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Muff's Modules & More we weren't even testing for that
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Hello! This is a message to everyone who emailed or PM'ed me asking for an exemption to the '100-post rule' for our Buy-Sell-Trade forum.
You didn't get a reply from me because you aren't above the rules. The rules are the same for everyone. I understand your position and I'm sorry I can't help you, but I can't help you. Thanks for understanding! Please enjoy our lovely forum. |
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New Patchwork demo |
pvdn Common Wiggler
Joined: 26 Feb 2011 Last Visit: 14 Jan 2013
  Posts: 70 Location: Utrecht, Netherlands
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shamann _
Joined: 01 Aug 2007 Last Visit: 10 May 2013
     Posts: 1107 Location: Toronto
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Posted: Mon Mar 05, 2012 10:54 am Post subject: |
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| That's a pretty impressive thing you've built. |
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pvdn Common Wiggler
Joined: 26 Feb 2011 Last Visit: 14 Jan 2013
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Posted: Mon Mar 05, 2012 11:54 am Post subject: |
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Thanks, it has cost me an impressive amount of time  |
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jonah searching for "switch nipples"
Joined: 25 Oct 2010 Last Visit: 19 May 2013
  Posts: 1283
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Posted: Mon Mar 05, 2012 12:17 pm Post subject: |
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Really cool! Thanks so much for sharing! Will there be a downloadable version?
One thing that might help is a small view in one of the bottom corners giving a master view of the patch and also allow the user to move around the main screen by clicking in it.
Personally, I'd like a patching/depatching toggle. So when you a click on a module output after pressing a modifier key i.e. cmd it then it acts as if you had double clicked and even after you connect it to one module another "cable" becomes active to wire it up to more. So for example if you wanted to send the clock to 10 modules after you hit the toggle you only have to click on the clock out once and then you can just click on all the places you want it to go. Likewise, another toggle modifier so that when you place a cable into a slot it automatically disconnects the old one.
I honestly really like how right clicking makes it stutter and roll. Exploitable.
In safari if I change the zoom settings (by right clicking) I'm unable to get back to the "real view", that is I can no longer see the play button. |
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chamomileshark Super Deluxe Wiggler
Joined: 11 Jan 2009 Last Visit: 23 May 2013
    Posts: 1418 Location: UK
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knobs. Wiggling with Experience
Joined: 25 Jan 2010 Last Visit: 23 May 2013
   Posts: 428
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Posted: Tue Mar 06, 2012 9:02 pm Post subject: |
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nice, simple, easy.
FUN!
thank you for your work. |
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Count Edlington Ultra Wiggler
Joined: 26 Jun 2011 Last Visit: 23 May 2013
 Posts: 863 Location: France
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Posted: Wed Mar 07, 2012 11:34 am Post subject: |
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| Man thats crazy, really cool design. |
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syntax_tn Learning to Wiggle
Joined: 28 Jan 2012 Last Visit: 15 Apr 2013
 Posts: 8
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Posted: Thu Mar 08, 2012 6:03 am Post subject: |
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Impressive and fun.
One little nitpick (I know it's far from done yet): the 'cables' are hard to keep apart visually, it's not easy to see whether they are crossing or 2 cables bent at 90°. How about spline curves, colored cables or come kind of crossing indicators? When building a patch myself, it is not a problem, but reading other peoples patches might be hard.
Then for the audio engine, as far as i see, it seems to be quite tame on cpu usage, do you do all actual audio rate computations in AS, or are there some things you handle in control rate?
Oh and one other thing, UI-wise. I think you are missing an opportunity with the knobs: usually, UI-knobs are controlled by actually rotating the mouse pointer around the knob. Your interface handles knobs just like compact vertical sliders, ignoring the horizontal movement when dragging.
The rotation-approach has the advantage that you can do can do rather coarse-grained, fast movements when dragging near the knob and make fine-adjustments when the mousepointer is further away.
But other than that, sweet work, dude! |
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pvdn Common Wiggler
Joined: 26 Feb 2011 Last Visit: 14 Jan 2013
  Posts: 70 Location: Utrecht, Netherlands
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Posted: Thu Mar 08, 2012 4:51 pm Post subject: |
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| syntax_tn wrote: | | Impressive and fun. |
Thanks! I'd really love to hear some stuff people are creating with it, because at the moment i don't have a clue. If you want to share something, you can easily post it to pastebin, the files are mere xml-files. I will be creating a quick-share fix in the coming days, where you can click a share-button, your patch will be saved and you will receive a link for it. (it's a quick fix because there will be a website with accounts, patches, voting, comments etc built around it in the coming months)
| syntax_tn wrote: | | One little nitpick (I know it's far from done yet): the 'cables' are hard to keep apart visually, it's not easy to see whether they are crossing or 2 cables bent at 90°. How about spline curves, colored cables or come kind of crossing indicators? When building a patch myself, it is not a problem, but reading other peoples patches might be hard. |
It is indeed far from finished, but please do come with criticism. Most of it will probably be on my very, verylong to-do list already, but i don't want to miss out on good ideas and i'm always interested in hearing others view of the software.
But yes, the cables are kind of messed up. I will be splining them, but only on the corners to match the round-corners style of the modules, and it wont help you in differentiating them. Crossing indicators is unofortunately something that will not happen, i will have to be looking at all other cables while drawing one, it's way too complicated. What i had in mind is highlighting them in different situations: mouse-over a cable will highlight that cable, mouse over a module will highlight all incoming and outgoing cables, and mouse over an input/output will highlight the cables connected to that. I think that will solve much regarding the cable-mess (don't we love cable mess here btw? ), but again: i'm always open for other suggestions.
| syntax_tn wrote: | | Then for the audio engine, as far as i see, it seems to be quite tame on cpu usage, do you do all actual audio rate computations in AS, or are there some things you handle in control rate? |
I'm quite happy with how the engine holds up, we did quite some optimization to get where we are now (although there's much more to optimize). It took a rewrite of the whole architecture of the application, and uses fast memory acces (using joa ebert's apparat) to do fast reading and writing to memory. What happens now is that every signal is at full audiorate (a triggerpulse from the clock for example is just 1 sample with the value 1) and the thing you are suggesting will happen somewhere in the future. Control-signals should then work at a fraction of the resolution of the audio-signals (1/2, 1/4, something like that), because they're basically doing way too much at the moment.
| syntax_tn wrote: | Oh and one other thing, UI-wise. I think you are missing an opportunity with the knobs: usually, UI-knobs are controlled by actually rotating the mouse pointer around the knob. Your interface handles knobs just like compact vertical sliders, ignoring the horizontal movement when dragging.
The rotation-approach has the advantage that you can do can do rather coarse-grained, fast movements when dragging near the knob and make fine-adjustments when the mousepointer is further away. |
Hmmm, i've always found knobs that you have to control by 'rotating' rather annoying, but your example does make a point. Still, i think i hate that way of interacting with a knob too much Holding shift while dragging them gives you more precision btw, i may tweak those parameters a little more for better precision.
| syntax_tn wrote: | | But other than that, sweet work, dude! |
And thank you for your reply!
By the way, updates will be announced on the new facebook-page i made for this, so make sure to keep an eye on that: http://www.facebook.com/patchworksynth
Last edited by pvdn on Thu Mar 08, 2012 8:09 pm; edited 1 time in total |
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pvdn Common Wiggler
Joined: 26 Feb 2011 Last Visit: 14 Jan 2013
  Posts: 70 Location: Utrecht, Netherlands
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Posted: Thu Mar 08, 2012 6:41 pm Post subject: |
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| (I've just added two filters) |
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Tjech Common Wiggler
Joined: 11 Nov 2009 Last Visit: 19 May 2013
   Posts: 78 Location: London
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Posted: Fri Mar 09, 2012 5:13 pm Post subject: |
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Just caught this on a fleeting visit - wow!
Always wondered when someone would put something like this together....
Are you planning to make this 'modular', so that people could contribute their own .swf's to the party?
Anyway, i'm going to see if this works on my Android on the way out shortly - thanks again for the efforts, LOOKS GREAT! _________________ http://www.soundcloud.com/tjech |
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pvdn Common Wiggler
Joined: 26 Feb 2011 Last Visit: 14 Jan 2013
  Posts: 70 Location: Utrecht, Netherlands
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Posted: Sat Mar 10, 2012 12:41 am Post subject: |
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| Tjech wrote: | | Are you planning to make this 'modular', so that people could contribute their own .swf's to the party? |
I'm not sure what you mean by this, it probably has something to do with allowing people to create their own modules? Even if it worked like that (separate swfs for extra modules) it still has to be on the server. But maybe i misunderstand. So no, that's probably not going to happen since i want control over what modules are in there. I will release the project someday for standalone use, so that you can make a patch in the editor, and run it standalone in your own flashprojects. That way, you could for example have realtime and interactive music that you can control with your flash game.
| Quote: | | Anyway, i'm going to see if this works on my Android on the way out shortly - thanks again for the efforts, LOOKS GREAT! |
Thanks! And let me know how the Android holds up (tablet or phone?)
Last edited by pvdn on Sat Mar 10, 2012 12:48 am; edited 1 time in total |
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pvdn Common Wiggler
Joined: 26 Feb 2011 Last Visit: 14 Jan 2013
  Posts: 70 Location: Utrecht, Netherlands
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Posted: Sat Mar 10, 2012 12:45 am Post subject: |
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| [oops] |
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nay-seven Learning to Wiggle
Joined: 22 Dec 2011 Last Visit: 16 May 2013
 Posts: 37 Location: France
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pvdn Common Wiggler
Joined: 26 Feb 2011 Last Visit: 14 Jan 2013
  Posts: 70 Location: Utrecht, Netherlands
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Posted: Sat Mar 10, 2012 4:11 am Post subject: |
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| That's strange, what is it you're seeing? Is the flash being loaded at all? You shouldnt need fp11, i'm running it on 10.2 here myself. I've seen a very early version of the site run on an android tablet quite a while back. It should be possible. |
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nay-seven Learning to Wiggle
Joined: 22 Dec 2011 Last Visit: 16 May 2013
 Posts: 37 Location: France
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pvdn Common Wiggler
Joined: 26 Feb 2011 Last Visit: 14 Jan 2013
  Posts: 70 Location: Utrecht, Netherlands
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Posted: Mon Mar 12, 2012 3:55 pm Post subject: |
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| i've added a nice quantizer module: http://bit.ly/zOcWLG (oh and the delay can be synced now as well) |
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pvdn Common Wiggler
Joined: 26 Feb 2011 Last Visit: 14 Jan 2013
  Posts: 70 Location: Utrecht, Netherlands
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Posted: Thu Mar 15, 2012 6:10 pm Post subject: |
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Added some logic modules, check the demo (which has no sound) here: http://bit.ly/AgJ9LX
If anyone has made some nice patches, please let me know. I'd be happy to put them up as an example. |
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Mashmore Learning to Wiggle
Joined: 17 Mar 2012 Last Visit: 22 May 2013
 Posts: 8
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Posted: Sun Mar 18, 2012 7:19 pm Post subject: |
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| Amazing work! kudos to you sir |
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pvdn Common Wiggler
Joined: 26 Feb 2011 Last Visit: 14 Jan 2013
  Posts: 70 Location: Utrecht, Netherlands
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Posted: Mon Mar 26, 2012 3:40 pm Post subject: |
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I've implemented the option to share your creations, so you can send your patch around now  |
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