I knew from before that any "leftovers" of audio would sound if I turned the audio engine off and then on again. It took some getting used to, but I didn't give it much thought.
Now - when creating a kind of Frippertronics++ patch, I realized that the delays were still sounding after I've changed back and forth between patches on the same track. After testing various scenarios of audio engine on/off, track on/off, and changing patches, I haven't found any way that the delays would stop (without removing the feedback loop of course).
This in itself may not be much of a problem, but I wonder when are the resources (CPU/RAM) released? The way I use Usine, I'm planning on having quite a large grid with a lot of patches with all sorts of samples loaded into memory in either Usine or Reason, picking patches at will while improvising on the guitar, so I have to be a little careful of these things.
I've noticed that when using some heavy patch (like the Echoplexx (mono).pat or with some VST), that the CPU meter goes down when I change patch on the track, or when the track is off. I haven't created a delay patch that will be easily noticed on the CPU meter in the same way, but is the delay and/or other modules active as long as Usine is running or maybe from the first activation until one quits? If so, are there any way of stopping this behaviour?
Cheers,
Bj?rn S
How to stop a patch/sound completely?
It's a very interesting conceptual problem:
In other words:
You play with a patch, and then you decide to turn it off (i.e.: turn the track off). And then, later, you decide to reactivate it (i.e.: turn the track on again).
What should happen?
1)The patch restart exactly at the point it stops.
2)The patch restart completely blank, as it was the first time it starts (clear everything).
You have noticed that Usine is always in the first configuration.
The second solution is, hard to implement, and no really suitable to all situation.
You have a module called ?on activation? witch send a ?1? value each time a patch is activated.
To solve your problem, I think that I should create a new button in the delay module: ?Clear the buffer?. Then you could use a ?on activation? to clear the buffer.
What do you think?
In other words:
You play with a patch, and then you decide to turn it off (i.e.: turn the track off). And then, later, you decide to reactivate it (i.e.: turn the track on again).
What should happen?
1)The patch restart exactly at the point it stops.
2)The patch restart completely blank, as it was the first time it starts (clear everything).
You have noticed that Usine is always in the first configuration.
The second solution is, hard to implement, and no really suitable to all situation.
You have a module called ?on activation? witch send a ?1? value each time a patch is activated.
To solve your problem, I think that I should create a new button in the delay module: ?Clear the buffer?. Then you could use a ?on activation? to clear the buffer.
What do you think?
Olivier Sens
www.brainmodular.com
www.brainmodular.com
I think it's a very good idea, and it could also be used as a kind of "panic" button if when using different delays with various feedback loops and things start oscillating and getting a bit out of hand... Actually, that could maybe be a cool effect as well; eg set the patch up to go in into self-oscillation, and then cut it completely off at the beginning of each cycle, bar, or whatever.
Have a nice summer!
Have a nice summer!
Bjørn S
I know this is a very old thread, but can this 'on activation' module be used to clear the buffer of a VST?
Edit: I figured out how to kill the midi by attaching an 'on activation' to a 'send all notes OFF' but the tail is still there when I re-enable the VSTi.
Edit: I figured out how to kill the midi by attaching an 'on activation' to a 'send all notes OFF' but the tail is still there when I re-enable the VSTi.
You could try to use CC 120 All Sound Off.
...and yes - a very old thread indeed...
...and yes - a very old thread indeed...
Bjørn S
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