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wednesdayayay
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Post by wednesdayayay » Fri Jan 10, 2014 5:07 pm

to make something louder

if you need to bring a sound up in your mix just throw a modo on there with a 3 or so and go from there incrementing slowly

I'm sure it can also be used to mangle and distort modulation/audio signals pretty well

I haven't done too much with it just yet though

I am really exited to hear about your shnthing :bananaguitar:

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VortexRanger
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Post by VortexRanger » Sat Jan 11, 2014 1:41 am

Ah ok cool, I think modo is next on my "explore" list, along with wheel and the waveshapers.

Here's a situation with a lot of nooks and crannies ... I will record it sometime soon.

Horn is FMed by two other horns, one for the nume and one for the deno, they are FMed by two togos with the same list of numbers but in different orders. The bars move forward and backward through the two togos. All numbers involved are multiples or divisions of 8 (maybe a few stragglers for extra flavor). Two strings fire alternately depending on which togo has the higher value. The outer minor buttons move through a third togo full of random values to modulate sample rate, which is like crawling through beat-frequency yogurt.

Image

;grunch
{(srate (slew (togoc (minor )(minord )-26 -81 -26 -48 -8 -19 60 -60 -14 69 47 -90 -72 119 62 -12 -5 61 -110 -58 -96 -14 -4 -125 -76 32 -49 )50 50 ))
;use minor buttons(a and d) to change sample rate sequentially
;Use bars to move through numes and denos - bar and bard are linked, so are barb and barc
(lights (togo (dust (bar 100 ))(dustb (bard 50 ))1 2 4 8 16 32 44 56
60 64 80 96 108 120 128 )
(togob (dustc (barc 100 ))(dustd (barb 50 ))16 8 60 32 44 80 56
64 120 96 128 108 ))
(left (right (comb (horn (hornb 64 (togob ))(hornc (togo )-64 ))(togo )(togob )100
(add 30 (pulse (add (dust )(dustc ))40 )))

(string (square (togob )(togo ))8 (togob )100 )(stringb (square (togo )(togob ))4 (togo )100 )))}
:hobbes:

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VortexRanger
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Post by VortexRanger » Sat Jan 11, 2014 9:48 am

I literally woke up in the middle of the night with a Eureka Moment (tm) regarding the use of modo.

Something like the togos above with values that are all multiples of the same number (like 8) can be done quicker with modo. For example running a salsa and scaling it down to 16, and putting it in a modo with 8 at the inn. The output will be multiples of 8 with a max value of 128.

Here's an example with obvious ratios if anyone's interested:

Image
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Post by VortexRanger » Sat Jan 11, 2014 9:55 pm

bartlebooth wrote:hmm i can run it with no problems here. but yeah, i guess these patches are kinda pushing things to the extreme. like this one for example:

;joewalsh
{(jump (major 1 ))(jump (major 1 ))(left (103 ((3 )8 (122 (199 (17 56 30 (73 83 )(3 ))(19 -44 -12 (2 )))(76 33 )(186 (178 -5 (211 -39 -86 ))(66 ))))8 (7 22 -109 )106 ))}
bartlebooth, what the heck is going on in this patch? There are no opcodes! How does shlisp act on these loose integers?
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bartlebooth
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Post by bartlebooth » Sat Jan 11, 2014 11:01 pm

ha! i was wondering if anyone would notice that :)

the short answer is that with computer music, everything is numbers...that's the beauty of it. the fish and shlisp names are just there for us humans, to make it easier to remember. but you could also directly call the opcodes by their numbers. i spent some time a while back mapping out the matrix..it follows pretty closesly to the order of the calanque but there are also a couple of surprises in there including some extra oscillators which i can't account for(!)

why would you want to do this? well one reason is because numbers can be randomized, so when you randuplicate a patch in which the opcodes are specified by their numerical values, they get randomized too..which means you can generate completely random shnth patches :tu: i even have a crude version of a shnth 'matrix-crawler' using all 8 wheels which aspires to be a kind of of universal shnth patch, meaning the underlying structure of the patch changes with every gesture.

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Post by VortexRanger » Sat Jan 11, 2014 11:32 pm

bartlebooth wrote:ha! i was wondering if anyone would notice that :)

the short answer is that with computer music, everything is numbers...that's the beauty of it. the fish and shlisp names are just there for us humans, to make it easier to remember. but you could also directly call the opcodes by their numbers. i spent some time a while back mapping out the matrix..it follows pretty closesly to the order of the calanque but there are also a couple of surprises in there including some extra oscillators which i can't account for(!)

why would you want to do this? well one reason is because numbers can be randomized, so when you randuplicate a patch in which the opcodes are specified by their numerical values, they get randomized too..which means you can generate completely random shnth patches :tu: i even have a crude version of a shnth 'matrix-crawler' using all 8 wheels which aspires to be a kind of of universal shnth patch, meaning the underlying structure of the patch changes with every gesture.
Haha, awesome! Of course I was vaguely aware that it's all just a pile of numbers being amplified and interacting with each other, but did not realize you could stand in numbers for opcodes in the code.

I don't suppose you'd be willing to share your matrix map?
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Post by HexEnduction » Sun Jan 12, 2014 8:20 am

here's some hack bending with just raw numbers. do orange light if the upload fails, the raw numbers are tricky sometimes. It's a fun game to play though, trying to get the numbers right and find hidden voices without orange light affairing.

Serve all on these as some of the individual situations don't like being alone...like rita perlman.

malitosh


;scrim
{(srate 24 )(bend (corp (corpb )))(right ((62 119 (5 32 (33 (61 ))))12 111 )((25 ((3 )7 77 22 ))))(left ((25 ((2 )8 76 32 ))))};flam
{(srate 8 )(bend (corp (corpb )))(right (left ((((6 (((7 91 57 123 )24 ))8 )99 )63 ))23 ))};duckhunt
{(srate 2 )(bend (corp (corpb )))(right (left ((62 119 (5 32 (33 (61 ))))12 111 )))};sinew
{(srate 8 )(bend (corpb (corpb )))(right ((22 ((3 12 )112 2 ))))(left ((6 98 ((3 12 )21 ))))};avatarbutt
{(srate 55 )(bend (corp (corpb )))(right (left ((((6 (((16 98 7 29 )43 ))35 ))))))};ronperlman
{(srate 2 )(bend (corp (corpb )))(right (left ((((5 (((77 32 50 8 )26 ))9 ))))))};ritaperlman
{(srate 7 )(bend (corpb (corpb )))(right ((22 ((7 )3 12 35 ))))(left ((22 ((44 )12 4 65 ))))};zuke
{(srate 9 )(bend (corp (corpb )127 ))(right ((((18 99 )88 6 7 ))))(left ((16 ((6 7 (4 7 ))73 ))))};contx
{(srate 32 )(bend (corp (corpb )))(right ((17 ((15 8 )15 66 ))))(left (((16 111 )61 (108 ))))};gloryhole
{(srate 58 )(lights (corpb ))(bend (corp (corpb )))(right ((26 119 (5 32 (32 (61 ))))12 111 )(left ((((83 (((-104 -39 123 95 )-86 ))-5 ))))))};dudley
{(srate 2 )(bend (corpb (corp )))(right ((28 ((4 )112 13 2 ))))(left ((6 ((3 )15 2 21 ))))};mrsa
{(srate 33 )(lights (corp ))(bend (corpb (corp )))(right ((30 ((7 47 )69 6 ))))(left ((5 60 ((44 3 )22 ))))}
Last edited by HexEnduction on Sun Jan 12, 2014 12:02 pm, edited 1 time in total.

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bartlebooth
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Post by bartlebooth » Sun Jan 12, 2014 10:27 am

nice to see pauline's moustache here!
VortexRanger wrote:
I don't suppose you'd be willing to share your matrix map?
sure, i'd be glad to share what i've got.. if i recall correct, i stopped mapping around the beginning of the nuts section because it was geting too hard to tell what was what... but all the opcodes and buts are there. i'm out of town for the next week and its written down on paper at home but i'll post it when i get back...feel free to remind me if i forget though!

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Post by VortexRanger » Sun Jan 12, 2014 10:31 am

I'll start exploring on my own too and compare notes!
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wednesdayayay
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Post by wednesdayayay » Sun Jan 12, 2014 1:34 pm

The matrix map was posted earlier In this thread wasn't it?

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Post by VortexRanger » Sun Jan 12, 2014 2:40 pm

Oh, is that the list posted by kozepz? But a lot of those numbers are things like a0, e9 and the like, none of which I saw in these patch examples.
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Post by bartlebooth » Sun Jan 12, 2014 2:50 pm

by matrix map i mean the numerical values of all the opcodes, for example corp is 2, corpb is 3, horns are around 16-23 (that's from memory, may not be exact) etc. i think i have it mapped into the 200's. again the main reason for doing this is to be able to generate shlisp code algorithmically or randomly. there are also many usable numbers which are not released as fish on the calanque (i think there are at least 20 more oscillators for example). the one warning i'd say is that all this should be considered hacking, it won't hurt your shnth any but you'll probably crash it a bunch as you fish in these uncharted waters

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Post by VortexRanger » Sun Jan 12, 2014 5:21 pm

20 more oscillators? Yowza!

So I've read that the wanila will be the first of several cuisines, I'm guessing it's the "vanilla" option? Others have talked about editing it, I've assumed I don't have the chops but I look forward to seeing the other possibilities on the horizon.

Will future shbobo products be using shlisp/fish as well?
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Post by stellvia » Mon Jan 13, 2014 8:16 am

Question of my own:

How would you go about mixing or changing the volume levels of sound sources? Seems like if you have 2 or more (or sometimes even 1) sound sources playing, it seems like it is clipping or distorting a little, and it would be nice to be able to lower the level going into the left and right DAC's. Tried using modo to do that (in dirac) but doesn't seem to work for turning levels down, only turning them up.

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Post by VortexRanger » Mon Jan 13, 2014 8:22 am

stellvia wrote:Question of my own:

How would you go about mixing or changing the volume levels of sound sources? Seems like if you have 2 or more (or sometimes even 1) sound sources playing, it seems like it is clipping or distorting a little, and it would be nice to be able to lower the level going into the left and right DAC's. Tried using modo to do that (in dirac) but doesn't seem to work for turning levels down, only turning them up.
Use mul. It's built in to most (all?) opcodes and nuts, just add guts to the last statement in the list.

Here's the example, on this horn, with deno highlighted, press 'g' to add guts which will be a mul. Value of 0 will be silent I think with it getting louder in either direction from there (negative values invert phase).

Image
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Post by VortexRanger » Mon Jan 13, 2014 8:25 am

Another tip I would've like to know right off the bat: add is really a useful nut, you can use it wherever you want as a simple mixer. So any operation that doesn't have a liszt (in other words only accepts one input) you can put an add at the inn instead and then put as many things as you want inside of it.

(edited for spelling)
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Post by stellvia » Mon Jan 13, 2014 8:27 am

Thanks VortexRanger :yay:

Looks like I was trying to make doing that harder than it actually was. Had a good solid couple of hours today experimenting with the Shnth, trying out different things. Lots and lots of potential here!

Off to try that right now :tu:

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Post by VortexRanger » Mon Jan 13, 2014 8:30 am

:guinness:

I found the fish interface pretty confusing at first but have gradually gotten used to it to where I now patch at roughly the same speed I would on my Euro modular.

Another big thing is that in many cases you can highlight either the top or bottom of a fish, one being its function and the other its value, and that does affect which fish the guts get placed in when you press 'g'. That confused me to no end for the first several weeks.
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Post by stellvia » Mon Jan 13, 2014 8:50 am

Yeah, I feel like I'm just starting to get to grips with the interface. Then comes the slower process of working out what everything actually does. It's certainly a fun process though :party:

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Post by VortexRanger » Tue Jan 14, 2014 8:33 am

stellvia wrote:Yeah, I feel like I'm just starting to get to grips with the interface. Then comes the slower process of working out what everything actually does. It's certainly a fun process though :party:
I always keep the shlisp tutorial open while fishing: https://docs.google.com/document/d/1Sex ... K0v6UQ/pub

(includes a long list of m-expressions and what each value does for each)
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Post by stellvia » Tue Jan 14, 2014 9:15 am

VortexRanger wrote: I always keep the shlisp tutorial open while fishing: https://docs.google.com/document/d/1Sex ... K0v6UQ/pub

(includes a long list of m-expressions and what each value does for each)
Funny you should mention that! I've had that doc on my 2nd monitor while I've been playing with the Shnth the last couple of days. Very helpful indeed!

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Post by wednesdayayay » Tue Jan 14, 2014 9:47 am

one thing I wrote down that is helping even though I feel like I understand it is the nume deno descriptions. It feels like it is becoming my mantra :lol:

nume rate of rise and fall
deno distance to rise and fall

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Post by kozepz » Tue Jan 14, 2014 4:27 pm

Just gotta love the mailman!
Its 22:30 and he just delivered :party:

Gonna do some copy-paste overhere and start having fun!

Image

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Post by wednesdayayay » Tue Jan 14, 2014 7:57 pm

using the shnth as a controller for the PB is oh so fun! :tu:

have fun

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Post by VortexRanger » Wed Jan 15, 2014 8:16 am

K here's a question: what is the default srate? 127? 0? Somewhere in between?
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