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getting_started_vividshaper [2025/01/06 19:56] – lars | getting_started_vividshaper [2025/01/09 21:41] (current) – [Using more oscillators] lars | ||
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active = VSMax(vol) > 0.00001 | active = VSMax(vol) > 0.00001 | ||
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+ | pitchbend = pitchbend * 2 | ||
</ | </ | ||
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note[x] is an array corresponding to the notes being played for the eight oscillators (x is between 1-8). If we don't set note[x] explicitly, each oscillator will keep the default notein value. Hence, you don't have to set the note[] array if you don't want to change the note. | note[x] is an array corresponding to the notes being played for the eight oscillators (x is between 1-8). If we don't set note[x] explicitly, each oscillator will keep the default notein value. Hence, you don't have to set the note[] array if you don't want to change the note. | ||
- | Given that notein=48, note[1] will be 47.99 and note[2] will be 48.01. Setting these two oscillators slightly detuned will create a beat effect, which you can read more about here: | + | The pitchbend variable is representing the current pitch bend data from your keyboard, and ranges by default between -2 to +2 (two semi-tones in each direction). This value is added to each note[x] value in the sound engine (after the Lua code has finished running). Say that note[1] == 48 and pitchbend == 0.3. The note that will be played by the oscillator will then be 48.3. In the code above, we manipulate the pitchbend variable so that it ranges from -4 to +4 instead. If you wish to turn it off (or use the pitchbend data to modulate something else), you can do so by setting pitchbend = 0 somewhere in the code. |
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+ | In the above code, we are adding and subtracting 0.01 for note[1] and note[2]. | ||
https:// | https:// |