big doh,apologies I didn’t realise they needed assigning!

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ah, that’ll do it! it’s also super fun to tell different pads in a bank to reference any of the 6 source buffers – but this also means there’s no automatic “buffer 2 goes to bank 2” pre-assignment when you start the script. they all just default to Live buffer 1 and let you take it from there :slight_smile:

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more than allright!

wow

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Man I’m so excited. I purposely just finished building a grid, just for CC2 and its delay! Can’t wait to learn to use cheatcodes 2 and the grid!

Thanks so much @dan_derks

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Hi,

attached you will find the beta version of my cheat codes cheat sheet. Some remarks about the state:

  • I mostly documented how to use the grid; this is highly selective but a side product of me working with cheat codes; also I think Dan’s documentation will be the main source of information and this cheat sheet might serve as a supplement.
  • I am aware of the fact that the current version is not terribly consistent as to the mode of presentation, shades, fonts and so on. The sheet originally came from some of my notes and as I went along I started to document more features.
  • You will probably find errors and misunderstandings on my side, please let me know.
  • I am not sure this is the ideal print version (some shades seem to be to light)
  • This is based on an SVG (made with Inkscape); if you feel like making your own cheat sheet based on this let me know and I will publish it on Github as soon as possible. I will do this anyway but first I wanted to somehow complete the current version and (if my time allows) incorporate possible feedback.

cc-cs-beta-1.pdf (240.4 KB)

Anyway, I think it can be of some help while exploring this wonderful application. Thanks a lot to Dan!

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short little doodle while testing cc2 – watch out there is one sound that is a little bit too loud towards the end lol. got super into the groooooove on this one! i’ve been having a blast with the new delay page and really trying to master the arps too!

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Wow this sounds amazing!

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Feel like a “dummy” for asking but are you able to “overdub” over an existing pattern once it has been recorded? I looked through the manual but did not see any mentioning of a feature like this?
Thanks in advance Dan! :wink:

There is a feedback option. I think it just overdubs when you have it on 100%

Where is there a reference to “feedback” in the pattern recording section of the manual?

Are you talking about using “feedback” on the delay page?

It’s on page 19 on the 1.3.1 manual. You can find the feedback option in the params menu. Its not a delay thing but a record thing. Sorry don’t have the norns in front of me

Hey thanks for the help but I think we are talking about different things still. What I am asking has nothing to do with recording audio into cheat codes.

I’m asking if it is possible to overdub new button presses in with the ones you have already recorded when making patterns.

Oh oops my fault i was thinking of overdubbing as a audio record way :confused:

Hi Dan, I think we discussed this above… I’m hoping to have a live workflow where I record a live percussive loop in and then have that rhythmically divided across the whole live buffer. I guess this means dynamically allocating the buffer size on first pass of live recording which I think is what we discussed above. Is this possible and something thats proposed in the coming update?

hey hey y’all!

yes – it works best in non-quantized mode (so, PARAMS > grid/arc pattern params > quantize pattern x needs to be turned off). once a pattern’s playing back, hold the local alt and press the pattern button again to turn on overdub. local alt + pattern button to turn it off. this’ll be covered in the manual :slight_smile:

that’s the shape of what we discussed, but now that we have softcut’s waveform data exposed, this could actually be a heck of a lot more fluid! i’m thinking maybe a secondary “auto chop” mode that just looks for transients and makes the 16 most obvious ones pad start points. does that feel like it’d be workable?

otherwise, i think there’d be too many opportunities to miss the exact moment when you should stop the recording and you’ll be caught with pads that don’t line up to the meat of the percussive content.

i can make sure a version of this gets into the first release, which is scheduled for the end of the next week :slight_smile:. either way, i do think it’ll take some further discussion, as it’s a cool request for which i can’t find a lot of clear “do it like this other piece of gear” touchstones (there’s plenty of stuff that can do this clocked, including cheat codes, but un-clocked + live material + precise is a nice challenge).


i just wanted to thank everybody for the insane levels of engagement, encouragement, and energy that you’ve shared with me in this thread. i know it’s been a long process, and this is largely due to a weird mix of needing to learn a ton + balancing care and obsession on my end – in short, i wanted the first public release to really be super close to what everybody wanted, while avoiding building a camel. i feel good about the use cases the code covers, but i feel way more good knowing that nearly all of you are present somewhere in the DNA of this thing.

i really hope you’ll enjoy the result when it’s out next week and that you feel motivated to keep collaborating with me and each other to continue refining its perspective. because of y’all, this has been one of the most meaningful projects i’ve ever worked on.

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This sounds rad and i would love to do this, but maybe I wasn’t clear as I thought that defining the number of bars at a specified bpm on one shot recording should disengage recording at the desired spot.
Actually the use case i am talkng about is clocked. How it seems to work now (correct me here) is that even when clocked the pads split the 8 second buffer onto the 16 even if say 2 bars goes for only 5 seconds. Dividing into 16th notes with Zilcmo 4 doesnt line the pads up to beats just seems to shorten the loop size per pad to 1/16 beat at the bpm. So there is still blank buffer at the end and pads dont auto sync to beats.
If this is not how its meant to be I cant work out what I’m doing wrong. I actually thought I saw someone else make this work…
Beautiful words Dan and thank you!!!

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OH, i definitely thought we were talking about working with a totally un-clocked percussive source! apologies for misunderstanding!

so long as i’m understanding, what you’ve described is already scripted :slight_smile: I think it’s just broken in the release candidate (I fixed this up a few days ago).

to summarize:

  • you’ll set the Live loop length on the [loops] page to 2 bars / 5 seconds (for example)
  • you’ll press ALT + the second pad in zilchmo 4
    • this will auto-slice into 16 even slices based on the specified Live loop length (5 sec), not the total buffer length (8 sec)
    • this is different from the third pad in zilchmo 4, which just shortens the length of each pad to 1/16th at the current bpm. you can still use this function once you auto-slice, if you want those small loops.
  • you’ll engage one shot recording, it’ll record and stop at the Live end point
  • you’ll have 2 bars of live audio evenly chopped and ready to go!

well, the transient-based option will still be fun to mess with :wink:

lmk if i’ve misunderstood again?

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No that’s absolutely it! Thanks was sure it could already be done. The unclocked auto slicing has got me totally excited though for playing live instruments especially with strong transients - this is even more exciting

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EDIT::: Im an idiot lol. User error. I will leave the original post below. but yeah it works :wink:

Has something changed on the arps with Release canidate 2. I can’t seem to get the Hold function to work anymore.

Folks sorry to be a wet blanket but I would be very skeptical about usefully identifying transients from the heavily reduced data which forms the waveform visualization. It’s not even a sliding max/mean window so Timing will be pretty arbitrary

also be aware that querying and constructing waveform data adds significant CPU time

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