyway inspiring.
PS Unfortunately there is no sound in video, but I am sure you synth-loving people can watch the spectra and just sing it))
Joined: Feb 14, 2018 Posts: 27 Location: St.Petersburg
Posted: Wed May 09, 2018 9:53 am Post subject:
mixers
Hi everybody!
I am happy to announce that the MIXER section is completed.
I include a screen of the patch which I used for testing. It includes every module of mixer section. The results (level and phase) are equal comparing to our pch2csd patch. Sure it is quite simple test and probably more complicated things to be done. BUT, at least we have ALL mixers of NM2 completed. Yay!
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Hello, just wanted to chip in to say hi & amazing project.
All tho my Csound knowledge isn't so deep, I'd definitely like to run my patches on a computer. I reckon it would be extremely helpful to debug patches or sketch ideas.
Any specific reason for choosing Csound over other environments? I should probably read that paper soon!
It's my first post in this forum and i'd like to thank all the amazing people that gave us so much knowledge for our fav synth all those years!!
This project amazed me and i'm looking very forward for the final release!
I have one question regarding the cpu power.Will it take sources from the computer cpu and if so will it be possible to build more complex patches than G2 's cpu power can handle?(i wish if the switch 1-8 module would use less cpu...)
Thank you and full support!
Joined: Feb 14, 2018 Posts: 27 Location: St.Petersburg
Posted: Wed Oct 03, 2018 1:15 am Post subject:
Hi, Organoid! You're welcome.
Talking about Csound implementation, if you use offline render you may have thousands of modules. For the online work, I may guess today's computers are rather powerfull, so the possibility of building more complex patches does exist. And since it is Csound, you can insert some built-in Csound modules between patches etc..
What's the difference between offline and online render?What i mean does it have to do when i use the program as standalone or in a Daw,or offline when i use only the csound program and online when it 's connected with the g2?
(sorry for to many questions just want to have a holistic view)
Joined: Feb 14, 2018 Posts: 27 Location: St.Petersburg
Posted: Wed Oct 03, 2018 7:52 am Post subject:
Organoid,
Csound can work in offline mode. It means there will be no sound until you render your code to output sound file. This (at some point outdated) feature allows user to have as much complex code as possible.
DAW connection thru the VST is still not implemented, but the process goes on. Anyway, Csound by itself DOES work as VST via Cabbage Audio.
To make sure you understand the project's goal correctly - Csound doesn't connect with G2 in anyway. We simulate it using Csound. We try to replicate any feature of each G2 module as close to original as possible.
Joined: Feb 14, 2018 Posts: 27 Location: St.Petersburg
Posted: Fri Apr 19, 2019 6:18 am Post subject:
Hi people!
Long time no see! We are back on track again with the ClkGen model (long time tested) and a whole Logic group completed. Not so much about actually sound design, but anyway one step closer to the final emulation.
Stay tuned! more things to come soon!
And as always - any questions are welcome and any help is appreciated.
Gleb and Eugene
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Clock divider in the second mode
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Flip Flop trigger
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Counter unit time diagram
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Clock Generator (1/96 pulses and swinging 1/16)
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Joined: Feb 14, 2018 Posts: 27 Location: St.Petersburg
Posted: Fri Nov 29, 2019 11:29 am Post subject:
Hi people!
It's been a while. I've been to amazing Csound conference in Italy and was involved into number of activities, as all our little reverse engineering community...
So today I am uploading our first results on emulating NM2 random generators. Sure, we cannot build exactly the same thing, BUT we can estimate Probability Density Function over the series of recorded random values and build the same gen. The PDF graph gives distributions for different STEP values of RandomA/RandomB modules (both original and emulated) and they are rather close. The picture with the time series gives comparison between original random sequences (pink) for EDGE 25 (up) / EDGE 100 (bottom) and emulated (blue) correspondingly.
Stay tuned!
G
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PDFs
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time series RandomA
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Joined: Feb 14, 2018 Posts: 27 Location: St.Petersburg
Posted: Sat Nov 30, 2019 12:57 pm Post subject:
Not really much to say this time, just wanted to say that MonoKey module is online from now.
On the picture you can see some midi sequence at the top and three outputs of the MonoKey model in High mode - 1) highest scaled midi note value 2) normalized velocity 3) gate signal.
That's it folks.
Everybody is very welcome once again to take part. The whole story is a little tricky, since you have to deal with Csound language, BUT at least feel free to share some interesting original bugs to implement, some reversing ideas and concepts etc. Our pch2csd repository Docs include present status on finished modules. Or anyway it is OK to say hi to us here or request something.
G
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MonoKey model output
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I think it's a cool project (and maybe I can borrow some code from it some day after learning some more CSound )
Oh, and maybe put the project site in each post ... or in your sig .. the project's site is https://github.com/gleb812/pch2csd _________________ Jan
also .. could someone please turn down the thermostat a bit.
I had a quick run trough the project code .. and there is a thing I could not find .. the code seems to be supposed to generate csd files (which I assume to be CSound scores, it's not like I'm very used to CSound, but occasionally I try to understand stuff from it).
What I could not readily find is .. where is the translation made for modules into their CSound equivalent?
Not that I'm fluent or anything in Python either .. but at least I could try to read it :-) _________________ Jan
also .. could someone please turn down the thermostat a bit.
Joined: Feb 14, 2018 Posts: 27 Location: St.Petersburg
Posted: Sat Nov 30, 2019 2:04 pm Post subject:
oh. Unfortunately I am not a Python guy, I am just audio programmer, so I do reverse engineering. Other guy (Eugene) did all the Python things, which include parser and code generator. I suggest the whole thing is somewhere around csdgen.py file. In case you need more info, I can forward this to Eugene. He loves Python.
The basic idea is like this: to parse the pch2 file to get the patch data, then take the corresponding Csound UDOs from the project repository, then (if such UDOs exist) to place it all in some Csound template file. _________________ Visit PCH2CSD site
https://github.com/gleb812/pch2csd
And eventually it'd be ( the results of) the reversed engineering bits that I'd be most interested in. _________________ Jan
also .. could someone please turn down the thermostat a bit.
I'm glad to know that this project is still under development. Then also to know that Jan has an eye on the project. With all his experience with the original NM, the G2 and the development of WREN still in progress, even if the platforms are different, the shared experience should have a great value for this project.
Joined: Feb 14, 2018 Posts: 27 Location: St.Petersburg
Posted: Thu Apr 02, 2020 4:08 am Post subject:
Flanger
Hi folks!
I hope everybody of you and your family are safe and OK.
I sit at home and continue to develop the project.
Thanks to my student I've finished a Flanger model, which is actually pretty trivial, i.e. just a classical flanger with triangle lfo and one feedbacked delay tap. The code is in the repository.
Until next time,
Gleb
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Flanger comparison
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Joined: Feb 14, 2018 Posts: 27 Location: St.Petersburg
Posted: Tue Apr 07, 2020 6:05 am Post subject:
WaveWrap
Hi everybody who follows this topic!
Today I've finished reversing WaveWrap. At the beginning it didn't seem too hard since Csound mirror opcode does exactly the same right out of box, BUT Nord also does some kind of amplitude compensating. So last two days I've been measuring all point values (from 0 to 127). The FX level curve seems familiar, but for that opcode we need a high precision, so I decided to have just 128 points instead of any approximation. Some results are given as well as the code in the repository. Have a nice time and stay safe from virus!
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The point #127 of WaveWrap scale
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Somewhere in the middle of the Wrap scale
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