TomC ·
- Fix: the Ascii to String component wasn't allowing null string characters
Perfect, just in time when I need it. Thanks a lot.
Tom
From the original SynthMaker forum (2004–2014), with its members’ names and dates.
TomC ·
- Fix: the Ascii to String component wasn't allowing null string characters
Perfect, just in time when I need it. Thanks a lot.
Tom
attic ·
Its great to see some movement at Outsim. Thanks 🙂
aliasant ·
I love the new primitives. THANK YOU VERY MUCH ! 🙂 🙂
ccpurno ·
Good job SM team!!!
CC
theun ·
attic wrote: Its great to see some movement at Outsim
+1
sunsynth ·
😈 Flowstone even has new Manuals 😇
MichaelBenjamin ·
nice that the midi bug got fixed, also some useful array modules. thanks!
Mo ·
Very nice update.
Thanks!
rl ·
Can we have the TCP/UDP modules from Flowstone please? to make open sound control possible! thanks.
infuzion ·
rl wrote: Can we have the TCP/UDP modules from Flowstone please? to make open sound control possible! thanks.
Request forum!
mwvdlee ·
2.0.3 seems to fix some envelope issues. Yeah! But is also seems to crash very easily. So still Beta AFAIC.
The crashes seem to be because of the new frozen link system; as soon as my schematic turns red, it crashes. Sadly, since it crashed immediately, I have no idea what part of my schematic caused the error. Also; none of the previous versions crashed this easily. Used to be I could play atleast 3,000 MIDI notes on even the most unstable system (with many disk-heavy apps running) and usually "crash free" for well over 20,000 notes when I disable everything in the background, etc. Now I restarted about 5 times, with a range of 500-1,600 MIDI notes for each; just a few minutes of playing time. It would be nice if SM just disabled all external MIDI/audio channels on a frozen link (assuming that's what caused the red border around my schematic) instead of crashing. Atleast that way I could track the issue.
trogluddite ·
Worrying. I'm all for new prim's and bugfixes, but it seems that there are always problems with existing schematics whenever the trigger system gets 'improved' (which is why I didn't my upgrade main machine yet). AFAIK, we've managed to find workarounds for most of the (farily rare) occasions when triggers don't quite work as expected, and they are mostly well known and documented on the forum. It's maybe not always intuitive, but with a bit of experience, at least predictable.
Personally, I doubt that it is possible to make a trigger system that works intuitively under ALL circumstances - and I don't see so many posts these days on that subject, so maybe it is a case of "better the devil you know" than having to keep adapting (and de-bugging) our schematics and working methods.
MichaelBenjamin ·
can somebody explain the "new frozen link system" with other words? i have not experienced any dramatic changes so far, but also didnt load up a heavy project yet.
trogluddite ·
As the new documentation doesn't seem to be linked anywhere yet, I had a little play. Here's a screenie of what happens...
Oddly, creating the feedback didn't make the links freeze - it was adding the float at the output that makes it appear, and it seems that ALL links in the feedback loop get highlighted. The oddest bit is the big number at the output - it would seem that the FB detection must rely on counting the number of triggers passing through within each frame. That's partly what worries me with schematic compatability - I use a lot of sequential logic, and I got used to how to control triiggers to get only the ones I wanted when feedback was essential. This new system would seem to allow many more triggers to pass unchecked. To be fair, I haven't had any problems yet on my old test machine, but I'm gonna test everything I can before I upgrade my main PC. If 1000+ triggers are required to trigger FB detection, then that may still be enough of a CPU load to cause problems.
EDIT: My little investigation in this post may be flawed. The new trigger system was not running on my system at the time - see HERE for more details.
infuzion ·
trogluddite wrote: As the new documentation doesn't seem to be linked anywhere yet, I had a little play. Here's a screenie of what happens...
Good sleuthing!
I like the new additions, thanks Outsim! There are workarounds for some of them, but they help make building OSMs faster & cleaner.
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