Desiging a front-end for modular patches
Desiging a front-end for modular patches
I was messing around with the free SynthMakerCM edition that comes with Computer Music Magazine July issue and got to thinking... How difficult would it be to create a front-end synth construction set for our modular patches? Think about having a program that lets you design and layout the controls of a synth and then lets you assign MIDI CCs to all of the controls for OUTPUT into Scope. It would be like taking the MRC to the next level and you wouldn't have to have the SDK to use it. I wonder if any of the existing synth construction sets support MIDI out. It would be overkill to use an existing one because I don't need the synth engine, just the controls. Any comments?
Peace \/
chisel316
Peace \/
chisel316
well you can also build such midi devices in cubase, logic and even in fruity loops with the dashboard.
Scope, Android, Web, PC Plugins and Sounds:
http://www.oceanswift.net
Music
https://faxinadu.bandcamp.com/
http://www.oceanswift.net
Music
https://faxinadu.bandcamp.com/
- FrancisHarmany
- Posts: 1078
- Joined: Sun Jun 02, 2002 4:00 pm
- Location: Haarmania
I'm not asking for a CC standard. I just want to supply a front-end for my own creations. I posted this question on another forum and got a reply from someone about a program called MIDI Quest XL. I checked out their website and it looks exactly like what I'm looking for. Unfortunately, it's quite expensive. Has anybody here used this program? Also, the more I think about it, the more I realize that it would be nice to have, but it would be mainly just for fun so I can give my patches a pretty interface.
Peace \/
chisel316
Peace \/
chisel316
Excellent! I'll have to read the online manual and figure out how to setup the CC messages. I'm glad I asked.husker wrote:No problem at all using SynthMaker to build a 'controller' GUI...it can output midi CC without doing any sound. Nice environment for building GUI's.
Peace \/
chisel316
P.S. Don't forget that a FREE version of SynthMaker is included with Computer Music Magazine July issue #114!
- FrancisHarmany
- Posts: 1078
- Joined: Sun Jun 02, 2002 4:00 pm
- Location: Haarmania
With Mod III, you're limited to 16 knobs. With SM or other 'construction set' software, you can construct an entire synth with knobs, sliders, switches, displays, etc... It would breath new life into our Mod patches! Also, like you said, you could then use Mod II and still give it a nice GUI for controlling. Anybody here use SM? It's a bit complicated to figure out.valis wrote:Btw don't forget that you can build a 'frontend' with Mod III as well (though most of us use mod II for good reason).
Peace \/
chisel316
This is true, only 16 knobs. I use Logic and can build any of that in the environment so I forget how limiting other apps are in that regard (and it's one of hte major reasons I still use Logic).
Keep in mind though that as you continue to add controller data you'll affect overal the timing of midi. If you're just sending the data locally (from your sequencer to Scope sequencer source on the same machine) then you should be ok in most cases, but it's worth simplifying things as much as you can.
On a related note I often prefer to get my patches down to only a handful of controllers by having each CC control multiple things using a Val Monitor or something similar to send the 'control signal' locally in the mod patch from my CC. You can scale & offset the effect of the cc locally on each module that receives it so that you 'hone in on' the most usable value range. A simple filter sweep or sustain pedal message becomes so much more when you have the CC affect several things at once. It also helps me be more expressive during composition as I don't have to get fiddly with 28 different automation channels to achieve what I intend.
Keep in mind though that as you continue to add controller data you'll affect overal the timing of midi. If you're just sending the data locally (from your sequencer to Scope sequencer source on the same machine) then you should be ok in most cases, but it's worth simplifying things as much as you can.
On a related note I often prefer to get my patches down to only a handful of controllers by having each CC control multiple things using a Val Monitor or something similar to send the 'control signal' locally in the mod patch from my CC. You can scale & offset the effect of the cc locally on each module that receives it so that you 'hone in on' the most usable value range. A simple filter sweep or sustain pedal message becomes so much more when you have the CC affect several things at once. It also helps me be more expressive during composition as I don't have to get fiddly with 28 different automation channels to achieve what I intend.
I've used it a bit a while ago, there's a bit of a learning curve for sure. I see someone has responded to your question over on the SynthMaker forum with a sample CC/knob app - that should get you started. Good luck!Chisel wrote:With Mod III, you're limited to 16 knobs. With SM or other 'construction set' software, you can construct an entire synth with knobs, sliders, switches, displays, etc... It would breath new life into our Mod patches! Also, like you said, you could then use Mod II and still give it a nice GUI for controlling. Anybody here use SM? It's a bit complicated to figure out.valis wrote:Btw don't forget that you can build a 'frontend' with Mod III as well (though most of us use mod II for good reason).
Peace \/
chisel316
p.s. you should look around the SM forum for knob graphics built by Angular Momentum - beautiful stuff!