I'm trying to create a few effects at the minute but I've stumbled across two particular problems. The first is with the flanger effect, I've used a sine wave generator I found on these forums to vary the delay on an audio signal, however the delay is very glitchy and constantly clicks. I'm not sure if maybe the numbers need to be synced with the audio samplerate or if I can somehow smooth the transitions:
The second problem I am having is with the gate effect. The workings behind the effect are sound I think however I need somekind of system that will read ahead a few milliseconds so that the gate can respond to the peaks and dips in time. At the moment the attack is pretty much cut off from the audio. I'm not sure whether there is a specific object that will do this?
> The first is with the flanger effect, I've used a sine wave generator
> I found on these forums to vary the delay on an audio signal, however
> the delay is very glitchy and constantly clicks.
First advice if yoy hear clicks: Do it completely in the signal domain
-> lots of examples in the archives.
The first thing you have to understand is the fundamental difference
between signal domain and scheduler world. Scheduler events happen only
every millisecond or so...
> I need somekind of system that will read ahead a few milliseconds
> so that the gate can respond to the peaks and dips in time.
> At the moment the attack is pretty much cut off from the audio.
> I'm not sure whether there is a specific object that will do this?
You used it in your previous patch: delay~ or a tapin~ tapout~ combo...
Thanks yes I had already thought about using a delay unit however it's just that this creates alot more work for me and I was hoping for another way around. Anyway, if this is the only way of doing it then that will have to do.
I've managed to create a flanger which is working perfectly now by using curve~ and allpass~. It's all pretty smooth and nice.
Hi, i've been trying to make a flanger and have been having the same difficulties that have been mentioned previously: clicks when the delay time is changed. I can't figure out a way of changing them at audio rate as the delay~ object will not accept audio rate delay times. I have a few different oscillators that can be chosen to sweep through the delay time range (0-10 ms) but am gettting horrible sounds out of it. Someone mentioned creating one with curve~ and allpass~ and I'd be interested to know how this was done. As i stare trying to think of a solution i find my sanity slowly slipping away from me. If anyone could offer any hints or tips i'd be very grateful indeed.
Oh, another thing, one member mentioned that there were plenty of examples in the 'archive', where is this archive? I see the message was posted some time ago so maybe that page has since been removed, but if it's still about would someone kindly tell me where?
Excellent. Thank you. I did try using allpass~ after having posted my querey yesterday. It works alright, but I am trying to hone the right settings for it so that it sounds better. I'm trying to avoid using tapin~ tapout~ combos as the vector size is too much of a limitation interms of delay time. I was recommended trying comb~ or teeth~ on a different message thread so I'm gonna give that a go too.
Thanks for your help, it's definately appreciated!