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 Post subject: Re: Woah! 1416!
PostPosted: Mon Jan 02, 2012 7:02 pm 
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Joined: Mon Nov 21, 2011 2:04 pm
Posts: 278
If you want to make a machine based on Loop Recorder, you can use the empty NoteMatrixMachine.cs and it should work.


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 Post subject: Re: Woah! 1416!
PostPosted: Mon Jan 02, 2012 8:27 pm 
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Joined: Wed Nov 23, 2011 3:24 pm
Posts: 687
oskari wrote:
If you want to make a machine based on Loop Recorder, you can use the empty NoteMatrixMachine.cs and it should work.

Oh okay. I was just thinking that maybe we could extend Loop Recorder itself but yeah, I can see that there's pretty much nothing to the machine declaration so I guess it makes no difference.

As a matter of interest, if you've done any tests, how does a C# machine perform against the same machine done in C++. I guess C++ is generally going to be faster but is it a big difference?


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 Post subject: Re: Woah! 1416!
PostPosted: Mon Jan 02, 2012 8:41 pm 
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Joined: Mon Nov 21, 2011 2:04 pm
Posts: 278
I haven't done any tests but I know it's easier to write slow code in C# than it is in C++. If you know what you are doing you can probably get pretty close to non-SSE C++ code performance.


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 Post subject: Re: Woah! 1416!
PostPosted: Tue Jan 03, 2012 11:09 pm 

Joined: Tue Jan 03, 2012 10:43 pm
Posts: 2
:shock:

this is the coolest thing ever! B) yay! waiting for this B)

anyway, in an initial failed attempt to recreate the gain machine, it seems that i'm doing something wrong... builds fine, but i keep getting the dreaded GetProcAddress failed message. how does my project need to be set to load correctly into buzz? thanks!


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 Post subject: Re: Woah! 1416!
PostPosted: Tue Jan 03, 2012 11:38 pm 
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Joined: Mon Nov 21, 2011 2:04 pm
Posts: 278
It must be named machine.NET.dll.


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 Post subject: Re: Woah! 1416!
PostPosted: Wed Jan 04, 2012 2:09 pm 

Joined: Tue Jan 03, 2012 10:43 pm
Posts: 2
Perfect! problem solved B) thanks! now to play!


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 Post subject: Re: Woah! 1416!
PostPosted: Sun Jan 08, 2012 5:40 pm 
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Joined: Mon Nov 21, 2011 2:04 pm
Posts: 278
Added commands example.


Attachments:
ManagedMachine.zip [4.28 KiB]
Downloaded 172 times
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 Post subject: Re: Woah! 1416!
PostPosted: Sun Jan 08, 2012 6:55 pm 
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Joined: Wed Nov 23, 2011 3:24 pm
Posts: 687
Wheeee! I've installed three builds today! :D


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 Post subject: Re: Woah! 1416+!
PostPosted: Wed Jan 11, 2012 6:27 pm 
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Joined: Mon Nov 21, 2011 9:42 pm
Posts: 695
spotted a small bug in 1432

1) start buzz
2) add an effect
3) add a generator,
4) go to OLD sequencer and try to place pattern 0 for the generator: doesn't work


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 Post subject: Re: Woah! 1416+!
PostPosted: Fri Jan 13, 2012 9:45 am 
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Joined: Mon Nov 21, 2011 7:21 pm
Posts: 306
Oh, and I just wanna add:
WHOA, POST NUMBER 1000
yeah I'm bored all right. :D


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 Post subject: Re: Woah! 1416+!
PostPosted: Sat Jan 14, 2012 7:08 pm 
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Joined: Mon Nov 21, 2011 2:04 pm
Posts: 278
ListBox example.


Attachments:
ManagedMachine.zip [4.81 KiB]
Downloaded 157 times
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 Post subject: Re: Woah! 1416+!
PostPosted: Wed Jan 18, 2012 6:23 pm 
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Joined: Mon Nov 21, 2011 2:04 pm
Posts: 278
Track parameters.


Attachments:
ManagedMachine.zip [5.04 KiB]
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