Top Tweets for #PhaseEngine
#PhaseEngine DX7 Sysex support demo
Why don't modern trackers tokenize their effects list? There are so many customizable parameters in #PhaseEngine that the visual representation could easily break down without a metaphor. Users should be able to bind their own shorthand syntax. In tracker view it'll condense down
#PhaseEngine employs masking type operators that can perform bit rollover operations on slices of a waveform based on the input waveform of another. Subtle changes can add crunchy modulation and even delay/echo type effects to your voice's timbre.

Starting to wonder if I should start posting Youtube shorts of #PhaseEngine in action and see if I get a bit more interest in the project since I have a substantially larger subscriber base there (though most of em likely only subbed for parody music...)
Current mockup of the "Linear" operator in #PhaseEngine. I'm hoping the timeline isn't too obtuse; the idea is you set morph targets for each partial from the wavebank. Most other things (balance, level envelope) are automated with binds.

I haven't worked on #PhaseEngine in a while because the "one last feature" i want to add doesnt seem worth the effort as opposed to working on the tracker, but i got discouraged at its adoption prospects and started working on the isometric puzzle thing instead.
#PhaseEngine now supports using automation binds with Filter operators. These operations are updated at a low tick rate, so I implemented a soft-clipping algorithm to prevent loud feedback, which changes the sound color of Filters in general. Try it and let me know what ya think!
Using #PhaseEngine bind envelopes to change the modulator's total level over time and create an ethereal cutoff-style effect with FM. The echo after release is half as long as the sustained envelope and has a rising, rather than falling attack.
UI made with #GodotEngine
With the code gremlins temporarily swept under the rug, I've finally pushed the bind system generic refactor for #PhaseEngine to main. Please enjoy this video automating the Coarse tuning value to create some neat little arpeggios.
#PhaseEngine procedurally-generated rhythms. The white noise oscillator's period is cut by the duty cycle value; automating it to change over time can create beat patterns through interference of the cycle at irregular intervals
#PhaseEngine now supports basic looping of bind envelopes. (Sustain loops aren't in just yet, they need a little work to rebake cached envelopes on NoteOff)
#PhaseEngine work this past week has been all about making binds viable for end-users. Loops are next to be implemented, likely followed by making sure serialization works. I've also been adding UI to prepare for new bind types

Some new icons for planned support for different bind types. Clockwise from upper left: Envelopes, Velocity table (maps values to velocity), Key follow (maps values by midi note), generic icon for #PhaseEngine bind system indicating a bind exists

#PhaseEngine should now have much better visualization for bind envelopes which have ranges expressed in exponential/logarithmic scale, such as for attenuation levels. This increases the useful range of the display and makes creating these envelopes much less awkward.

#PhaseEngine now supports BambooTracker instruments and banks (FM envelopes only). If you encounter any files which can crash it, open up an issue and I'll see what I can do.
#PhaseEngine now supports deterministic Brown noise generators. This means that with osc_sync enabled, you can create delay effects (think PVC pipe sounds for small values). Once key follow binds are supported, you should be able to scale that and make different "pipe widths"...
Was messing around using anti-aliasing with lowpassed LODs earlier, which I'll show a video of at some point soon, but in the meantime thought it might be fun to see if the sampler core can handle scratching. #PhaseEngine #GodotEngine
Sorry about the slow updates. Work has still been primarily on designing the new envelope editor, which is nearly ready to accept unit tests interfacing with #PhaseEngine. Adding/removing points are in. Moving loop/sustain handles are next.
Thinking ahead to the new operator type involving morphing waveforms, I'm considering allowing ternary/quaternary mixing between the input and 2 or 3 waveform morph envelopes. Automating these could produce lissajous patterns + more complex evolving waveform shapes. #PhaseEngine

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