Sound2Note module

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queries
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Joined: Tue May 10, 2016 9:51 pm

Sound2Note module

Post by queries » Thu Feb 09, 2017 10:20 pm

Sound2Note could work like this:

The absolute value of the incoming waveform is mapped to a configurable pitch range from 0x0000 to 0x8000. At a configurable frequency, this is converted to SP (set pitch) note events that are sent to downstream modules.

"Start pitch" and "End pitch" controllers - 0x0000 to 0x8000 as noted above... can be reversible like MultiCtl and Velocity2Ctl etc.

"Active" yes/no controller - defaults to "yes" - when set to "no", it will stop generating new notes. (Will not send a note-off though; combine with setting "note off immediately" to yes to stop generating notes AND note-off any currently playing note)

"Velocity" controller - range 0-128; default 64 - velocity of generated notes.

"Freq" and "Frequency Unit" controllers - similar to LFO, controls rate at which incoming audio is sampled and note events are produced.

"Set Phase" controller - similar in function to LFO; you can set to a specific phase point in the sampling frequency; always rests at zero.

"Hold notes" on/off controller - when on (default), if sampled value is same as previous, no new note event is sent; when off, note events always sent even if sampled value is same as previous.

"Note off at zero" on/off controller - when on (default), if sampled value is 0, a note-off event is emitted; when off, a set-pitch of 0x0000 is emitted.

"Note off immediately" on/off controller - when set to on, immediately sends a note-off event; always resets to off (like "set phase" does).

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Possible use case would be LFO-driven arpeggiators, when combined with a note-transforming metamodule (see other feature request):

Amplifier w/ DC offset > LFO > Sound2Note > Note Transformer > Synth

The note that was playing would be determined by the LFO's frequency, and the rhythm would be determined by the Sound2Note's frequency.

squidmissile
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Re: Sound2Note module

Post by squidmissile » Sun Feb 12, 2017 12:37 am

This might be cool for generating random music without using any if the effects commands. I could imagine using this with a couple generators to drive an entire patch.

+1

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queries
Posts: 274
Joined: Tue May 10, 2016 9:51 pm

Re: Sound2Note module

Post by queries » Sun Feb 12, 2017 12:40 am

A little addition to the feature request... the absolute value of the second audio input could be translated to velocity.

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