Hmm, yes.
You know; in the tense of animation and lag - it is best to remove any instances of hotwiring. I have a feeling that the original
Synthmaker preferred straight math. But that issue had been from the beginning with KG's code. It's some anomaly that I
am not "in the know" of it's origin. I have noticed however; If the sound created is computed quickly with less delay; there is less of the effect. That would say to Me that the issue is a lack of a buffer. Could anyone be so kind as to point out a buffer for fft objects? It could be that I find something that can achieve this.
So, rather than "hotwiring" things; I've been using plain addition, subtraction and multiplication. I intend to go through the code meticulously and look for all tenses of this so that the code does not question itself.
The very fact that a hotwire can either subtract or multiply is a question. And if there are many many questions; Then, You and I realize there is less processor power available. The odd thing though is that hotwiring seems fast on the CPU; But start
and stop for visual elements.
So, this newer version I post now is much improved. I've tracked down more instances of division and I intend to learn more
about replacing division with multiplication due to the fact that division in C is a giant monster that can take decimals and
algebra into account. In fact, I believe that division is even designed to accept letters AND numbers so it's interpreter is
un-gainly. I guess that portion of division is only a Matlab thing; But early in programming conception it must have
seemed a real time saver to be able to plug in algebraic arithmetic like as is seen on paper, and I'd agree. But now,
the lack of having a simple division function is annoying because it's a slow function.
Perhaps, *sigh* I could try bringing all of the visual elements over to multiplication as well and see if that has any luck.
With that said, here's the new stock EQ version. In this version I use Martin Vicanek's High passes and Low passes only.
I then route ZDF's in Base Pass 2 mode as a replacement for traditional co-efficient's. This is a very stable and smooth
sounding incarnation and I am pleased that My time spent here has had such educational value.
I thank especially Adam Szabo, and Martin Vicanek for their examples and lengthly posting regarding zero delay modules.
I also thank the doubtful Tulamide who questioned My theories. It was due to My ego that I had to test the theory.
And it worked out very well - Nice to have a healthy ego moment.
The earlier version was something of a hack; I was experimenting with old school methods and ended up with that; But in
contrast this new version is world class. In fact, I claim that this new equalizer could make it into any TV or Movie production;
And without a doubt You could use it to master music as well. Don't spend any money; Just buy Flowstone and use this module.
The only error You might notice is that I hadn't the time to center the graphical elements using the results of the width and height of the view frame (I'm making the entire thing vector driven - so it can be resized). I will probably have to change the math for the value so that it takes the center of the EQ Bell into consideration.
So, there's a few things other than just bug fixes I wish to do to this.
- I'd like to add right click menus; I thought Ruby might be ideal to achieve this, and furthermore I'm thinking that I'll use an example from Trogluddite's toolz - it's a spinner knob that keeps spinning; and it requires you to circle the mouse around the object. I thought what would be better for the Q value?
There can be a larger ball and a smaller ball and You spin the smaller ball around. I add this feature knowingly keeping in
mind that there is a mouse wheel feature in 2.9. But for those who use laptops, and have a scroll wheel that's annoying
(or a tablet PC) grabbing and spinning seems a nice alternative. - There's a bit of distortion when You max it; I'm currently fiddling around with the combination of Co-efficients from the
lowpasses and highpasses as I feel that toying with the addition and subtraction only hinders My ability to keep sound at unity when at zero. - I intend to add a nice frequency guage in the bg: 100|200|500|1k|3k|6K|10K|17K
- I think I'd like to replace the co-efficients for the graphical items with something faster
- there's a stereo width feature in place - I'll tie it to the frequency grid and provide a "distance" setting as well.
With that setting utilized the width for Low / Mid and High will vary due to laws of physics and what is perceivable by the
human ear - In the past I've had some success with using ADSR like in a compressor. I thought I might try that based upon the same
physics algorithm (closer has a longer attack and shorter release, longer has a longer release) and I thought Bootsy's
one with hold might be interesting to try. It's not a stream after all, but it doesn't hurt to entertain the notion.