Rhodos MPE

Prototype early state

(5 Votes)
0.91 (Updated 1 year ago)
4.6MB
January 21, 2018
Reaktor 6
Other Test Area

DESCRIPTION

if you don`t have a MPE controller, please move over to this version without MPE:
https://www.native-instruments.com/de/reaktor-community/reaktor-user-library/entry/show/9363/
credits you will find over there too.

this is a pre version of an early pre-alpha
(just to be clear...)

its a mess in this state.
modmatrix isn`t done
where you can have fun already:
on some blocks the mod a isn`t feeded by the modbus a lfo. instead poly aftertouch is used.
IF YOU SWITCH OFF THE AKSTK ENVELOPE, AFTERTOUCH IS USED FOR VOLUME AMP SO YOU CAN PLAY BOWED STYLE.
aftertouch is also used in mod a of the Polyeffect2 as well in mod a of the filter yet.
it`s some prolly routing but well... just testing things out.
Timbre/Y-axis isn`t used at all. only pitchbend and aftertouch.

this was just some sunday morning fun, maybe it will bring you a sweet sunday too.

PLEASE USE MIDI CHANNELS 2-8 (7 Voices)




COMMENTS  (2)

Thala Estra
1 year ago
Hi, Gustavo. i always wanted to check out polyphonic effects. you can just delete them, bypassing them with some wires. just right-click the Load button of any device, and jump into the structure. it couldn`t be easier for the user, preventing her/him for seeing any spaghetti and get confused. All the chosen blocks/macros can be easily changed, by different or less hungry plugins. if i go all in, this one takes 84,5% on 2,4Ghz. stable, no jitter, nor dropouts. it`s just an example setup, cause i wanted to play Ellfams and Sandys blocks polyphonical. in View B you can find lots of slots of typical monophonic effects :) even the standard routing is "wrong" here. osc -> "adsr" -> Waveshaper -> filter. usually the adsr is the last of them. its meant to be a experimental polyphonic labor for sonic nerds, no matter what it will cost :)
Gustavo Elizondo
1 year ago
Hola Thala, looks like an interesting concept! But giving some feedback: it is very CPU intensive, perhaps fewer voices or more efficient macros? Also, why polyphonic effects? I'm actually working on a similar concept, and what seems to work for me is to make effects mono and just before them place a voice merger, that way for phaser effects, all voices are "synced" and it takes up way less CPU.
now