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It’s really more a question of what you want the envelope to do. I don’t think any approach is “better” than any other. As you observed, this can cause the envelope to rise above the value of the original gate. The idea is to simulate the rapid striking of a piano key or percussive instrument where each strike builds upon the previous one. The third approach is to start the new envelope at the level of the previous envelope’s release. This is the one I have used most commonly. The third approach is to restart the envelope from zero but continue the release from the previous cycle, and switch when the new cycle crosses the old one. This is a common approach and is the one that the built-in ADSR node uses. The second approach is to start the re-trigger from the current point and increase the rate of the attack so that it reaches the gate height at the same time it would have if it started from zero. Although this is easy to implement, it causes an abrupt drop to zero at re-trigger which is often not very desirable. For envelopes that allow re-triggering, the simplest method is to restart the envelope from zero. Some envelope generators will only re-trigger once you have reached the sustain phase. In this case the envelop must complete the release phase before it will accept a new trigger. One approach is to not re-trigger at all. There are several ways to deal with re-triggering (another trigger received before the envelope cycle has completed). There are probably some internals that can be handled more elegantly. I’ll take another look at this when I get the chance.
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#Audulus forum Patch#
when changing from regular to trigger mode in the patch above. (This issue also affects trigger mode when the release hasn’t played out completely.)Īnother issue in trigger mode is the attack always starting from 0 which can be problematic when decays or the release haven’t been completed.
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I’ve studied them in detail (and learnt a lot!) but have gotten to the stage where I’m no longer seeing the wood for the trees. perhaps you have a fresh take on this since you know the ins and outs of the uLope modules. I’ve tried various approaches to this problem but haven’t yet found a satisfactory solution. In regular, non-trigger mode the attack can overshoot the value of 1, e.g when two attacks occur in quick succession or the release hasn’t fully played out. (I haven’t adapted the uLope sustain modules to work with the trigger mode yet – that’s next on the list.)ĥE6FCE1C-A6F2-40FE-AD02-5036041AD9B2.jpg 2224×1668 543 KBīefore going into further detail I should however point out that there are two issues that I haven’t yet solved with this module. with the gate setting in before the release stage has completed, interesting rhythmic effects can arise.
#Audulus forum generator#
With the attack time set to longer than the clock rate the envelope generator can suddenly starts to function as a kind of clock divider, as Hordijk points out in the video. It’s a simple feature that opens up a number of possibilities. This means that a short trigger can result in a long attack swell, or a short attack can be triggered with a broad gate. the attack time of the envelope is independent of the gate time. In this first small patch I’ve adapted some of uLope modules to include a trigger mode – i.e. Hordijk mentions in one of his videos that designing an envelope generator is perhaps the most difficult of all the modules in that there are so many possibilities to consider. Here’s a small start on the Hordijk Dual Envelope generator.