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chaosprint avatar chaosprint commented on May 16, 2024

Thanks for reporting this issue.
I have looked into it and it turns out that it is caused by the algorithm in the env calculation where the attack or decay will be used for division. If either attack or decay is 0, then the output will be a NaN. When sending this NaN to the filter it causes the issue.
Now it is fixed in the new version with an if statement.
Nevertheless, I recommend not to use 0 for env attack or decay. It will cause a sudden jump in amplitude and often leads to a popping sound.

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redFrik avatar redFrik commented on May 16, 2024

thanks. yes, NaN makes sense.
i use 0 attack time all the time in other systems and like it. besides the filter will (should) smooth it out.

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