Search found 155 matches

by deva
Wed Jul 25, 2018 6:22 pm
Forum: DrumGizmo
Topic: DrumGizmo 0.9.15 Released!
Replies: 7
Views: 1652

Re: DrumGizmo 0.9.15 Released!

Pictures or it didn't happen...

Image
by deva
Wed Jul 25, 2018 8:42 am
Forum: DrumGizmo
Topic: DrumGizmo 0.9.15 Released!
Replies: 7
Views: 1652

DrumGizmo 0.9.15 Released!

DrumGizmo 0.9.15 Released! DrumGizmo is an open source, multichannel, multilayered, cross-platform drum plugin and stand-alone application. It enables you to compose drums in midi and mix them with a multichannel approach. It is comparable to that of mixing a real drumkit that has been recorded with...
by deva
Sun Jul 08, 2018 1:17 pm
Forum: Development
Topic: 0.9.15 plan
Replies: 18
Views: 6414

Re: 0.9.15 plan

MusE supports vst and lv2 now. I'm having the same issues with qtractor. Only in ardour DG's humanizer functionality seem to work amazingly... Perhaps we are using some LV2 extension that are not yet supported by MusE and QTractor? If the host doesn't support a feature we should probably disable in...
by deva
Sun Jul 08, 2018 8:38 am
Forum: Development
Topic: 0.9.15 plan
Replies: 18
Views: 6414

Re: 0.9.15 plan

How do you use it with MusE? To the best of my knowledge MusE doesn't support LV2 yet?
by deva
Wed Jul 04, 2018 3:20 pm
Forum: Development
Topic: 0.9.15 plan
Replies: 18
Views: 6414

Re: 0.9.15 plan

hey guys, I want to use the timing humanizer but with it on, the first beat is off to the metronome or late. Setting mean to “+5ms” and stddev to “0ms” "Setting mean to"... What is mean ? I see the stddev but nothing says mean on the plugin. That's what's throwing me off. EDIT: this only happens in...
by deva
Wed Jun 27, 2018 3:43 pm
Forum: Development
Topic: 0.9.15 plan
Replies: 18
Views: 6414

Re: 0.9.15 plan

I just pushed a change to master that ignores the value from the stored plugin settings, so now the old sessions should work again.
by deva
Wed Jun 27, 2018 3:39 pm
Forum: Development
Topic: 0.9.15 plan
Replies: 18
Views: 6414

Re: 0.9.15 plan

Reason I'm asking is I'm getting major latency with humanizer on when programming beats in MusE You can just bypass it by clicking the little on/off icon at the upper left corner of the "Timing Humanizer" box. You may need to save, and reopen the project in order to get the DAW to recalculate the p...
by deva
Wed Jun 27, 2018 3:21 pm
Forum: Development
Topic: 0.9.15 plan
Replies: 18
Views: 6414

Re: 0.9.15 plan

Reason I'm asking is I'm getting major latency with humanizer on when programming beats in MusE You can just bypass it by clicking the little on/off icon at the upper left corner of the "Timing Humanizer" box. You may need to save, and reopen the project in order to get the DAW to recalculate the p...
by deva
Sat Jun 16, 2018 1:00 pm
Forum: Development
Topic: OSX State-of-Play?
Replies: 35
Views: 7996

Re: OSX State-of-Play?

No worries :-)

Anybody else up for some OSX VST testing?
by deva
Sat Jun 16, 2018 12:44 pm
Forum: Development
Topic: OSX State-of-Play?
Replies: 35
Views: 7996

Re: OSX State-of-Play?

Jack Winter wrote:Good news, I found the lib in plugins/.libs. It does get detected as a vst2 instrument by reaper for linux, and does display a GUI when opened.
I thought you were compiling for OSX? The linux VST has been supported for a long time and, I think, is even provided in binary by kxstudio.
by deva
Sat Jun 16, 2018 12:01 pm
Forum: Development
Topic: OSX State-of-Play?
Replies: 35
Views: 7996

Re: OSX State-of-Play?

I think it is located inside the plugin/.libs folder then
by deva
Sat Jun 16, 2018 11:36 am
Forum: Development
Topic: OSX State-of-Play?
Replies: 35
Views: 7996

Re: OSX State-of-Play?

i think there is an .so file on OSX as well but I don't know how that stuff usually works.
Did you do "make install"?
by deva
Sat Jun 16, 2018 7:50 am
Forum: Development
Topic: OSX State-of-Play?
Replies: 35
Views: 7996

Re: OSX State-of-Play?

We just managed to get the UI compiling using pugl, and have even gotten a VST compiled in our build enviroment. Alas we cannot test either, because the VM doesn't supply an opengl context which is needed by pugl. Any help from community would be of great help. If you are able to compile drumgizmo f...
by deva
Tue Jun 12, 2018 7:43 pm
Forum: Support / Suggestions
Topic: [Suggestion] Individual Close-Mic-/Room-Mic-Channels
Replies: 20
Views: 5115

Re: [Suggestion] Individual Close-Mic-/Room-Mic-Channels

You need to put it on the snare instrument on all other channels than the kick-drum channels.
by deva
Tue Jun 12, 2018 3:57 pm
Forum: Support / Suggestions
Topic: [Suggestion] Individual Close-Mic-/Room-Mic-Channels
Replies: 20
Views: 5115

Re: [Suggestion] Individual Close-Mic-/Room-Mic-Channels

Like this: <?xml version="1.0" encoding="UTF-8"?> <drumkit name="DRSKit2" description="DRSKit2 full"> <channels> <channel name="AmbL"/> <channel name="AmbR"/> <channel name="Kdrum_back"/> <channel name="Kdrum_front"/> <channel name="Hihat"/> <channel name="OHL"/> <channel name="OHR"/> <channel name=...