stage(3)
{
mem[index] = in;
index = index + 1;
index = (index<delay)&index;
a=(delay-index);
}
RunBeerRun2 ·
Whoa killer! I'll try it out later.
Chaoslala ·
He could sound good, but could also make bad distortion or crack..
I don't know if it's the better solution but this is what i do to prevent those problems:
I use a compressor and a low volume before the delay.
One another compressor after the delay.
And the feedback returns from this segond compressor.
It was not enough in some special case, so i make a special eq that cut the +-(2k-4k)
frequency where the cracks occurs.
Then i make another eq that let only pass those 2k-4k frequency with low volume
with a little overdrive after it.. To give back some treeble..
And it sound very good !
Use a phase reverse before the delay and in the feedback loop could help too.
I suppose there's another way to do this...
Chaoslala ·
Now i try to make the delay works more like a sampler that could rec
and play when triggered.
Like this:
"
streamin in;
streamout out;
streamin rec;
float mem[882000];
float index;
stage(2)
{
out = mem[index];
}
stage(3)
{
mem[index] = in;
index = index + rec;
index = (rec>0)&index;
}
When rec is 1 it store the delay.
if rec is 0 he stop to rec.
When rec is 1 again he play and store another input..
I'm so happy for this simple thing ! But there's a lot to do to make it better !
Wrote something here? To have a post removed or your name hidden, write to [email protected].