OguRetsu
colugomusic

colugomusic

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colugomusic posts

Blockhead v0.6.1 alpha

Update Notes:

  • Update: Added "master soft clip" option to development controls (enabled by default)
  • Update: Master level meter now displays post-gain levels instead of pre-gain
  • Update: Master level gain now affects bot...

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Blockhead v0.6.0 alpha

Bigger release than usual. There have been many internal changes related to background tasks. I had one crash while testing the new catch buffer feature which I have not been able to reproduce since. As usual if you happen to find some way to cons...

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Dev log #25 - The Catch Buffer

I came up with this idea while I was working on song rendering (it's coming i promise!). I couldn't stop thinking about this stupid idea so I put song rendering on hold to work on it. It seems simple but it's taken about 4 days so far. It's not do...

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Dev log #24 - Background Tasks

Some tasks are run in a background thread to avoid blocking the interface. This currently includes loading sample data from files, bounce operations, gen...

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Blockhead v0.5.0 alpha

Update Notes:

  • Added some basic level meters/clipping indicators for tracks and master
  • Fixed the bugs that were introduced to the block stamper in v0.4.0 which allowed blocks to overlap
  • Can now hold do...

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Blockhead v0.4.0 alpha

Update Notes:

  • Added a user settings window (F2 or button in bottom right of window)
  • Added option to use a larger font. Let me know if anything looks weird of visually breaks !
  • Cloned blocks that span ...

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Blockhead dev log #23

Addition of the BIGFONT is almost done. It's been a horrible time trying to bend the layout engine to my will. This is the first time during development ...

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Blockhead dev log #22

I am currently working on the mind numbingly boring task of adding the option to use a bigger font for everything.

It took a while to actually figure out how to implement this so that it can be toggled at runtime because Godot's theming syst...

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Blockhead v0.3.0 alpha

Update Notes:

  • Added ability to set the audio device sample rate (currently at the bottom of the window). ASIO drivers in particular are horribly buggy when it comes to hot switching sample rates so there are some hacks...

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Blockhead v0.2.5 alpha

Update Notes:

  • Fixed issue where frequency points were not being interpolated correctly
  • Fixed a bug where clicking artifacts would be produced at the start of samples in Fudge mode
  • Fixed a visual bug w...

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Blockhead v0.2.4 alpha

Update Notes:

  • Fixed a case where the GUI would hang upon reviving a deleted sample
  • Fixed a bug where an actively playing block would continue playing when it was deleted, potentially leading to crash)
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Blockhead v0.2.3 alpha

Update Notes

  • Fixed a bug where initiating a block gesture (shift-drag) while fudge mode was enabled would cause the block to get stuck in block gesture mode
  • Fixed a visual bug where warp markers would jitter while changing sam...

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Blockhead v0.2.2 alpha

Update Notes

  • Fixed Lofi effect converting signal to mono
  • Fixed saturation effect going silent at 100% drive
  • Fixed a bug where effect parameters could enter a state where they would continuously update...

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Blockhead v0.2.1 alpha

Update Notes

  • Fixed incorrect panning calculations (at center pan each stereo channel was mixing in half of the other channel!)
  • Fixed issue where bounced data was inaccurate/dull (caused by panning issue above)...

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Blockhead v0.2.0 alpha

Update notes

  • Added panning (only as a block modulation option currently)
  • Removed the "enable bias" item from effect knob context menu because that's not implemented yet.
  • Uniformity is now a percentage...

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Explanation of Fudge resynthesis

If you click the button on the top right of a block you can switch the playback mode from "Classic" to "Fudge". This is a granular resynthesis algorithm which is designed to sound "interesting" and be very flexible. If it also happens to sound "go...

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Blockhead v0.1.0 alpha

You will need to unzip this somewhere to run it. Please let me know if it doesn't work. If you just see the Blockhead splash screen and then it closes then it's probably some horrible DLL loading issue or packaging problem that I will have to inve...

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Blockhead dev log #21

Blockhead now seems to work fine on my laptop. Since it's a pretty bad laptop I hope this means it will work well on the average machine but I'm sure I will encounter some computer specific issues as more people use it.

There are still many ...

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Blockhead dev log #20

I have an old shitty laptop in my wardrobe that I'm currently trying to get Blockhead to work on. The hardware is super old but it would be cool if I could get it working. The PC I've been developing on has a pretty beefy graphics card and up unti...

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Blockhead dev log #19

I've been having trouble posting updates on Patreon, I think they are having server problems. I didn't have much to post anyway because it's been mostly bug fixing and small UI improvements. Here's a quick video of the updated samples panel which ...

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Blockhead dev log #18

Today I fixed a bunch of small bugs, including the sample rate issue I found yesterday.

I then starting working on improving the sample manager panel since at the moment it's really useless. I've been putting off doing this for ages. I won't...

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Blockhead dev log #17

I started working through my list of known bugs. In the process I found a bunch of new bugs so my bug list ended up even bigger! I'm getting through them pretty quick though because it's mainly just very small things. There is one big issue with s...

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Current roadmap

This changes all the time so take it with a grain of salt. This is only showing the things I have planned for the first two releases. I have a massive list of items on the backburner that are in my tracker but not displayed here.

The main th...

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Blockhead dev log #16

Modulation now seems to be pretty stable. The system in place for managing undo/redo for everything is quite mind bending so I'm not 100% confident that it's all bug free at the moment but I've been doing a bunch of testing and it all seems okay.<...

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Blockhead dev log #15

Almost done with basic parameter modulation now. There's a bunch of things that are broken but I'm almost there.

One stupid thing that I had to spend a bunch of time on was having values transform correctly between the editor controls and th...

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Blockhead dev log #14

The past few days I have been grinding out the changes to the modulation system which is taking a while but I haven't hit any major problems. I'm probably about 50% done. I am spending a bit more time on it than I need to because I decided to take...

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Blockhead dev log #13

After yesterday's diversion I'm back to rewriting a bunch of the front-end UI code for modulation parameters.

Part of the problem is that currently every modulatable block parameter and it's envelope data is directly tied to the associated b...

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Blockhead dev log #12

I went to bed still thinking about that bug I found yesterday and did my trick of lying there thinking about solutions instead of sleeping. So today I implemented a nice fix which didn't involve any complex rewriting of the block processing system...

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Blockhead dev log #11

Nightmare day. I found a bug unrelated to anything I was working on which causes effects to leave artifacts in some cases.

By design block effects are not processed when the playhead is outside the edge of a block (whereas track effects will...

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Blockhead dev log #10

I'm currently working on the boring task of restructuring the way modulation data is stored. The way I originally designed this has worked fine up until now but unfortunately the introduction of effect parameter automation has led to loads of prob...

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