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Can’t change frequency of rnbo saw #3
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The example here is very basic, it doesn't expose the ability to change frequency, you'll have to add that yourself |
Thanks for the clarification. I thought this was intended with this simple example because the ugen has a frequency argument. |
actually, i see that there is a creation arg that specifies frequency there, but no dynamic frequency setting.. it looks like that isn't used but you're correct that it is confusing. I'll look into using that value. |
Awesome, thanks alot :) |
There are some additional things which i found out:
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My expectation was just wrong. I thought this could be used as a blueprint for exporting RNBO code to SC without having to write C++. |
I think this is just a very minimal proof of concept, but maybe @isabelgk has more ideas about that. |
Thanks you very much for the update :). When passing an initial value for freq it is playing the RnboSaw at exactly that frequency. You can however not change it dynamically for example with MouseX:
I can imagine that for beeing modulated at audiorate (FM) it would need additional treatment. Maybe i can mobilize some people from the SC community to work on further details. I know that there is some interested in a working C++ template for exporting RNBO code to SC. Thanks alot :) |
Yeah, I just set it up as an initial frequency, not something that you can modulate. |
thanks :) Im just curious, would it be possible to write a template in C++ with a limited amount of effort, so you could export arbitrary RNBO code to SC or should i forget about that? Right now it seems to include too many cases to handle and i guess i wont find people familiar with max/gen/rnbo, C++ and supercollider to make it work. |
limited amount of effort I'm not sure about.. but I do think it should be possible with some effort. One thing that might be interesting for you or anyone else wanting to try is the RNBOMetasound implementation, which builds out a number of plugins based on rnbo exports it finds in a specific directory. It uses the Unreal build system, but you could probably do all that it does directly with cmake, and also generate your |
Would you know if it is necessary to declare a buffer, i guess for every control block, like its done in the rnbosaw example? |
Hey, I have successfully build the rnbosaw. It does make sound. But you are not able to change the frequency of the ugen inside sc.
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