[LAA] XPolyMonk.lv2 v0.6

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tramp
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[LAA] XPolyMonk.lv2 v0.6

Post by tramp »

XPolyMonk is polyphonic (12 voices) version of XMonk.lv2 with full midi support.
Released under the BSD Zero Clause License

Image

get it here:
https://github.com/brummer10/XPolyMonk. ... s/tag/v0.6
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Re: [LAA] XPolyMonk.lv2 v0.6

Post by merlyn »

Thanks tramp!

This has changed a lot since the first version. It seems heavy on CPU. Where other heavy synths use a lot of CPU when they are playing notes and less when silent, XPolyMonk uses a lot of CPU all the time whether it is playing notes or not.

The detune can be crazy on higher notes. :D I'll have to use it a bit more to figure out what settings cause it, but it has sounded out of tune at times.
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Re: [LAA] XPolyMonk.lv2 v0.6

Post by tramp »

merlyn wrote:This has changed a lot since the first version. It seems heavy on CPU. Where other heavy synths use a lot of CPU when they are playing notes and less when silent, XPolyMonk uses a lot of CPU all the time whether it is playing notes or not.
Hi merlyn

Yes, I've worked a bit on it.
The CPU usage, yes, it's designed to produce a constant load, no spices in the CPU time, regardless if you play it or not.
Here it use 12% DSP load with jackd settings 128 frames 48kHz SampleRate. Did it use more on your system?
merlyn wrote:The detune can be crazy on higher notes. :D I'll have to use it a bit more to figure out what settings cause it, but it has sounded out of tune at times.
Detune is a bit experimental, it detune the voices per voice,
looks like that:

Code: Select all

for(int i = 0; i<VOICES;i++) {
    p->xmonk[i]->detune = (double) p->detune * i * 0.1;
}
means voice12 detunes 12xsetting in relation to voice1. You'll never know which note plays on which voice.
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Re: [LAA] XPolyMonk.lv2 v0.6

Post by merlyn »

At 128/48k I'm getting ~35% CPU going up to ~39% when I use the mod wheel to change the vowel. I've used the mod wheel so much it now squeaks :D I''l spray some switch cleaner in it. My computer is pretty old -- 2.6 GHz 4 core Athlon. For old hardware would being able to change the polyphony make it lighter? For playing XPolyMonk live one hand is on the keys and one on the mod wheel so 5 notes would be enough. Of course for using it in a sequencer 12 notes is good.

I checked the tuning with detune at 0 and it's correct. I'll now experiment with detune and report back.
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Re: [LAA] XPolyMonk.lv2 v0.6

Post by tramp »

merlyn wrote: For old hardware would being able to change the polyphony make it lighter?
It's hard-coded, in XPolyMonk.h line 103:

Code: Select all

#define VOICES 12
You could adjust it to whatever value of voices you need.
Sure, less voices reduce the DSP load.
I may be able to make it a adjustment parameter, but, that needs some work. ( needs a worker thread callback at least).
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Re: [LAA] XPolyMonk.lv2 v0.6

Post by merlyn »

tramp wrote:I may be able to make it a adjustment parameter, but, that needs some work.
Changing that line and re-compiling is good for me. Thanks.
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Re: [LAA] XPolyMonk.lv2 v0.6

Post by tramp »

I made the VOICES now a parameter, so you could select how many voices you need during runtime. default is set to 6 voices.
Also I switched away from the constant load approve, means, when you didn't play, there is no DSP load.
Hope that makes it a tat more usable on older hardware.
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Re: [LAA] XPolyMonk.lv2 v0.6

Post by khz »

Good sounding instrument! Thanks!
Can you add an ADBSSR amplitude envelope, that would be great. viewtopic.php?p=113360#p113360 ;-)
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Re: [LAA] XPolyMonk.lv2 v0.6

Post by tramp »

khz wrote:Can you add an ADBSSR amplitude envelope, that would be great. viewtopic.php?p=113360#p113360 ;-)
Didn't know what you mean, currently it's a ADSSHR envelope.
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Re: [LAA] XPolyMonk.lv2 v0.6

Post by khz »

My mistake. An ADSSHR amplitude envelope I meant.
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