I have a project with two patterns playing. Now I want to randomly transpose these patterns, however they shall be transposed the same way. Is that possible? I did not find a way to do it, but maybe there is a clever trick
If it is not possible:
Would that be a feature others might want too?
I'm playing some more with Envelopes on CV16 and there are a couple of things that aren't clear to me:
how do Attack/Release (A>R) and Attack/Sustain (A>S) envelopes work? My guess is, A>R do immediately enter the release phase after having finished the attack phase. Those lengths depend on modulator settings. A>S stays in the sustain phase until the release phase is explicitly started or the envelope is restarted. Right?
is there a way to create a gate that is 0.5*step length long, i.e. 3 ticks when a step is 6 ticks? I know how to achieve that (or something similar enough) when notes are longer than 1 step. How do I do that for 16th notes (assuming one step is a 16th note)?
That having said:
I really like the envelopes and they are good enough for quite a lot of my usecases. However sometimes I want plain ordinary gates. Is there something like autogate for CV16? Preferably like on track Y say something "take the note values from track X and create gates with a rising/falling edge on note start and create the corresponding falling/rising edge after notelength * 0.5 ticks".
Or would that be too complicated?
(I'm happy to repeat that in the feature request section )
Anybody else noticing that the screensaver activation can be hit and miss? It doesn't seem to matter what screen I leave it on either. This was true for me on both the prior firmware and the day old one.
Hey everyone! I just got my Nerdseq, am having a lot of fun figuring it out. But there's this one thing that's annoying me: When entering notes via the MIDI Step Channel (using a Keystep), the trigger column always gets populated with 40, is there a way to disable that? / set the default duration?
And since I am here asking dumb questions already: is there a way to enter Mod values via the step channel?
It's time for another major update with only a minor version number change. Plenty of new features, fixes and more have been added again.
Thanks for everyone who tested with me with the release candidates. Beside these I added also even some more features for the release.
Please read below about them and the hidden easteregg
As usual some important information before you update:
- make a backup of your SD Card and especially of your projects
- Old Projects can simply be loaded with the new version
- Firmware updates always work, if it doesn't, then you did something wrong. Check the Firmware update FAQ for some infos.
- No worries, in case of any issues you can always go back to your earlier version!
- I totally can understand if you are disappointed if your long awaited feature request is not included in this update. I really do my best to get much new stuff in the releases and i keep track on all the hundrets of feature requests. I constantly update my 2do list and change priorities depending on many factors. Please read the FAQ in the forum to find out how I work and how I don't work. In the end, I can never please anybody. But I do my best to make it better each time.
Also note: Since the last versions the update will look a bit different around the end of updating. For some people the Progressbar will go back to 0 and some percent. That is totally fine and as long as it says 'Updating Succeed', then everything is fine.
Here are most of the changings / additions:
Added Random Ranges screen which contains a set of 16 different random ranges from 0 - 100%. (press OK on any random value to get to the screen)
Enhanced the regular random FX functions (Random next FX). These can now be assigned with a range. Beside the random next FX, the random function can be completely enabled for FX columns, so it stays on and all FX values are being randomized within the selected ranges.
Overrule FX values such as from random, automators and others are now scaled to the real function values. So for example if you have an envelope FX which can be 4 digits and the first 2 digits select the envelope number and attack, then only the last 2 digits are overruled within it's min/max values.
Added Random Value for Notes and MOD. These can be randomized now also by one of the selected ranges. (toggle with Shift+OK till you reach R x or RNx. R x selects a random pitch and RNx selects a random note within the selected range.)
Performance improvements if many functions are running at the same time
Added view of patternlength on sequencerscreen
Added Skip playing FX when editing. So the FX you are busy with is being skipped for playing until you leave the FX column again. (Can be enabled/disabled in the Setup screen). Works with FX from patterns and tables.
Added FX selector (FX Selekta) which opens a FX list with all effects for this tracktype. (press OK on the Fx command column on pattern screens or tables)
Fix for clock divider/multipliers. If a track was stopped and started later it syncs well with the others.
Added force clock function so the set clock FX can be forced immediately (if first digit it set to 1) and not only after the pattern is ready. Works now also with applying a new clock in the first row directly.
Added ADD/SUB/MUL/DIV FX functions. This adds, subtracts, multiplies or divides with a value to the last played FX and plays the FX again. This can be with and without overflow. For example, if the last playing FX2 was MOD 005. The command with ADD 040 to FX2 adds then the 40 to the 005 and a new MOD plays with 045. Another add would play a 085 etc... Same for Mul, also last was MOD 005, now Multiply with 2 and the result is 10(A) which is being played...go on and you get an exponential curve. Multiplies and divisions have a 0.1 digit resolution. Funny to add for a sample offset to get cool timestreched samples (use the ADD in tables to have it run faster).
Added Midi column overrule channels for note columns 2,3,4. A midi track has 4 columns and each column can sequence it's own midi channel now (yes up to 4 midi-synthesizers/drumsynths sequenced from one track). The polyphonic settings for the midi channels stay for columns that are not overruled by another channel.
Updated and fixed sega gamepad readout which should work now for most compatible gamepads with all buttons. I can't guarantee for all clones, but all that I could get my hands on work fine now.
Fixed midi problem with channel aftertouch input
Added 11 point calibration and precision for CV/MOD outputs. If you got a good precise voltmeter (and I'm not talking about the 50 euro multimeters or in-rack) you can set more calibration points now for a slightly more precise calibration. There is no new calibration needed, it all converts automatically to stay as it was. The same added for the CV16 expander (firmware for that one following).
Fixed table issue if table source is the FX Tick and if it is on the same row
Added new ratcheting and random functions for the local triggers. Values in the trigger column bigger than E0 got a special function now for even and odd ratcheting, random triggers, random 'ratches', random gates based on the random ranges.
Updated the launchpad functions so mini and MK2 would work well again
Added euclidean features and trigger shifting with the launchpad
Added SPFX sync to mainclock command
Refactoring of the statusbar view. Added now all missing details to the stausbar in the patternscreens, table and patch screen and some other little beauty fixes
Changed toggle note value (SHIFT+OK) behaviour. The originial value is now also selecteable with this
Added toggle function on table (SHIFT+DELETE). Toggles between -- and **
Added program change to midi control presets (former Midi CC FX) ( = program change from FX + channels possible)
Added random midi velocity from random ranges
Fixed sample playing/gating through CV inputs
Added sample triggering through CV inputs
Updated the LFO ranges so it allows finer amplitudes
Added scrolling for sample patterns
Table edit fix so the current table doesn't switch to another while editing
Added notes in the CV and MOD FX for a modular track (also for tables and patches)
Fixed some wrong chords
Added function to either record/play from Midi CC#1 or from velocity into the MOD column / outputs.
Added Track follow Midi playing/recording. So the selected Midi Channel will play/record into the selected track (either the column on which it is on the sequencer screen or in the pattern)
Added up to 6 voice Polyphonic Midi recording/playing also into regular CV/Gate tracks.
Added Gate as automator destination for CV/Gate tracks
Added OK Button to open sample-load screen on sample column
Fixed Sample BRK repetitions
Added easteregg
And as usual some minor small things that came along the way or needed to be done...
The new firmware is attached here, download it, put it in your firmware folder and update following the usual firmware update instructions.
Also to be sure that you don't miss any feature or to know how it works, check the manual.
It can be downloaded here from this thread: https://forum.xor.eu/showthread.php?tid=1094
Don't forget to spread the word, make videos, because that is what's needed to continue adding new features!!
Last but not least....the first one who finds the easteregg (and shows a photo of it...they are literally eastereggs showing up) will win a free expander of choice
Eastereggs have been found already! Track Assign -> Track7+8 can be assigned to Midi or NSA now.
Here is a short NerdSEQ composition. It started off as a proof of concept/testing NerdSEQ functionality (SPFX random jump and the Euclidean Triggers) and the exploration quickly turned into a fun mess!
It looks like you can invert the envelope using the automator function. The documentation doesn't really tell you how this can be done and I'm not really sure what automators even do but I'd like to send an inverted envelope out of mod 6. How do I do this?
I love the SPFX Random Jump, but the pattern with Random Jump has to cross the last row for it to change to the next pattern so it never changes over "in synchronization" with the other patterns in that row.
I tried using FX STSP from another pattern hoping it would change the pattern with the Random Jump FX once the STSP pattern completed, but the Random Jump pattern still waited for it to cross the last step before it would change.
Is there an FX like STSP that will change another pattern in a different track instantaneously (or at the end of FX STSP pattern cycle) ignoring where the cursor is on the Random Jump pattern?