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cf's Issues

sliderseq feature request

HI would you consider adding the following to this module?

random dice
root note knob
scale knob
probability knob

CUBE

hi Clément!

I was looking at your CUBE module, just to see how it works. Soon enough I had to make a DODE.cpp dodecahedron renderer. Works well enough. I did as little as possible to your code - just reworked the vertices and line segments. Array dimensions, of course.

It has a few flaws. When I looked closely at your CUBE, it exhibits the same odd imperfections, viz:

  1. there are flashing lines where no lines should be should be at all. Ghosts? Perhaps a timing issue between step and rendering catches vertices mid-transformation?

  2. The ends of the lines get very long and sharp and therefor exretnd beyond the vertex. I wonder if this is a line style default or something.

Anyway, I had fun and if you can perfect CUBE, we would automatically instantly have the dodecahedron, which I can give you if you want to publish a module for it

OR

my big idea is a module called PLATO which would allow selection from tetrahedron, octahedron &c.

a7

v2: invalid tag in plugin.json

I am running some test to validate the new v2 toolchain and noticed an issue with your v2 manifest (looks like a typo):

[cf] Validating plugin.json...FAILED                                                                                                                                                                                                                                                                                  
[cf] Issues found in `plugin.json`:                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
ALGEBRA: invalid module tags: UtilityY                                                    

Proprietary font use

Hi there.

In the interest of packaging cf modules in linux distributions, I have noticed 2 fonts that you are using that have proprietary licenses:

ArialBlack.ttf

This one is from Microsoft Windows as far as I can tell, and https://docs.microsoft.com/en-us/typography/fonts/font-faq lists the rules for it.
The redistribution section states this:

[...] you may not redistribute the Windows fonts. You may not copy them to other computers or servers [...]

So I think the use of it in your project breaks this license.
It should be replaced by a more liberally licensed font.

LEDCalculator.ttf

The only license I can find about this font says

Free for personal use

Which makes it questionable whether redistribution and rehosting is okay or not.

There must be some other font that looks like it.
Would it be possible to change/remove the LEDCalculator.ttf font?

Thank you for your time.

About my blank panels (sorry, I know I am making a mess but I don't know where to send you a message!)

Hello there and friendly greetings!
Long time since we had some interactions from the VCV community! Very likely I even put this thing in the wrong place but I've been away from the scene for too long, I remember almost nothing so please accept my apologies.
I've contacted you because you helped me, 4 years ago, with my blank panels and today I am in this situation
---> https://community.vcvrack.com/t/sad-but-definitive-decision/19986

I am not asking if you want to upgrade those panels, I am literally asking you if you want to "adopt" them. I can no longer even take care of them and have so little time due to serious IRL problems. After I wrote that post, I remembered that you and David O'Rourke helped me a lot (basically you rewrote my modules!) so I thought that you are the very best if you want to accept this little gift of mine.

What do you think? I hope you will accept. The only thing I really wish is to see my panels keep on "living" in VCV and I would like to see them in good hands.

I wrote a similar message (making a similar mistake) to David, hoping that one of you will go for it.

Wish you all the possible best and thanks for all the good and hard work you make for the VCV community.

The Great Assyr aka Andrew

Signal inversion in mixers when pan CV is used

Bonjour Clément,

There seems to be a weird problem with the CF mixers (Stereo and Mono) when using the pan CV input as it seems like there is an inversion in one of the bus outputs. For example:

  1. add a Mono module
  2. connect a sine wave to its input at the bottom left of the module
  3. send both bus outputs to both channel inputs in one VCV Scope
  4. we see that both outputs are identical as expected
  5. add a VCV 8Vert module and connect top output to the Pan CV input in Mono
  6. set the 8Vert's knob to 50% (to produce 5V)
  7. we now see that the bus outputs are inverted compared to each other (which introuduces unwanted phasing in the mixer)

The same problem is present in the Stereo module also. Cheers!

Marc

P.S. reference: https://community.vcvrack.com/t/issue-using-midi-controller-for-pan-on-cf-mixer/9904

ALG feature request (fixed B V)

Could you please add an option the input B is a constant? (Like 1V, 2V, 5V, 10V etc.) Regardless if it's available in the context menu, or on the faceplate as a knob that would be so useful.
Cheers, A.

Suggestion: Input modulation

Recently seen how the knobs on Mono/Stereo and other cf modules respond to a mod source by animating their progression this is fantastic and should be a feature in all of rack. What would make this even better would be if the knob remembers the state on a disconnect. Connect midi to the knob and set it from your midi controller when you disconnect that cable it remembers the position making the fader/knob on you midi available for something else.

mixer with faders

I think your mixer is one of the best. But I have one request: could you make modules with faders, too? That would be awesome :)

cf label make error message, vcv freeze

Module Loading ok.

If i right click in the module cf label, then EDIT-> freeze and error message, link below to that issue, that is already posted

Exact same message.

-> #35

master mixer is delaying signal

Hi I added the master mixer module between the vcv vcf and teh vcv audio out and it is delaying the signal out not working like expected

Player version 2.0.2 plays audio at wrong speed when WAV sample rate does not match VCV sample rate

I noticed this while playing a 44.1 kHz recording of my voice through the Player module. My voice sounded artificially high-pitched. Then I noticed in the menu [VCV Rack / Engine / Sample rate] that my rendering sample rate was set to 48 kHz. When I changed that sample rate to 44.1 kHz to match the WAV file's sampling rate, my voice sounds correct.

It makes sense that Player is reading samples from the file and sending them to its LEFT/RIGHT output ports. When the sample rate doesn't match, the audio sounds wrong. It would be nice to resample to the target sampling rate.

I know this is not a trivial request, but as a fellow developer, I'm willing to jump in and help with the resampling changes, should you choose to do this. There are some dsp helper functions in the VCV Rack SDK that should make this mostly painless.

I will be happy to submit a PR if you are open to it. Just let me know.

Error building 0.5.16.2 on Linux

$ make
g++ -fPIC -I../../include -I../../dep/include -DSLUG=cf -DVERSION=0.6.0 -MMD -g -O3 -march=nocona -ffast-math -fno-finite-math-only -Wall -Wextra -Wno-unused-parameter -DARCH_LIN -Wsuggest-override -std=c++11 -c -o build/src/PLAYER.cpp.o src/PLAYER.cpp
src/PLAYER.cpp:3:38: fatal error: ../dep/osdialog/osdialog.h: No such file or directory
 #include "../dep/osdialog/osdialog.h"
                                      ^
compilation terminated.
../../compile.mk:53: recipe for target 'build/src/PLAYER.cpp.o' failed
make: *** [build/src/PLAYER.cpp.o] Error 1

PLAYER.svg failed to load in linux

As mentionned in FB, the files are case sensitive in linux, so either the file should become: "PLAYER.svg" as opposed to "player.svg", or change the code to call "player.svg" instead of "PLAYER.svg".

Player Module

CFoulc,

Your player module is not responding to neither gate or trigger data from any of the sequencers. The gate port lights up but no sample playback. Is there something that I need to put before it to trigger it?

l3dS3q startup (edit mode)

Hi,

L3dS3q starts automatically with EDIT mode switched 'OFF'. Is it possible to have the module as I left it last time?

Usually I use the module with EDIT mode switched 'ON' just to avoid too many flashing leds.

Best regards, Andras

Fix versioning to be accepted into the Rack community repository

Rack v0.5.1 will include a plugin manager, and plugins need to follow the versioning guidelines in order to be accepted. You can use this example plugin Makefile and Tutorial.cpp file as a reference for making sure the version is the same in the C++, Makefile, and JSON manifest.

  • Your plugin has no version defined in a C++ file. You must set plugin->version using the Tutorial.cpp file as a reference.

Once you've fixed this, send a PR to the Rack community repository and remove the "disabled" property in the JSON manifest file if present.

Player playback

Just using player atm to play full length songs when testing my modules. Playback seems to stop consistently at 6 min 20 sec mark on both trig and gate inputs.

Using AS Triggers to send to the trigger/gate. Have the momentary switch set to next track. Gates do not close on AS.

Compile failed with latest HEAD

9254d35

g++ -Wsuggest-override -std=c++11 -fPIC -I../../include -I../../dep/include -DSLUG=cf -DVERSION=0.6.0 -MMD -MP -g -O3 -march=nocona -ffast-math -fno-finite-math-only -Wall -Wextra -Wno-unused-parameter -DARCH_WIN -D_USE_MATH_DEFINES -c -o build/src/trSEQ.cpp.o src/trSEQ.cpp
src/trSEQ.cpp: In constructor 'trSEQWidget::trSEQWidget(trSEQ*)':
src/trSEQ.cpp:246:31: error: 'RoundSmallBlackSnapKnob' was not declared in this scope
  addParam(ParamWidget::create<RoundSmallBlackSnapKnob>(Vec(132, 56), module, trSEQ::STEPS_PARAM, 1.0f, 16.0f, 16.0f));
                               ^~~~~~~~~~~~~~~~~~~~~~~
src/trSEQ.cpp:246:116: error: no matching function for call to 'rack::Parameter::create<<expression error> >(rack::Vec, trSEQ*&, trSEQ::ParamIds, float, float, float)'
  addParam(ParamWidget::create<RoundSmallBlackSnapKnob>(Vec(132, 56), module, trSEQ::STEPS_PARAM, 1.0f, 16.0f, 16.0f));
                                                                                                                    ^
In file included from ../../include/rack.hpp:9:0,
                 from src/cf.hpp:1,
                 from src/trSEQ.cpp:1:
../../include/app.hpp:244:12: note: candidate: template<class T> static T* rack::Parameter::create(rack::Vec, rack::Module*, int, float, float, float)
  static T *create(Vec pos, Module *module, int paramId, float minValue, float maxValue, float defaultValue) {
            ^~~~~~
../../include/app.hpp:244:12: note:   template argument deduction/substitution failed:
src/trSEQ.cpp:246:116: error: template argument 1 is invalid
  addParam(ParamWidget::create<RoundSmallBlackSnapKnob>(Vec(132, 56), module, trSEQ::STEPS_PARAM, 1.0f, 16.0f, 16.0f));
                                                                                                                    ^
make: *** [../../compile.mk:58: build/src/trSEQ.cpp.o] Error 1

Maybe related to this API update.

Play crashing (bug)

Hi,
I make the same mistake again and again. I usually have tune running and I decide to drop the Play module and immediately put the cables into it. But without having a sample loaded the VCV Rack is crashing.
Regards, Andras

Pictures are broken

On your wiki explaining what each module is and their function, the pictures are showing as broken links.

Aux Send Modules

Mr. CF,

First I want to say great job on your modules development. I am finding myself using your modules more and more. I do have a question though. Using the mono module fader works great with mono signals and you can use the direct out to feed an effect module and output that to another one of your modules. My dilemma is that when I want to add an effect to a dry stereo sample from Player I have to do it from the Player. When you mute the direct signal on the stereo fade mixer, your audio still plays through the effect channel as it should. I like to use one developer's mixer(s) per project. Thus far, your modules are more clear to read and easy on the eyes after 3 hours of eye balling the screen.

Do you have plans to create a self contain bussing module to effect more than one channel through your modular mixer at time. This could minimze the a lot of effect module patching. I don't know how I would do that with your Patch module.

Please see attached images for the current project that I am working on to help you understand my needs. I am using an Aux Send module from another developer but it is not quick and easy to adjust quickly during a live setting.

be cool - top

be cool - bottom

Tag v2.0.2

Could you please add a git tag/release for the v2.0.2 stable version? Thanks :)

suggestion stereo peak

Hi, and first thanks a lot for your greats modules. I use few of them in every patch I do.
It would be nice to have a "stereo Peak module" to simplify patches (and don't use 2 modules).
Have a nice day.
Matthieu

LBL crashes on Windows 10

LBL crashes on Windows 10 after clicking on "Enter label" in the context-menu

[6.362 fatal src/main.cpp:45] Fatal signal 22. Stack trace:
21: ZN4rack10appDestroyEv 0x456435
20: raise 0x4044ac60
19: abort 0x4044f270
18: assert 0x4044b510
17: osdialog_prompt 0x4a9292
16: ZN9LABELItem8onActionERKN4rack5event6ActionE 0xd45c5a0
15: ZN4rack2ui8MenuItem8doActionEv 0x4a49ae
14: ZN4rack5event5State12handleButtonENS_4math3VecEiii 0x4576c8
13: ZN4rack7updater17isUpdateAvailableEv 0x45914e
12: glfwPlatformUnlockMutex 0x4d78ae
11: CallWindowProcW 0x406c6030
10: CallWindowProcW 0x406c6030
9: glPushClientAttrib 0x20913770
8: CallWindowProcW 0x406c6030
7: DispatchMessageW 0x406c5bf0
6: glfwPlatformPollEvents 0x4daf66
5: ZN4rack6Window3runEv 0x4594ea
4: main 0x781840
3: main 0x781840
2: main 0x781840
1: BaseThreadInitThunk 0x3f737bc0
0: RtlUserThreadStart 0x4162ceb0

Cuts - randomly outputting constant negative voltages

Hi! I'm experiencing this most of the time, but not 100% consistently, when adding Cuts (0.6.8) to a patch, it will output no sound, a quick pulse, or just a constant extreme negative random value when any inputs are connected, always on both channels. Only solution seems to be to restart Rack, which only works sometimes. It's kinda patch breaking as it is at the moment. Removing it and re-adding may or may not work, after several attempts.
Hope that makes any sense.

Rack 0.6.2c, Windows 8.1

"PLAY" throws out couple of errors.

#1 The first time I connected the VCV Rack VCO-1 Sinus to the upper PLAY input, my VCV Rack
crashed. This is the very first crash I've ever seen in VCV Rack.

#2 When I connect the PLAY output to MONO input on the cf MONO, it forces the GAIN knob all the way down and you're not able to turn it up again. Is this intended?

#3 Supports only .WAV.

Don't wanna complain. Just want to mention my issues.

one typo that prevents building with 0.6

One change got things building...
diff --git a/src/PLAYER.cpp b/src/PLAYER.cpp
index 8aada0b..1cdb499 100644
--- a/src/PLAYER.cpp
+++ b/src/PLAYER.cpp
@@ -1,6 +1,6 @@
#include "cf.hpp"
#include "dsp/digital.hpp"
-#include "../ext/osdialog/osdialog.h"
+#include "../dep/osdialog/osdialog.h"
#include "AudioFile.h"
#include
#include "cmath"

compile error with new includes for PLAYER

src/PLAYER.cpp:7:10: fatal error: sys/dir.h: No such file or directory
 #include <sys/dir.h>
          ^~~~~~~~~~~
compilation terminated.
make: *** [../../compile.mk:54: build/src/PLAYER.cpp.o] Error 1

what's that include? maybe i can find the correct one for windows.

.gitignore improperly ignores all files starting with **plugin** (affects all branches)

All branches (v2, v1, etc) has the following in .gitingore:

plugin.*
dist/
build/

This results in the following files being ignored (they aren't included in a checkout/clone)

  • /plugin.json
  • /src/plugin.cpp
  • /src/plugin.hpp

I believe the intention was to ignore plugin.so and plugin.dll

So the contents of .gitingore should be

plugin.so
plugin.dll
dist/
build/

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