Top Tweets for #gdsFM
Tune in at 7pm CET to @GDSFM for 1 hour of ambient music! Today with a special mix of @jvarghesemusic's weekly balcony sessions ๐
https://t.co/BYNTBWDLwE
#radio #quietlove #gdsfm #quietloverecords #ambient #ambientmusic #jamesvarghese #zurich #zuerich #Zuerich
I've been working on the #PhaseEngine implementation of response tables, hoping to simplify it from #gdsFM's implementation. Better looking graph, simplified curve splitting, DX7-style curve depth.

Enjoy my new podcast mix for the lovely Small Room crew - Tonight 7pm on https://t.co/3fcJ4ndTty ๐ป
#smallroom #smallbutnice #gdsfm #radioshow #disco #80s #house #electronica #newmusic #podcast #nenadj

I've started a new take on the core engine for #gdsFM that is right now a completely separate codebase using fixed-point math. Not sure how evil it is in c# to rely on unchecked rollover but 16bit tables are being used for sine lookup, volume curves and fixed->float conversion.
The new wiring grid in #gdsFM is coming along nicely. It should be much quicker to replicate all the common FM algorithms here, as well as experiment with your own by creating new mod connections. Op trees automatically stack like gravity's applied. You can even swap operators.
UI prototypes for a possible replacement for the current GraphNode-based wiring for #gdsFM algorithms. The current one takes up a large amount of UI space, this one seeks to fit the algorithm in a small grid, with tooltips showing envelopes like the example on the right side.

I added support for more analog filters into #gdsFM and to support it, the file format was updated accordingly. Formant filters are coming soon, and the UI is still incomplete.
Trying to fit the entire interface for formant filtering into the Response tab is a bit of a challenge. Not sure if I want 3 peaks yet or if 2 is a sufficient efficiency tradeoff. Here's also what the UI will look like when the filter isn't in formant mode. #gdsFM #GodotEngine

Tweaked one operator of the usual e-piano style patch to produce a lowpassed square wave with lots of resonance instead. Amp up the feedback a bit and you can get some really nice, warm sounds in the mix. Will be doing more filter experiments in a future #gdsFM update.
#gdsFM now has some VERY rudimentary formant filtering. It doesn't work on the operator level YET, the filter system needs rewriting. Vowel targets may need lots of data baked in and factors lerped at lower resolution to save CPU, but heck, it's finally WORKING.
aeiou
OH BOY is it still #ScreenshotSaturday? Here's #gdsFM trying its best to render a tune, procedurally, in real time. No samples were harmed in the making of this video! All FM synthesis! #GodotEngine #gamedev
Improvements to #gdsFM in the past couple days have mainly focused on improving the clipboard support. Right clicking the EG tabs will let you select portions to copy over to another operator. You can also copy individual tables to any other table or wavebank.

Okay, so murphy's law demands that because I said I'd be busy this week, I ended up NOT being busy the past 2 days and have had the time to implement a few of the last few features to reach proof of concept. Here's #gdsFM trying really hard to sound like a piano, lol
#gdsFM now supports stereo panning and (finally!) you can play notes without a MIDI controller hooked up. Just use your keyboard! Coming soon: Clipboard and IO support
https://t.co/Yakb7MuYnR
#gdsFM now supports subtractive waveform shaping via cutoff and resonance for each operator. This is a fine-tuned way to soften harsher waveforms or create a more "analog" synth sound.
#gdsFM now supports velocity response tables. This allows much greater versatility in the sounds it outputs. In this epiano patch, higher velocities result in not only a louder, but sharper sound. Softer notes don't have to have the feedback edge!
Made in #GodotEngine
#gdsFM now supports multi-core audio buffering, which should help increase polyphony dramatically. This is separate from #GodotEngine's threading environment, so you can really cook a few eggs if you tried. Have at it!
https://t.co/Yakb7MuYnR

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