hullo!
still some modular lovers in here? somebody gently murmuring yes?
ok, anyway, I think I've got something for you.
This time it's not just some modules. Not another random beverage generator with coke, tea and coffee outputs or something. No, it's something different, and so far unseen in the ScopeModular terrain: the mighty CWMorph module engine. This is something I wanted for a long time.
Morph in this context means:
- changing multiple parameters at the push of one button, thus creating a "set" of parameters (I call it "snap[shot])
- having a memory which can store 8 snaps. There is a copy function so you can start a new snap with the control values of the snap you edited before.
- of course the ability to fade between these parameter snaps.
- for creating sound sculptures, having a kind of time control to "navigate" through the snapshots.
You can morph between as many module parameters as you want. Only your dsp and cpu power, and your imagination, is the limit. Btw, dsp+cpu demand is low, no fear.
quite good. so what's in stock and how to use it?

you see a Lp, cf and reso controlled by a ControlUnit4 module ,whose outputs 1 and 2 are connected to the according inputs of the filter.
the lower potis ("StartVal") define the control values which are sent to the filter. you can choose between uni and bipolar (the latter eg for xfade modules).
with the middle potis ("dezip") the fadeTime is determined. there also is a +/- button; if "-" is selected, fadeTime is set to a minimum.
the potis above them just show the actual sent output.
-hm--, but where's the morph?
on the left side of the ControlUnit module (behind the patch cabling

), right from "curent snap" there is a number "1". if you edit that number, typing "2", another snap 2 will be evoked. tweak the start values again, thus defining cf and reso of the filter, and after that recall snap 1. see?
but instead of typing in numbers, you should use the MorphSwitch module. if connected as shown, the snaps of all connected ControlUnits with all of their respective controls will be switched.
instead of turning the MorphSwitch poti by hand, you should use a midiCC to do that, if you have a hardware midiController available.
-what's these buttons below "link&lock" for?
click on the first (above"2") , and you'll see it will change into an arrow sign. after you've done that, again change the start val for cf and reso. when you switch to snap2 again, you see that it has the same values as snap1. so now it's a copy of snap1. the intention is that if you have many morph parameters, you probably want to start with values of a snap which already sounds good, and morph them to another snap which shouldn't be totally different. so you don't have to build all up from scratch again.
in short: lock = keep settings, link = use same settings as snap before.
the pads below (1 -8 ) pass over the link/lock status to other ControlUnits.
-I don't wanna use midiCC, I just wanna play and hear the sound evolving over time!
ok, delete the MorphSwitch and load the MorphTimeControl and MorphSwitchMod modules, and connect them as shown below.

this way the snaps are switched over time. you can edit the time between the snaps. btw, it's based on async dspModules, hence it is not for time-critical situations. but that's no seq module at all. you can loop it though, so snap 1 follows after snap 8 again.
last not least I've made some sound generating modules especially designed for the morph engine, eg the FilterBank

which have no controls at all - just audio in/outputs and inputs for the ControlUnits.
Stay tuned, as some more morph modules will come more sooner than later,
so have fun with it! morph it up!
ps thanks kamil for betatesting! and of course for the
patches!