Everything I've changed is documented on my site. Patch files can be opened in a text editor to see their version. I case of anything being unclear, read the source files.
Some very old patches may not work anymore indeed, I've needed to change the patch format a couple of times in order to make room for new stuff. I've always tried to maintain backward compatibility, but may have failed at times - I didn't really bother to check patch compatibility over all possible versions.
Sorry about that, it's my hobby project - remember :-)
And another update [2016.8.20.0] - mainly for the randomizer / mutator - I've added variations for patches too which are stored with the patch. And two new modules I think, or so.
This would be a late beta for the mutator - its not perfect yet, but I think, or hope rather .. I'm getting a bit fed up with this gadget and would like to do some patching again , it to be usable now.
Oh and of course the Gabe looks got some new bitmaps, so that will look better - thanks Gabe! Last edited by blue hell on Thu May 25, 2017 10:58 am; edited 1 time in total
A couple of fixes and a couple of new modules, some boring 6dB filters and (finally!) the "Conway's Game of Life" based sequencer. This one is interactive, you can paint on the grid. With the right settings it also doubles as a 32 x 32 sequencer with paintable sequences.
(the actual module differs a bit from the images above - but these happened to move :-) )
Oh and also that other cellular automaton of course
for stuff like :
but then in audio, or as control signals rather.
The Markov module will still have to wait a bit to be finished.
There was a nasty MIDI bug, it was not sending MIDI command bytes at all.
Also changed the rubberbanding a bit, that is module selection dragging, cable dragging and module move/copy dragging. Some of this painted on a wrong device context.
This makes the drawing clearer, and it may also fix an issue in win10 where screen updates were fukt ... not sure .. not having win10.
Oh and sorry for the strange version number here, it should have been 13 not 19 ... hope I don't have to release before 20 :-)
And some minor other stuff changed, see the #changes link above.
edit : url update. Last edited by blue hell on Thu May 25, 2017 11:01 am; edited 1 time in total
does anyone have problems with sound in win 10? beacause i can render to wav,but i cannot listen in realtime,since no sound is produced.i'm using legacy audio ,since portaudio doen't work, i tried messing with the buffer,sampling rate,process priority...nothing works,even with older version of Wren...same problem persists.
Made a pattern sequencer module to be used for drum patterns. When set at low speed it can also be used to control the time structure for a self playing patch.
Made a controller module for the DataGraph module to allow it to do envelopes. The blue ouput of the controller goes to the input of the graph module.
And a fixed divider module, fixed in that it has a number of fixed divider ratios.
edit : url update. Last edited by blue hell on Thu May 25, 2017 11:02 am; edited 1 time in total
I've been searching for the M.A.N.I.A.C. a bit lately .. and made some changes to sequencer modules and stuff to get some of the features of that legendary thing into Wren. It is hard to find solid info on the subject .. but the seq16 module got some upgrades:
I've dded cross fade modulation to the Seq16 module and also added a random input. The random input will set all the faders to random positions. Added three 'canon' outputs, these are shifted by four steps for each one. So when the first output outputs step1 the 2nd out sends step 5, etc. This way the sequencer can be used as a 2 x 8, 3 x 6, 4 x 4, … sequencer, but it is also possible for instance to set like 12 steps and use output 1 and 3 and then they will have eight sliders overlapped and four unique ones for for themselves. The xfade works on all four outputs, but there is still just one chain input which is being added to all four outputs.
Added a 'hold' input, which when active will hold the last sequencer output value and it will also block the chain outputs from being updated, but it keeps the sequencer running. Then added skip inputs for each step, when a skip input is active that step will not be used (making the sequence a step shorter). Added a clockskip input too, when it is active the sequencer will freeze at its current step. This is different from the Active input in that the Active input outputs no step values but passes on the chain outputs only. When a clock is being skipped the current step and output values will be he held and the chain inputs are no longer sampled. Then I went on and made 16 step outputs, going active when the step is active and the incoming clok is high or the trigger mode is set to (G)ate. Oh, and also added a TimeWarp (tw) output, which can be used to control the speed of the driving clock, it is meant to drive the speed input of an LFO. The idea is that when steps are being skipped the sequence length can be kept the same when using the TimeWarp output in this manner.
Also added a SquareSineLfo module, it outputs a sine along with a PWM controlled square wave. I often end up clocking things with sine LFOs as sine are easy to multiply up to higher frequencies (using the ChebGen module) which is easier often than starting with a higher clock and dividing it down. Also the sine shape is more usefull to do (synced) modulations with. However its not easy to change the 'pulse width' of the sine, so that is what the square PWM is for, that one is easy to make changing note lengths for driving sequencer. This one has linear frequency control to allow co-operation with the sequencer's TimeWarp output. In fact added linear FM to a lot of oscillators.
Noone too interested in maniacs I guess .. anyways .. there is a new version with some bug fixes a few new modules and changes to some other modules - there even is some patch incompatibility!
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