retrigger lfo?

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retrigger lfo?

Postby JAHFUNK » Wed Mar 16, 2011 9:17 pm

Anyone had any success at doing this when the lfo is in free run mode.
It seems to work OK when it is set in the note on start mode, but I want the re-trigger lfo cord to restart the lfo cycle with a midi clock so that the cycle can smoothly run through and change the sample start cord over a bar and return back to the start cycle on the down beat of the next bar while a sequencer plays a fast phrase.
I have been using this effect to create an incredible analogue filter modulation sound with a range of samples that have a filter cutoff effect in them by advancing through the sound sample start point with the lfo.
If it can be done to stay in time with the beats the effect would be stunning.
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Re: retrigger lfo?

Postby Ommatidium » Thu Mar 17, 2011 10:59 am

Interesting idea. Have you tried patching ClkWhle (or the closest clock divisor to your LFO rate) to LfoTrg? (After setting the clock to external in Seq Setup.)

Alternatively, as a last resort I imagine you could simply trigger the LFO manually in your sequencer using controller data. Something like this:
MIDI A-L > Switch
Switch > LfoTrg

I haven't attempted this before, but now I'm curious to see how the LFO responds...
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Re: retrigger lfo?

Postby MFPhouse » Thu Mar 17, 2011 11:31 am

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Re: retrigger lfo?

Postby JAHFUNK » Fri Mar 18, 2011 1:09 am

Ommatidium wrote:Interesting idea. Have you tried patching ClkWhle (or the closest clock divisor to your LFO rate) to LfoTrg? (After setting the clock to external in Seq Setup.)

Alternatively, as a last resort I imagine you could simply trigger the LFO manually in your sequencer using controller data. Something like this:
MIDI A-L > Switch
Switch > LfoTrg

I haven't attempted this before, but now I'm curious to see how the LFO responds...


I have been playing with the cords section as you have suggested (your first idea was my logic to)
I assigned lfo to pitch because this creates a very easy to hear audio jump as the pitch resets back

In the first attempt --- CkHalf as source

CHORD NO------------SOURCE-----------------DEST---------------AMOUNT
02 -------------------- lfo2+ ------------------Pitch -------------- +60
03 ------------------- CkHalf ------------------Lfo2Trg ---------- +01
LFO2 PAGE ---Rate 0.36 and Sync set to free run
In this example a sustained note shows that the lfo is indeed being retriggered, but (and it’s a big BUT) every time the note is replayed on the keyboard the lfo restarts back at its start point (so rapidly sequenced notes that I want to have play through different start points all begin at Sstart point 1
If you create this simple chord you will see what I mean.
However if the cord is set without a retrigger the lfo will run totally free without beginning its cycle when receiving a note on message
SO FREE RUN WILL RUN FREE IN THIS EXAMPLE BUT LFO RETRIGGERS WHEN IT RECEIVES NOTE ON COMMAND


In your next suggestion (One I hadn't tried but I thought "That’s it!") I set a cord as follows…

CHORD NO------------SOURCE-----------------DEST---------------AMOUNT
02 -------------------- lfo2+ ------------------Pitch -------------- +60
03 ------------------- Switch -----------------Lfo2Trg ----------- +01
04 ------------------- MidiA -------------------Switch ------------ +01
LFO2 PAGE
Rate 0.36 and Sync set to free run

This modulated the pitch and would reset the modulation back to the start of the lfo cycle every time I moved the MidiA controller. Horray I could restart the lfo cycle in a rhythmic way!
BUT..... When I changed the destination in chord 2 from pitch to SStart the lfo would not retrigger AAAAGHH!!

MFPhouse
The chord you have posted is not realy what I need as it does not work with sample start, but thanks for your reply. :grin:


I can obviously set MidiA as a source and SStart as a destination and draw a lfo type curve into a sequencer and automate it this way, but it would have been cool to do it inside the Emu.
I could have just played a rhythmic sequence with the sample start warping the sound in time with the tune and changed the midi clock trigger rate thereby altering the effect of the modulation to try out a wide range of possibilities on the fly.

Anybody else had any luck?
Last edited by JAHFUNK on Wed Mar 23, 2011 3:01 am, edited 3 times in total.
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Re: retrigger lfo?

Postby JAHFUNK » Fri Mar 18, 2011 2:53 am

OK
I have put 2 examples of the lfo changing the the sample start point on soundcloud
These demos are just made with the arpegiator and use no effects.
Who said the emulator wasn't a good synth?
There is a digital clipping sound that is present on areas of the demo that is not on the sound clip that I uploaded, strange!
link
http://soundcloud.com/jahfunk
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Re: retrigger lfo?

Postby Ommatidium » Fri Mar 18, 2011 1:41 pm

Sorry it didn't work for you, Jahfunk. Seems like there are peculiar limitations/rules when using certain cords... :/

Still, the examples you've uploaded sound very cool; I like the fizzy top end at 2.05 in Deep Orbit. Is this purely part of the sample, or did you add some additional detuning/chorus/filtering in the E-mu?

One thing I'm curious about with the Sample Start destination: Have you encountered any limitation on the length of sample you can use with it, or are increments and decrements always proportionate to the length of the sample?

A thought on the "clipping": Do you mean the clicking sound on some of the note attacks? I was wondering if this could be symptomatic of the samples you're using; you might be able to alleviate it by smoothing the attack very slightly.
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Re: retrigger lfo?

Postby JAHFUNK » Sat Mar 19, 2011 1:59 am

Ommatidium wrote:Sorry it didn't work for you, Jahfunk. Seems like there are peculiar limitations/rules when using certain cords... :/

Still, the examples you've uploaded sound very cool; I like the fizzy top end at 2.05 in Deep Orbit. Is this purely part of the sample, or did you add some additional detuning/chorus/filtering in the E-mu?

One thing I'm curious about with the Sample Start destination: Have you encountered any limitation on the length of sample you can use with it, or are increments and decrements always proportionate to the length of the sample?

A thought on the "clipping": Do you mean the clicking sound on some of the note attacks? I was wondering if this could be symptomatic of the samples you're using; you might be able to alleviate it by smoothing the attack very slightly.


Fizzy top is me tweaking the filfer cutoff (set to bandpass) with a c/controller.

S/Start chord when set at +100 will always move through the sample at steps that are equally broken down into 127 segments, this is one segment further forward through the sample for each advancment of the c/controller (so if the controller is set at 64 it will play half way through the sample irrelivent to its length.
However if the cord is set to +50 when the controller is set to full (127) the sound will play from the middle of the sample.
If the sample needs a bit of time to release when the controller is set full up you might want to reduce the cord value from +100 to +80 (you need to do this by ear to decide the amount of the tail length you require and this will very much depend on the sample length)
I hope this make sense?

You are dead right about the clicks that are present on the note attacks. I recorded this quickly and really late at night monitoring on my headphones. I played this demo back over the speakers tonight and it sounds bad. I think the clicks come from the sample not starting on a zero point as I move through the S/Start chord, and as you say these could be reduced by the attack portion of the amp envelope being eased in rather than the gate type attack setting used. The moral is to check your sounds over the speakers and to go to bed at a proper time ;)

The artifact I was hearing was a digital zipper type sound that is present in the second half of demo 2, I think it might be some kind of digital noise created by the soundcloud audio re-rendering process, this is not present on the stuff I hear from other members so it could be the file I uploaded was peaking over the volume limits and the rendering glitched it (I will experiment to find the best way to get the cleanest sounds on my uploads,...... so much to learn :roll:
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