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Author Topic:   Setting the phase in an lfo
Filament
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posted 05 June 2008 15:25         Edit/Delete Message   Reply w/Quote

LfoSampleTRIG.kym

 
I am trying to trigger an lfo at different phase points from my keyboard but am unsure how to do this. Can anyone please help? Please see attached sound.

Regards,

Miles

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SSC
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posted 05 June 2008 16:11         Edit/Delete Message   Reply w/Quote
What is the desired effect on the Sample? (Do you want it to start at different points in the sample? Modulate the start point in the sample?) Do you want the LFO play once through the waveform starting at that phase or continuously cycle through it?

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Filament
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posted 05 June 2008 17:04         Edit/Delete Message   Reply w/Quote
I'm trying to trigger a short excerpt of a sample at the same start point every time it loops to get a rittardando and an accelerando effect on the length of the sample played. So the loop length gets later and later and I want to change the phase of the lfo to make the loop length earlier and earlier. If that makes sense. Like its bouncing, say like a ballbearing on an anvil.

Regards Miles

[This message has been edited by Filament (edited 06 June 2008).]

[This message has been edited by Filament (edited 06 June 2008).]

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SSC
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posted 06 June 2008 08:18         Edit/Delete Message   Reply w/Quote
So something like this?

* You trigger it
* Sample loops getting shorter and shorter until it is zero length
* Sample loop gets longer and longer again (loop always starts at the same point in the sample)
* When loop is back to full length, it stops



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Filament
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posted 06 June 2008 09:07         Edit/Delete Message   Reply w/Quote
More like this:
* I trigger it
* Sample loops getting shorter and shorter until it is zero length, then it stops.
* I Change the phase of the lfo
* I trigger it again
* Sample loop gets longer and longer again (loop always starts at the same point in the sample), then it stops.

Miles

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posted 07 June 2008 13:04         Edit/Delete Message   Reply w/Quote

MilesbouncingBallLoop.kym

 
To create a Sample with a loop that gets shorter and shorter alternating with longer and longer each time you play it, you could put the following into LoopEnd (and put !KeyDown into the Gate field):

code:

| index |
index := !KeyDown countTriggersMod: 2.

(index of: #(!Start {1 - !Start})) +
((index of: #({1 - !Start} {!Start - 1})) * (!KeyDown ramp: !Dur s))




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