“karma = as-is
glitch = chocolate grinder style random position/window variation + digital clicks at jump
lofi = wtpa sampler emulation with really gritty sounding lofi textures at slower playback speeds
mlr = no switch&ramp declicking + quantize
vinyl = ramp up/down when starting + some filtering/saturation/noise
tape = tape-deck style dirty start/stop + saturation/noise + light wow/flutter”

Is it available yet ?
Is it for Party Van or Block Party ?
I really want to try the wow and flutter !

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It’s not in there yet, but I might do a quick beta of a karma_core M4L device that will have this stuff going in not too long. Still finishing up the tape modes, then will move onto the glitch modes.

The current implementation is such that there’s no control over wow/flutter or anything, each mode preset has it’s own different settings that are kind of tuned. Depending on the modes for some, there are different signal paths going on and stuff, plus it might be a mess of a UI with some many parameters in play.

Here’s the “heavily inspired by Madronalabs” UI I’m working on at the moment. Quite pleased with the rough layout/sketch of it. I just need to massage things a bit, come up with a color scheme (I suck at this…), and then slick-en up all the number/dials so they have that kind of outline/shadow the slicer “rate” does. If anyone has thoughts on UI stuff, I’d be happy to hear it.

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this looks so so good. can’t wait!

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I think you should not worry about the color scheme. TPV color scheme is great. Nothing fancy, still modern and absolutely pleasing for the eye. I love the grey-magenta scale of TPV.

If you do want more colors (for, perhaps color coding different functional areas, or other useful things) here are some nearby to the pink you’ve chosen.

I do miss the darker gray.

Love the Madrona Labs inspiration. If you’re gonna steal, steal from the best!

Made this in a bit of a rush before heading out to an appointment. Apologies for lack of hex/rgb codes. If I were to spend more time on this I’d remove some redundant colors and add some thoughts about how different colors might be used. But maybe this will be enough to spark some ideas.

Also happy to take the palette in a completely different direction if you’d prefer, in about 12 hours or so.

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[quote=“jasonw22, post:166, topic:247”]
I do miss the darker gray.
[/quote]it wasnt bad but i prefer the new grays

my main adjustment would be swapping the text (black on coloured buttons, white on gray buttons)

@rodrigo any chance these options would be user selectable? including a classic skin for the OGs?

This article is overkill but there are some good thoughts here.

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I like the look of the old one too, but I’ve also used it for years, so I know where/what everything is. Nothing carries any visual meaning. It’s quite literally a wall of numbers and pink buttons on dark grey. In mocking up the above I noticed how quickly you could glance and stuff and get a sense of what is going on, because of that dial+num combo. So want to move to that kind of legibility.

That’s quite nice. I started playing with some different palettes yesterday but decided to nail a layout before I started mucking about with color further. But yeah the idea is to separate global and local sections of the patch, so karma_core modules will have a different color area than the fx modules, and then within sections tooo, so grain and slice parameters having a different color.

Hehe, maybe some kind of easter egg or something. It would have to include the gradient’d wood panelling from the first few versions though!
(there’s actually an easter egg in Cut Glove which no one seems to have come across yet, but I guess that’s how easter eggs roll)

Ooh wonderful! I love this kind of stuff. I might have mentioned elsewhere, but I find graphic design fascinating in how close to voodoo/magic it is.

In general I’ve been wanting to move towards a simpler/cleaner look for everything, hence the lighter color and thinner typography.

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If you’d like to binge on design articles, here’s two massive sources of links:
https://www.kifi.com/userexperiencedesign

In my honest opinion, a lot of design writing gets a bit redundant after a while, but every once in a while a gem rises to the surface.

Here’s an oddball link that came through sidebar.io today:
http://brutalistwebsites.com/

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This is really, really ace! Thanks so much for contributing this!

I was about to post you a thanks for Karma, which has become my go to looper object, so while I’m here, thanks for that too!

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feeling great about the direction this discussion is heading – so many incredible changes and ideas.

pulling back to ticky tacky stuff on the current betas:

i’m having a hard time mapping MIDI control smoothly. I’m trying to assign knobs to each of the cores’ pitch parameters, but when I map one pot to one core’s pitch it gets auto-assigned to all the cores. so then a small change on the one knob affects all eight…and really SLOWLY, too. like, over the course of 45 seconds to get from 0-1. this is true of all the parameters that i’d want MIDI control over, like volume as well.

thoughts, @Rodrigo?

Hmm, each one should have a unique name.

With BP open, can you make a new Max patch and create a [r hover] object, and connect it to [print]. This should show you what the MIDI learn is ‘seeing’ when you hover over an object. I didn’t write the MIDI learn code for this, but the way it works is that when you turn on MIDI learn, it opens a gate that joins together whatever you are hovering over and whatever controller number is being twiddled too.

Since everything in TPV works on 0. to 1. range, it scales the 0-127 MIDI input to 0. to 1.

So the first thing is to test to see if it’s seeing the correct parameter (ie 1karma_pitch, 2karma_pitch), then to make sure it’s sending the right data (should be sending 0. to 1. stuff).

If you then make a [r thispatcher] once you’ve made a mapping, you can connect that to print and see the messages that are being sent around. It should be something like “script sendbox param 1karma_pitch 0.3”.

Can you see what you get when you test that and maybe paste some of the [r thispatcher] stuff in here?

Also, take a look at the file called “MIDI-assigns” that should get saved in the BP folder after you create a mapping. That shows what’s mapped to what. (You can actually just edit/create MIDI mappings in that, if you find that to be faster than manually hovering over everything).

it’s not seeing the correct parameters – everything is 1karma_
same for everything else, like grain and mosaic. every block refers to the “1” of that parameter.

Are you on the beta3? On the local version I have I see all the different versions. (I remember changing/fixing some of these in one of the betas).

print: 1karma_stop
print: karma_sampler
print: 1karma_pitch
print: karma_sampler
print: 1karma_position
print: karma_sampler
print: karma_sampler
print: karma_sampler
print: 2karma_pitch
print: karma_sampler
print: karma_sampler
print: 3karma_pitch
print: karma_sampler
print: 3karma_volume
print: 3karma_pitch
print: karma_sampler
print: 3karma_window
print: karma_sampler
print: karma_sampler
print: karma_sampler
print: 4karma_volume

I am – will update Max to 7.2.2 to ensure it’s not software on my end.

for evidence, hovering over what should read as 2karma_volume:

Shouldn’t be a 7.2.2 thing. Maybe try deleting all the local versions and redownload the beta3 to make sure it’s not referring to an older version somewhere.

Also, open up the karma_sampler subpatch and command+i on the pitch control. It should be called “#1karma_pitch” (with the #1 taking the argument passed on to it, so core 1 converts to “1karma_” etc…). The arguments are passing correctly, as that’s what’s naming everything “loop1” and “grain3”.

fresh redownload after purge.

hmm. idk if it matters, but the scripting name doesn’t have the #.

Ah right. That’s it then! I guess I changed that after the last beta. I’ll dump a new beta now.

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Tada, beta4.

Should fix this mapping problem, and I’ve probably tidied up a couple of other things which I don’t remember.

http://rodrigoconstanzo.com/party/blockv01_beta4.zip

looking great!

anyone know what font randy is using? (i can ask him if not)