A first BETA release of some of the modules i have made. There can still be issues.
I will release PreenFM2 port (MINIMALITH), TB3PO-port (SLIDEWYRM) and also my multi-sample drum module (AMENOLITH) at a later stage. That version will more robust and finished.
This is 100% AI coded. Graphics is mostly AI as well.
If you run into issues, have thoughts or ideas of how to improve, let me know.
these are intense/awesome! so far really enjoying the noise/drones after hitting random on xenostastis/phaseon1! haven’t tried yet on mm but will hopefully find some time to explore there later
also xenostastis some of the more intense gui ive ever seen for vcv ;]
Cool, I gave it a go on the MetaModule. The modules seemed to work, and passed CPU tests.
Phaseon1 was in the 50%-ish range, Trigonomicon was in the 40% 4% range, and the others were under 20%.
Pretty fun and wild!
A few issues:
The phaseon files have to be on the sd card, it doesn’t work if they’re on the USB drive. This probably would be easy to be changed to allow them to be found anywhere. You can use the API call Patch::get_volume() ( metamodule-plugin-sdk/docs/system-api.md at main · 4ms/metamodule-plugin-sdk · GitHub ) to figure out where the patch is located, and then search there first, falling back onto the other drives if that fails.
When viewed on the MetaModule, the knobs in the Phaseon and Xeno show up in a random order. It’d be easier if they were in row→column order (or column→row). To change this, you’ll need to re-order the enum ParamId values. Unfortunately that will mean existing patches will have their knob mappings scrambled.
A few times when patching a cable I got a big CPU spike. You can probably have your agent check over the code to verify there are no code paths that cause a memory allocation or de-allocation in the Module::process() function (or any functions that process() calls, of course). The most common mistake I see is creating, deleting, or appending to a std::string in the audio loop.
Overall they look good on the MM screen, with just a few tweaks here and there they’ll really shine: The text display for Trig seems to be offset downward so that it’s just barely outside the black box, and the red on textured grey/black is hard to see. Some of the jack spacing and knob sizes are off, and the fonts could grow a little bit to be more legible (to people who are gifted with sharp eyesight at least!) I haven’t played with graphics generation agents but I would hope it can target a given resolution and color depth (16-bit RGB565) rather than converting an SVG down to low-res PNG?
Anyways very fun and cool.
I don’t know if you have plans to release more than the windows vcv plugin, but these CI scripts should be able to handle building the MM plugin and all four VCV plugins:
Thank you Dann! Super helpful and I will let the agent fix these issues.
Trigonomicon should not take 40%, i just tested, fully patched + clocked: 10%. This was 32KHz though. So that is very weird if it really took 40% for you.
Phaseon1, yes 50% is 100% correct, its what i get as well.