VoxGlitch Ported

It is here.

Note, I didn’t port several modules, including DigitalProgrammer, GrooveBox, ArpSeq, etc. because they have heavily mouse focused UIs.

The exceptions are the Hazumi and Glitch Sequencer - I thought they might be useful to set up off the MetaModule and then import in but who knows.

All samples should be wav files.

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Tagging @danngreen - I have one issue - for some reason this specific plugin won’t autoload? It loads fine, it just has to be manually loaded back in every time I restart the MM even if autoload is on.

Really psyched for this one.

Getting CPU overage on Grain FX, will debug.

awesome i have been waiting for satanonaut to be ported but dont see it … also is anyone else having issues with faceplates images not being loaded ?tried to reload and repower but a few modules wont show anything and get that error i am using firmware v2.0.0 dev 13.4

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Oops I might have forgotten to put that one in. I’ll update shortly. This is a known bug with 13.4, it’s fixed in 13.5

oh awesome …i love that module so cant wait … ok i figured it was having to many plugins autoloaded quick search through the forum helped appreciate it

FIRE! really looking forward to these grain fx!!

sadly the wav players do the same ram-bloat thing as all the sicko samplers, i.e. a 15mb 48/16 wav will automatically chew up a 64mb slot of ram. so like the sicko ones, really only worth using if you only need to play 1 or 2 longerish loops. maybe thats enough for most folk?

you can certainly get away with more shorter loops (20s or less) with these. but the good thing is these voxglitch ones don’t cut off the sample at 30 second mark like the sicko ones (i was able to load a couple minute longs samples into vg looper)

the cf player module is the only other one i can think of that maybe might work, its based off the biddo canard (which doesn’t have the ram bloat issue) but also cf player doesn’t have those weird gate, trigger or chop-the-sample-in-half bugs. at least when when i just tested in vcv. other than that i give up (until sts comes around) haha

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You’re right. It’s so strange. I see some implementation differences but nothing that should be so egregious from Canard. Even Edsaros in Bidoo suffers from this too - but there are so many variables - some of them store copies of the audio for good reason and hard to decipher.

@danngreen is there a trail to follow here that you’d recommend looking into? any ways to profile this on simulator as it seems to always just show no RAM being used

Knock on wood - I might have fixed this. Trying to see if this works for Sickozell as well.

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Hey @etcetc, would you mind porting autobreak studio? That’s a module with a mouse focused GUI that has a lot of potential using a set it and forget it approach

im guessing that one didn’t get ported because it requires too much mouse interaction and wouldn’t be work-with-able on the mm. seems the same story for these too:

At first glance it might seem like that but I actually have a patch going right now centered around that module and it would be great for MM. You can modulate the parameters and scenes as macros while keeping the sequences stored in the module. It’s similar in workflow to using a giant step sequencer (which have already been ported to MM).