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  Track/Row Jump updated when the structure of the song change
Posted by: septcercles - 10-07-2023, 10:34 PM - Forum: Feature requests - No Replies

Hi,

My two cents, and maybe it is already doable in a certain way if so please let me know Angel :

i'm using track and row jumps a lot, and i found it very hard to work with when the structure of the song is changing.
Is it possible to think of a code routine that would be fired when one shift/move patterns or row, in order to scan the patterns and update the jumps new positions ?
I'm aware it would be using a lot of processing time, but i would see it as and option to check in the setting menu, and i'm personnaly totaly ok with waiting a bit after inserting or moving stuff.

Not critical at all, but i would find it very useful.

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  Firing rows, sample muted, cv glide
Posted by: septcercles - 10-07-2023, 10:16 PM - Forum: General Questions - Replies (1)

Hi,
I'm Thomas, new player here.
I have to say I’m amazed by this workhorse. 
Thomas, It’s often that so many thanks goes from me to you when I discover new possibilities, I’m totally sticking to your spirit and how you bring it to life into your sequencer. I’m also absolutely craving for the new firmware and the new extension, the work you’ve done is amazing and so pertinent.

That said, I’ve been using the nerdseq for several month now, quite intensely, and i’ve got a few things making me scratch my head :

-        STSP and firing new row every tracks in sync : Many times I’ve got mixed of different pattern length in an island, and in between tracks, and I want to start a new row after the last  pattern of an island have been played, mostly to start tracks that where not playing yet or stopped. 
As the end of my islands are almost never just before a zero cross, it waits until the zero cross to start the row, while I want the whole row to be started right the STSP is fired.  Live queue point is set to 16, or whatever, but still it doesn’t fire the row even if it cross a Live queue point before the zero cross. In Normal or sync mode. 
What’s the quickest way to fire all the patterns of an entire row at the same time after a pattern is finished ? What I tried with the sync fx does not seems to help, but maybe it’s a matter of FX order ?
-        It’s not rare that the sample players got muted for unknowed reason. I have a keystep pro followed by a pyramid going in the midi input of the nerdseq. The keystep is knonwed to be buggy, and I often got the midi input stuck, mostly when I got arpegiator running wild into the nerdseq.  Is there a midi cc or something that mute and unmute the sample player, that I could try to block from entering the nerdseq unintentionally ?
-        The CV glide is quickly super slow since the very first digits, I tried playing with the step settings, but still not very convincing, how are you doing guys for subtle fast glide ? Is it possible to change the slope of the curve in the new firmware ?

 Thanks for your light Heart

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  Polymetric Trigger Matrix (individual track lengths)
Posted by: knights who say neve - 10-04-2023, 06:48 AM - Forum: Feature requests - Replies (4)

I didn't see any way to set the individual tracks in the trigger matrix to different lengths for polymetric grooves.

So here's the idea I came up with. A new FX called Break Mask, with two codes, BMLO and BMHI (I'll explain why there's two in a moment).

The idea here is to use the FX Value to set a mask for each track. 

A "1" means don't break, a "0" means break. 

So for example, "BMLO AA" would let tracks 1, 3, 5, and 7 continue, and break (return to step 00) tracks 2, 4, 6, and 8. 

Because, AA = 1 0 1 0 1 0 1 0

"BMLO 55" would do the opposite, letting 2, 4, 6 and 8 continue while breaking tracks 1, 3, 5, and 7.

Again because,  55 = 0 1 0 1 0 1 0 1 

(MSB = track 1,  LSB = track 8 to match the track layout on the page)

And of course, BMHI would do the same for tracks 9-16.

Possible?

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  Kill FX parameter - MOD track
Posted by: originaljimdandy - 10-02-2023, 02:21 PM - Forum: General Questions - Replies (3)

I have been trying to understand the Kill FX in the modular tracks. I get that KILL 000 prevents the gate/trigger for that note. The manual says kill can create "really short gates/triggers or every possible gate timing." So is the timing absolute (mS ??) or relative to the next note (% of a step?) What exactly are the units for kill?

For example, I am working with a sequence with a fairly fat ASR envelope out of Maths and the default trigger gap (?? ms) slurs the notes. I worked it out with GROOVE and [] but it is cumbersome since I have to keep track of pairs of lines like so:

Note           Groove
C#4             6 
---                A   <<<
[]                 1   <<<
A                 6

I would much rather do:

Note           FX
C#4            --- 
---               ---  
---               KILL ???
A                ---

I am not sure about the timing but @100 BPM it is maybe 100 mS gap I am looking for? How would that translate into KILL parameter?

Thanks,

-james

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  Manual Clarification Regarding Sega Gamepad
Posted by: dangerBreak - 10-01-2023, 02:46 AM - Forum: NerdSEQ Expanders - Replies (4)

In the Nedseq manual, under the section about Sega Button mapping, it states:

Quote:Gamepads with additional buttons (like shoulder buttons) are available, but only the
mentioned buttons are compatible with Sega systems.

Does this mean shoulder buttons can't be used with the Nerseq, or that only the listed functions can be mapped?  Or does it mean a third thing?

Thanks for your time.

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  More-video keyboard customization
Posted by: Zosimos - 09-30-2023, 11:58 PM - Forum: Feature requests - Replies (3)

for my keyboard, the keystroke for oct+ and oct- is a little awkward to get to. Its function+cursor left and function+cursor right which I guess is the home and the end key that is set up for this normally. On the numpad, - and + are tempo changes, which are easy to access but I can't imagine (for me at least) ever needing this. If I did it would not be in a performative way at least not in a quick easy access way, but for Octave shifting it would be. I would love to switch these more easily, and so with this in mind I thought I would request for the options for changing keyboard hot keys. Perhaps for at least some of the less crucial ones, in order to make the device more performable.


While Im here I thought I would mention too if there could be an option for keyboard layouts. how the first row goes for an octave and a 3rd. That instead of a repeat of the C-E on the top row, if it could start from the subsequent F in order to reach a full 3 octaves on the keyboard instead of the 2octaves and a 5th. Perhaps some people here might also want crazier other custom layouts as well. 

This thing makes the computer keyboard a bizarrely fun music instrument.

Thank you!

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  Scale quantizing - Mute and Transpose
Posted by: joesh - 09-30-2023, 12:02 PM - Forum: Feature requests - Replies (1)

In the new (excellent) firmware you can finally quantise your notes to a scale/key, which is fantastic. However, I've realised that when running/writing a new pattern, if you want to have notes that are 'not' in that chosen scale, then naturally they are quantised up/down depending on your setting in the main menu. So, I'm wondering if it might be possible to include in one of the FX possibilities, something like quantise mute, change scale, or transpose* maybe.

Now this all this might be somewhere in the new firmware, and I haven't yet discovered it. If so, I'd love to know how to get around the hard programmed scale in the project menu. 

Fantastic job on the new firmware, it's really opened up a whole new world on the NerdSeq, many many thanks. 

* = The transpose suggestion is due to the fact that if you decide to play the same thing a major 3rd up and it's in (ex) Ionian mode, we're going to get a minor Phrygian scale/mode, which might be what you want. However, you may wish to get another 'major' scale sound - if you see what I mean? I know there's the Basenote option in the FX menu, but this doesn't seem to work correctly, I imagine due to the new scale quantising.

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  For sale nerdseq + 2 expanders
Posted by: Ise-Nin - 09-28-2023, 09:46 AM - Forum: Everything Else - No Replies

€850 https://www.marktplaats.nl/seller/view/m2025977495

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  strange behaviour
Posted by: joesh - 09-23-2023, 01:08 PM - Forum: General Questions - Replies (2)

I was working on a piece and (for some reason) TK1 stopped responding to the frequencies I've written. These were working fine a few minutes ago, and all the other tracks are responding correctly (I think). I've also loaded a few other programs to check, and they work fine too - on TK1. 

Can someone have a look to see if they can spot something I might have switched on/off by mistake, as all I get is one note which drifts slightly up and down, almost like a very very slow LFO is controlling it.

Thanks in advance. 


p.s. Some of the tracks (4 to 6) are triggers for a 1010 BitBox, so they won't make much sense.


.nrd   EEER.NRD (Size: 438,5 KB / Downloads: 0)

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  Cannot ‘Abort’ from N3RD menu using USB keyboard (some screens)
Posted by: kriskeyman - 09-23-2023, 05:29 AM - Forum: Beauty and less important bugs/glitches - Replies (1)

Using USB keyboard into video expander, I cannot ‘Abort’ from the N3RD menu from the following screens using the Enter key.

FAIL (Enter key with Abort selected does not dismiss N3RD screen)
Patch screen
Current values
Automate
Envelopes
Track setup
Random Ranges
Project
Record

PASS (Enter key with Abort selected does dismiss N3RD screen)
Sequencer screen
Pattern screen

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