I just noticed there are two MIDI clock outs available, one in the Clock menu, and one on the main parameters page and they can run at independent BPM. at first I thought surely this must be a problem but I quickly moved on to viewing it as a unique feature. it provides for offset clock trickery by switching the dominant (params menu clock, ie script clock) on.

ā€œlinkā€ as a choice for clock source in the Clock menu must be II? it would be useful to have ā€œscript clockā€ be a source option, just to be sure they’re synced, should you want that.

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it’s ableton link, no?

nice to use multiple clocks as a feature : ) i’ve noticed it in other scripts as well and just scratched my head.

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ah ok, not an abelton guy.

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The current Orca version for Norns uses an older, proprietary clock system. The new Norns clock, which also has an Ableton Link setting, has no effect on this Orca script.

@Frederickk is currently finalizing a revised (Super) Orca version that will allow the use of the newer Norns Clock.

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Hi,
I’ve just start with norns shield and orca. I’ve made my first try paired with my model:cycles. I’ve looked for the issue I have with random higher notes. You could see in this video:

When I enter the midi channel for kick (channel 1) we can hear random higher notes arrived (but I haven’t coded that in orca) after that I write channel 6 for chords, and magicly the higher notes switch to arrive in this channel… and again, when I enter the channel 5 for lead… the same… What I miss in this? I think I will become crazy because I don’t find why :crazy_face:
Anyone have had a similar issue?
Thx.

EDIT: I find using the monophonic operator works fine. Because the cycles is monophonic, I guess I haven’t problems to use it. Seems the polyphonic operator is little bit buggy.
I’ve notice too a little delay clock, is there something to fix it?

Thank you all for your patience and support with these Orca updates. As you can see, this is a pretty significant update A special shout out to @tansaturn, @vicimity, and @klingklangmatze for their help with this; code contributions testing, and debugging :pray:

Over the past couple of weeks we’ve addressed a number of issues and integrated a number of features into a singular ā€œSuper Orcaā€ script. This latest update has been pushed to github and is version. v1.4.5.

Installing

This and all future updates will be available via Maiden. Please ensure your Norns is up-to-date with the latest firmware.

If you’re a brave soul, developer, or just curious, here are more details on bleeding edge builds:

Summary

Create a developer version by installing bleeding edge versions into a folder called orca-dev with the following command in Maiden. If you have the primary Orca build via Maiden installed under orca this install process will not affect that.

norns.fetch("--single-branch --branch dev https://github.com/frederickk/orca/ orca-dev")

Or you can SSH into your Norns and running the following:

$ cd ~/dust/code/
$ git clone --single-branch --branch dev https://github.com/frederickk/orca/ orca-dev

v1.4.5 Additions

In addition to bug fixes, I’ve made significant documentation updates to help first- and long-time users of Norns Orca.

I’ve also added a number of tutorials (original) and demos to demonstrate basic and Norns specific functionalities. (these are installed automatically into dust/code/).

Changelog

For those interested here’s a a list with some detail on the changes made:

  • Updated operator functionality to match base Orca, e.g. updates to B and L
  • Integrated Crow functionality operators ~, ], }, and ` @coollerue and god mode now defaults to 0 These operators are a breaking change from previous Crow branches
  • Fixed screen flickering with Crow
  • Reimplemented OSC out as = operator
  • Fixed $ (r.note) bug
  • Fixed the X operator typo
  • Squashed synth operator | bugs and added support for 4 different engines; FM7, Passerby, PolyPerc, and Timber (choose engine within Params > Edit menu)
  • Implemented in-between session save states; open last saved project on init
  • Improved overall pset params for better continuity between sessions
  • Added tutorial/examples (pulled from here and demos for the different synth engines
  • Merged import and load project to handle loading of .orca, .txt, and .json files
  • Fixed CLOCK > RESET bug
  • Code refactoring and general bug squashing

If you uncover any bugs please let me know here, or file an issue.

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massive thank you @Frederickk. this is it!

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so so so much thanks. there is so much here!! I am overwhelmed. there are many great scripts on this platform but Orca is my favorite.

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They should put up a plaque for you or a star on Hollywood boulevard! Thanks so much for all your efforts!

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Is it going to end up in maiden?

Uuuh!

In some strange but perhaps accessible future :sparkles: I might contribute a MIDI → HID wrapper so that one could type on a music keyboard :musical_keyboard: = :keyboard:

Of all the esoteric programming languages ORCA is one which gets real use, and with norns + this library the most mobile and the sweetest to rave to. Thank you so much for your work, and the documentation is very much appreciated.

Edit: I have speculated on an alternative, safety-improved :safety_vest: UI editing modality where the change while pressing K1 and dialing with E1, E2 and E3 encoders wouldn’t come into effect until release of K1, to avoid making a mess. Of course breaking things is part of being esoteric :slight_smile: One thing is protecting the body of the user, esp. the ? operator which can damage ears.

I might contribute a MIDI → HID wrapper so that one could type on a music keyboard :musical_keyboard: = :keyboard:

That would be great, I’ll keep my eye out for the PR :slight_smile:

I have speculated on an alternative, safety-improved UI editing modality where the change while pressing K1 and dialing with E1, E2 and E3 encoders wouldn’t come into effect until release of K1, to avoid making a mess.

I did have that implemented initially, I’ll give it another test. Sit tight.

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Amazing work, can I just say also that your guides and docs are amazing.

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This is fantastic! Thank you for all your hard work :slight_smile:

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the explanatory display at bottom left!! :exploding_head:

woop! big thanks to you and everyone else involved. this update is massive!

all updates are merged into main branch, so you can install it directly from maiden. :slight_smile:
thanks to @Frederickk

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on Dev Orca now, I freekin love it. in the main Orca thread I was asking about whether we could get something that doesn’t stream gates, a one shot, essentially. I thought it was interesting that @neauoire said there isn’t anything that is a fixed state. I never thought about it before, but, yeah Orca lives in a constant circle. but I found what I was looking for in the Crow operator. if you push the envelope decay out to just 3 or 4 you can lock the gate open. with a grid operator combined you get an on/off button. neat!

also the volume and position for the Timber operator are not working for me.

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I’ll take a look at the timber issue, can you paste or share a snippet of the routine you’re using?

I have an idea about the ā€œopen gateā€ question you posed, will share once I have a chance to give it a go.

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I was totally unaware of all the changes merged together…just incredible what ya’ll have done!

The only thing missing was arc support @kkempes mentioned above
So I tried to add stuff from their branch to the main script and lib files

Did it blind (away from norns) and haven’t tested yet…if anybody notices mistakes please let me know

edit: @TanSaturn no pressure to handle yourself but was there any reason cv input wasn’t included in your crow suite?

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