It’s going to be 128, mainly because that appears to be the “standard” now. Plus there’s a lot more tools now for spanning/combining grids, so I feel less pressure/desire to build that directly in to the app.

I’m going to release an ‘in between’ app soonish that will be 8 core sampler/slicer/grain/combine modules, each mapped to a row, as there’s lots of cool stuff in there as it stands, and so people can play with it.

It might be possible to make that work for 64 too, but will see. Because of how I’m using the space, some of it is hard wired to row width.

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this new 128 revision sounds like it’ll be something special… which tpv already was…
( preset morphing ? ) concatenateive whatsissis !

only thing I’m curious to know is if there’ll still be a tml / c-g aspect…or the ability to trigger record or adjust the buffer(s) via an arc …
that and support for non variable brightness 128 grids ?

anyway. tpv is great I’ve played out with it a few times and have always been stoked with the sheer depth and variety of sound it can conjure from relatively minimal input. I should really donate or buy some recordings… /

soon.

peace

Yeah, there’s some crazy new shit, along with 200% better versions of most of the stuff that was there before. The new ‘in between’ app will be called Block Party, and should show some of the new stuff.

Initially there won’t be any arc control, as it will literally just be a 128 grid (for Block Party), but once I get an arc4 (hopefully they come out this year), I’ll start building TPV2 proper based on that. It will require completely different thinking, as I used the press+turn thing a lot in TPV1.

It should work with non-vari grids too. I think the more recent serialoscs handle that already, but if they don’t, I’ve got some code that auto crops things so it works.

And no need (or desire) for any donations or buying things. I’m trying to completely separate money from art, which is, thankfully, relatively easy to do!

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@Rodrigo, please don’t make me buy an Arc4 :wink:

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Hehe, we’ll see what I can do.

The arc2 will definitely work with it, you’ll just have 2 less knobs is all. That scales easier.

(a little OT, and somewhat inspired by the 2020 app thread in how cool that app looks, but are any of you graphic designer types and/or is anyone interested in helping me revamp the look of tpv for tpv2?)

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Yes, I would love to help with UI design tasks. (Happens to be my day job as well.)

I would be sincerely absolutely thrilled to help out. We should chat more about your ideas. TPV is already one of the sexier Max apps around, so I’ll be eager to hear about how you’d like to improve on it.

And I agree that 2020 looks super slick. (I really liked the way the grid sequencer elements resized in the videos)

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Man, that would be amazing! Like super super amazing!

In general I think I want to keep the general ‘tightness’ of it, with everything being compact, and number-oriented-ness, but really like how differentiated each section of 2020 looks. Plus, it doesn’t looked as cramped (as tpv), even though there’s tons more (visual) things going on.

It would actually be really interesting to hear your thoughts on UI stuff, especially as you’re an actual designer!

Probably best to move this out of this thread as to not jam it up, but my email address is rodrigo.constanzo@gmail.com .

!!!

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Ok!

So here is the first beta of Block Party:
http://www.rodrigoconstanzo.com/party/blockv01_beta5.zip <==updated!

(it’s packaged up as a “Max project”, so you shouldn’t need to deal with any externals or anything like that, it should just run as is)

I’m still working on the pattern recorder, so at the moment it only captures/plays back on-screen controls, but everything else should be working.<== (no longer the case, pattern recorder is implemented)

The basic gist is that it’s 8 rows of newschool ‘karma core’ modules, build around varispeed 128s. Everything is basically new and improved under the hood, but the main layout and control paradigms are different.

Here’s the mapping details from the ‘info’ window in the patch:

Each row represents a karma core module (looper, slicer, grain, combine, pattern, and brain modules).
Everything is controlled by using monome “fingering”, which can be used anywhere on the row.

The fingering patterns are as follows:
1 = play from that position
1 1 or 1 0 0 1 or 1 n 1 = create a loop between two points
1 1 1 = stop
1 1 1 1 = record (or overdub, if in play mode already)

1 0 1 1 = half speed
1 1 0 1 = double speed
1 0 1 1 0 1 = reset speed
1 0 1 0 1 = reverse

Fingering combinations can be combined, for example:
1 0 1 1 0 0 0 1 0 1 0 1 = half speed AND reverse
1 0 1 0 1 0 0 0 1 1 1 = reverse AND stop

These fingering combinations can happen anywhere on a row:
0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 = play from 5th slice
0 0 0 0 0 0 0 0 0 0 0 1 0 1 0 1 = reverse
0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 = stop

Pressing and holding the right-most button brings up the alt menu. The alt menu allows you to control the “tilt” of the row, as well as enable the slicer/grain/combine/pattern modules.

The alt menu is broken into two main parts.
The first four buttons are the on/off for the slicer, grain, combine, and pattern modules, respectively.
The middle 7 buttons are the “tilt” controls. When in the central (default) position, all sample slices are equal, with increasingly eased in and out versions moving outward from there. When changing the “tilt” or the row, everything recalculates so any loop that has been defined will be redefined based on the new tilt.

Here’s a real short video showing the general ‘lay of the land’ for a single row:

So the main things to test are just the general playability and control of the “fingering” paradigm. I think I have it tuned pretty nicely, but occasionally some things misfire. It’s a tradeoff between accuracy and latency, as is often the case in programming.

I put a ton of time into the different animations for each mode, so let me know if they are distinct enough and/or communicate enough about the state of the system. Moving completely away from one-to-one button mapping and state LEDs has required a bunch of signifiers and stuff to communicate info (e.g. what happens when you engage half or double speed).

Other than that, just have a play with it and let me know if any issues crop up.

Once the pattern recorder is working fully/correctly, I’ll post a 2nd beta that includes that along with any bugfixes that have cropped up. Plus I want to revamp the GUI, though that might properly wait until TPV2, with Block Party retaining that oldschool TPV1 look. Either way, the big empty stripe at the bottom is kind of funny looking.

Also, here’s a clarification on what the ‘tilt’ does. It applies the following ease in and ease out functions to the karma~ playhead, jumps, and loops. So it gives you higher resolution towards the ends, and overall different sized loop slices in the same row, so it doesn’t sound so ‘evenly spaced’ overall.

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If anyone uses windows, I’d like to include the MuBu externals for Max in the same package, but for some reason they are distributed as an .exe. So if a windows user is up for downloading/installing the 32/64bit versions of MuBu from here and sending me over the package folders that these installers presumably generates, I can add them to the ‘package’. This should hopefully solve the mess of having to manage/install a bunch of different externals.

aaaaahhhh

i hate you
don’t make me need a 128 again!

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lol
Even without a monome, all the guts are still really useful, with everything being a better version of what was there before. But the monome mappings/animations are pretty sweet I gotta say, hehe.

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Could potentially use that space for a grid fingering cheat sheet.

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it’s perfect

i’m all about misappropriation but these gestures are so logical
part of the app dna

fantastic way to get everything on one panel

my mind jumps to this this and this immediately

building on what soren started which has spilled over almost all the monome trilogy controls

such a simple yet revolutionary idea!

oh blimey. that’s great.

The ‘reset speed’ fingering is slightly awkward, but it seems to need to be the way it is, given the other fingerings that are available.

Yeah I know what you mean. I wasn’t going to include it with the presumption that you could just ‘walk’ your way back to reset position, but it works out well since it’s a combination of both half/double fingerings.

For TPV2 proper I might add some more fingerings as I’d like to be able to turn on the slice/grain/combine modules quickly too. Will see.

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how did I miss out on triggers?!

Yeah I was bigtime inspired by the trilogy modules, in terms of mapping/interface (though I’ve never used one). But given how I approached TPV1, that wouldn’t work with twice as many buttons. It would be a headache to remember what single button did what.

At the moment stuff is self contained, but it might be cool to explore cross row stuff later on. I’m going to add a feature where you can change any row to work off any buffer, so you could have 4 of the same module going at once, to do Fugue-like playback. It would be cool to have fingering that crosses rows that controls how the rows play with each other or something.

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