User Tools

Site Tools


getting_started_vividshaper

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
getting_started_vividshaper [2025/09/13 14:23] – [Delay effect] larsgetting_started_vividshaper [2026/09/09 21:00] (current) – [Filter functions] lars
Line 46: Line 46:
 ===== The user interface ===== ===== The user interface =====
  
-In VividShaper, most of the things you do to control the synthesizer will be done through coding, so VividShaper does not have any knobsHowever, it does have a few buttons. On the left side, there's a patch menu button that will allow you to load and save patches (either locally or to iCloud). The menu looks like this:+VividShaper version 2.0 included two big changes to the user interface: 
 + 
 +* The old editor was replaced by a new editor with syntax highlighting 
 +* The old dropdown menu for selecting patches was replaced by a patch browser 
 + 
 +Some of the images seen here may be prior to v2.0but you can tell if it is the new version if the code editor has syntax highlighting like the image below:
  
 {{:factorymenu.png?600|}} {{:factorymenu.png?600|}}
  
-Here is an explanation of all the menu alternatives:+===== The patch browser =====
  
-  * Load factory patches: This is where you load one of factory patches that come with VividShaper. As you can seethese are divided into a number of categories, for instance bass and drone. You will be able to organise your patches in categories too. More about that under **The patch organiser**. +In VividShaper, most of the things you do to control the synthesizer will be done through coding, so VividShaper does not have any knobsHoweverit does have a few buttonsOn the left sidethere's a patch button that will bring you to the patch browser view:
-  * Load user patches: Here you will find all your patches and load them, either locally or from iCloud. It has the same category system as for factory patches and we will go through how that works in detail below. +
-  * Delete user patches: This is where you delete your own patches. +
-  * Save to iCloud: This saves your patch to iCloud. +
-  * Save to Local: This saves your patch to the local filesystem. +
-  * Update factory patches: This is a new feature in v1.2. You can now update the factory patches with new patches from the Internet. The plan is to release new patches regularly on Fridays ("Patch Friday")hopefully weekly or at least a few times per month. +
-  * Debug: This is only available in the developer versionso you won't see it.+
  
-Next to the Patches menu button, you will find few other buttons:+{{:patchbrowser1.png?600|}} 
 + 
 +The browser is divided into Factory patches, Local patches, and iCloud patches. Factory contains all the patches that comes with VividShaper. These are updated once in a while and you can check for new updates by pressing the "Update Factory" button. It will download the latest patches from VividSynths.com. 
 + 
 +{{:patchbrowser2.png?600|}} 
 + 
 +When you select a patch, you will notice that the Patches button turns red. This will tell you that the patch has been loaded into a preview mode. You can play the patch you have selected on the keyboardbut if you press the Patches button again to return to the code editor you will get back the previous patch. To replace the previous patch with the patch you have selected, you have to press the Load button. Doing so will return you to the code editor. 
 + 
 +Each patch can belong to one or more categories. This is done by tagging the each patch by adding category name as a hashtag to the patch name, e.g. **BrightStringEnsemble #strings #ambient**. If you don't give a patch a hashtag, it will belong to the **Unlabelled** category. 
 + 
 +{{:patchbrowser3.png?600|}} 
 + 
 +If you select Local or iCloud, you will be able to save your patches either locally on your device or in iCloud. Storing them in iCloud allows you to share patches between your devices and patches that are only in the cloud will have a cloud symbol next to them. You can of course organise your patches in categories too. Patches that you store in iCloud will have their own category system separate from locally stored patches and factory patches. If you don't add a tag, they will be found under the **Unlabelled** category. 
 + 
 +The creation or deletion of categories is done automatically. As soon as you save a patch with a new hashtag, e.g. **Blip #8bit**, the organiser will create the category **#8bit** for you. Once you delete all patches with a given hashtag, the category will be removed. 
 + 
 +===== The code editor and waves view ===== 
 + 
 +{{:factorymenu.png?600|}} 
 + 
 + 
 +In the code editor view, you will also find three other buttons next to the Patches button:
  
 **New:** The New button will remove anything you have written and start from the simple patch you see in the image. **New:** The New button will remove anything you have written and start from the simple patch you see in the image.
Line 76: Line 96:
 **View**: The View button will change the view of the editor and the graph (only editor, only graph view, editor left to graph, editor below graph). **View**: The View button will change the view of the editor and the graph (only editor, only graph view, editor left to graph, editor below graph).
  
-**Help**: Finally, there is also a Help button. This button loads some text into the editor, telling which version you have and gives you a simple example. If you press help again, it will switch back to your original code that you worked on. 
- 
-===== The patch organiser ===== 
- 
-In the first version of VividShaper, all patches were stored in alphabetic order in one huge list. The patch organiser, introduced in v1.2, allows you to tag each patch by adding #tags to your patch name. For instance, the patch **Super Moving Saw #pad #supersaw** that you find among the factory patches is located both under the **#pad** category and the **supersaw** category. You can organise your patches in the same way. The patches you store in iCloud will have their own category system separate from locally stored patches. If you don't add a tag, they will be found under the **Unlabelled** menu item. 
- 
-You don't have to create or delete the categories. This is done automatically. As soon as you save a patch with a new hashtag, e.g. **Blip #8bit**, the organiser will create the category **#8bit** for you. Once you delete all patches with a given hashtag, the category will be removed. 
  
 ===== Our first patch: Triangle ===== ===== Our first patch: Triangle =====
Line 299: Line 312:
  
 ===== Filter functions ===== ===== Filter functions =====
 +There are three different filters available in VividShaper: lowpass, bandpass, and highpass filters.
  
-The lowpass/bandpass/highpass filters work a little bit different from other apps. Instead of filtering the output from the oscillators, you can filter the wave itself. The wave filter function in VividSynths is a biquad filter. A biquad filter consists of five different coefficients and depending on how you set them you can create either a lowpass, bandpass, or highpass filter.+These can either be applied on the actual waveform itself or applied as an insert effectIn both scenarios, you need to create a filter first using the following functions:
  
 <code Lua> <code Lua>
-wave[x] VSBiquad(wave[x],biquadcoeff+filter1 VSLowpass(cutoffFreq,resonance) 
 +filter2 = VSBandpass(cutoffFreq,resonance) 
 +filter3 = VSHighpass(cutoffFreq,resonance)
 </code> </code>
  
-It can be quite difficult to calculate how these coefficients should be setso VividShaper comes with three functions for this purpose:+If you want to apply the lowpass filter on the actual waveformyou will do this with the VSBiquad function:
  
 <code Lua> <code Lua>
-biquadcoeff VSLowpass(cutoffFreq,resonance,notein) +wave[1] VSBiquad(wave[1],filter1)
-biquadcoeff = VSBandpass(cutoffFreq,resonance,notein) +
-biquadcoeff = VSHighpass(cutoffFreq,resonance,notein)+
 </code> </code>
  
-A very important thing is that you need to provide each of these helper functions with the current note. If you play a note at a low frequency, you may actually play under the cutoffFreq so that no filter should be applied at all for lowpass filter. That means the filter effect on the wave depends not only on the cutoff frequency and the resonance, but also on the playback frequency (i.e. the note).+Since this filter is applied directly to the waveform, you can continue to manipulate the resulting wave afterwards. The filtered waveform still becomes steady-state wave that is repeated by the oscillator.
  
-A full example comes here:+The other method is to use the filter as an insert effect, processing the oscillator output continuously. In this case, the filter retains its state from one waveform cycle to the next. This is particularly important for resonance: instead of being baked into a single repeating waveform, the resonant response can build up and ring across successive cycles, producing a more dynamic filter response over time. 
 + 
 +Say we want to apply the highpass-filter above as an insert on oscillator 1. Then we will write it like this: 
 + 
 +<code Lua> 
 +afilter[1] = filter3 
 +</code> 
 + 
 +You can even combine the two methods. Say you first filter the wave with a lowpass filter, then you apply the bandpass filter as an insert: 
 + 
 +<code Lua> 
 +filter1 = VSLowpass(cutoffFreq,resonance) 
 +filter2 = VSBandpass(cutoffFreq,resonance) 
 +wave[1] = VSBiquad(wave[1],filter1) 
 +afilter[1] = filter2 
 +</code> 
 + 
 +You can even apply the same filter twice: 
 + 
 +<code Lua> 
 +filter1 = VSLowpass(cutoffFreq,resonance) 
 +wave[1] = VSBiquad(wave[1],filter1) 
 +afilter[1] = filter1 
 +</code> 
 + 
 +Both the waveform and the insert filters VividSynths are biquad filters. A biquad filter consists of five different coefficients and depending on how you set them you can create either a lowpass, bandpass, or a highpass filter. The different filter functions return an array with 11 values. The first five values are used by the waveform filter (i.e. VSBiquad()) and the second five values are used by the insert filter. The final value is just a value to turn on or off the insert filter (0 or 1). You don't really need to understand how this works since the filter functions calculate the biquad parameters for us. 
 + 
 +In previous versions, you also needed to provide the current note to the filter, like this: 
 + 
 +<code Lua> 
 +filter1 = VSLowpass(cutoffFreq,resonance,notein) 
 +</code> 
 + 
 +From v2.0, you don't have to do that any longer, as notein is default. However, you can still provide a note value to obtain the effect of a filter that follows the note in terms of the cutoff-frequency: 
 + 
 + 
 +<code Lua> 
 +filter1 = VSLowpass(cutoffFreq,resonance,60) 
 +</code> 
 + 
 +A full example comes here for how to apply the waveform filter:
  
 <code Lua> <code Lua>
 -- Patch: Filter example -- Patch: Filter example
 wave[1] = VSSaw(1,0) wave[1] = VSSaw(1,0)
-vol[1] = VSADSRE(1,1,0.8,3,0,gatetimeon,gatetimeoff) +vol[1] = VSADSRE(1,1,0.8,3,gatetimeon,gatetimeoff) 
-biquadcoeff = VSLowpass(300,1,notein)+biquadcoeff = VSLowpass(300,1)
 wave[1] = VSBiquad(wave[1],biquadcoeff) wave[1] = VSBiquad(wave[1],biquadcoeff)
 </code> </code>
Line 358: Line 412:
 ===== Math functions ===== ===== Math functions =====
  
-Besides all the built in math functions that come with Lua, VividShaper also comes with some wave manipulating wave functions that you may find useful. These are:+VividShaper allows you do apply all maths operators on the different waves: 
 + 
 +**+ - * / %** 
 + 
 +For instance, say you want to build an additive synth with sine waves, Then you can write: 
 + 
 +<code Lua
 +wave[1] = 0.3*VSSin(1,0)+0.6*VSSin(2,0)+0.3*VSSin(3,0) 
 +</code> 
 + 
 +You can also multiply two wave forms with each other, element-wise: 
 + 
 +<code Lua> 
 +wave[1] = VSSin(1,0)*VSSaw(1,0,0.5) 
 +</code> 
 + 
 +The modulus operator works with floats as well as integers: 
 + 
 +<code Lua> 
 +wave[1] = 2*(VSSin(1,0)%0.5) 
 +</code> 
 + 
 +{{:patchmodulus.png?600|}} 
 + 
 +If you divide one waveform with another waveform, you may get a division with zero. Although not mathematically correct, such divisions will always return zero for convenience.  
 + 
 +Previous versions before v2.0 did have functions instead that you would call to make the calculations. These are still available for compatibility reasons with older patches:
  
 <code Lua> <code Lua>
Line 369: Line 449:
 </code> </code>
  
-With these functions, you can either e.g. multiply a wave with a scalar value or a wave with another wave. These are very useful functions if you want to create an additive synth:+An additive synth with the older functions looks like this:
  
 <code Lua> <code Lua>
Line 525: Line 605:
 reverb1[5] -- mixMode, where 0=insert and 1=send. reverb1[5] -- mixMode, where 0=insert and 1=send.
 reverb1[6] -- tailLatch, where 0=off and 1=on. reverb1[6] -- tailLatch, where 0=off and 1=on.
-reverb1[7] -- keep (0 - 1), how much of the stereo signal that should be kept in the reverb. +reverb1[7] -- keep (0 - 1). How much of the stereo signal that should be kept in the reverb. 
-reverb1[8] -- cross (0 - 1), how much of the stereo signal that should be leaked+reverb1[8] -- cross (0 - 1). How much of the stereo signal that should be leaked 
 +reverb1[9] -- Stereo (0 - 1). If you want the final output from the reverb to be mono or stereo.
 </code> </code>
  
Line 535: Line 616:
 To summarise, there are a number of alternative routes your sound can go through: To summarise, there are a number of alternative routes your sound can go through:
  
-* Main route: On by default + 
-* Alternative route: Off by default + 
-* Reverb route: Off by default. All sounds here go through reverb2 +  * Main route: On by default 
-* Delay 1 route. Off by default +  * Alternative route: Off by default 
-* Delay 2 route: Off by default+  * Reverb route: Off by default. All sounds here go through reverb2 
 +  * Delay 1 route. Off by default 
 +  * Delay 2 route: Off by default
  
 All routes except the alternative routes also go through reverb1. Both reverbs are off by default. All routes except the alternative routes also go through reverb1. Both reverbs are off by default.
getting_started_vividshaper.1757773393.txt.gz · Last modified: (external edit)