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ReBuzz
Posted: Tue Jul 16, 2024 5:10 pm
by wde
Say hi to ReBuzz, a new modular digital audio workstation (DAW) built upon the foundation of Jeskola Buzz software. Written in C#, ReBuzz combines modern features with the beloved workflow of its predecessor. While it’s still in development, users should exercise some caution regarding stability and other potential uncertainties. The primary focus is on providing a stable experience and robust VST support. Thanks for checking it out!
Features
- 32 and 64 bit VST2/3 support
- 32 and 64 bit buzz machine support
- Modern Pattern Editor, Modern Sequence Editor, AudioBlock, EnvelopeBlock, CMC, TrackScript...
- Multi-process architecture
- Multi-io for native and managed machines
- Includes NWaves .NET DSP library for audio processing
- bmx and bmxml file support
- ...
ReBuzz Installer
Requires:
.NET 8.0 Desktop Runtime - Windows x64
Latest Microsoft Visual C++ Redistributable
Updates
1771
- Wavetable enabled for native machines (Matilde Tracker 2 & 3 work)
- Auto Update
- Improve Wavetable view wave playback
- Fixes
- Huge thanks to new contributors: MarCNeT and Grzegorz Gałęzowski
1767
1766
- Import Midi tracks (right click the seqencer above pattern editor)
- MIDI Output: Send midi to external devices (use ASIO or WASAPI shared)
- Record fix, track count fix
1765
- Horizontal sequencer (Settings->General)
- Rebuzz Audio Out
- Polac adapter updated
- Fixes
Source
ReBuzz
FAQ
Are old Buzz machines supported?
Although the focus is on modern instruments (VST) many of the old machines should work. With the exception of machines that access wavetable (trackers).
Can I use native editor machines (PatternXP)?
Only managed editor machines are currently supported.
How can I help?
- Test
- Update content in the new help file ..\ReBuzz\Help
- Create managed tracker machine
- Fix issues
Re: ReBuzz
Posted: Tue Jul 16, 2024 6:08 pm
by magmavander
Great news!!!!
Is it working with buzz machines ?
Thanks a lot
Re: ReBuzz
Posted: Tue Jul 16, 2024 6:12 pm
by Buzztler
Hi!
Wow, a new version of ReBuzz today ... and even If it was late when I discovered it, I checked out the ReBuzz AudioIn with some Live-Setup and for me it worked very, very well with the WASAPI Driver, very low latency and a very clean and powerful sound, even if the "shitty' Wah in Freeamp 3.6 still sounds like crap ... I like the Audio In so far ... and now again: "Goodnight sleep tight and don't let the Bedbugs bite" ...
Re: ReBuzz
Posted: Tue Jul 16, 2024 6:20 pm
by Buzztler
magmavander wrote: ↑Tue Jul 16, 2024 6:08 pm
Is it working with buzz machines ?
Well, Mag, I think you still need a computer to get it to work ...
Re: ReBuzz
Posted: Tue Jul 16, 2024 7:16 pm
by lolokimono
Hi, is there a way to help? I don't know much about audio programming but I have some C# knowledge (been a web backend dev for 10+years), so maybe I could help with some debugging or sth? Is there a proper way to provide feedback (this thread?)? Any other way we can help out?
Re: ReBuzz
Posted: Tue Jul 16, 2024 7:55 pm
by magmavander
Buzztler wrote: ↑Tue Jul 16, 2024 6:20 pm
magmavander wrote: ↑Tue Jul 16, 2024 6:08 pm
Is it working with buzz machines ?
Well, Mag, I think you still need a computer to get it to work ...
I have one
Re: ReBuzz
Posted: Tue Jul 16, 2024 8:29 pm
by mantratronic
magmavander wrote: ↑Tue Jul 16, 2024 6:08 pm
Great news!!!!
Is it working with buzz machines ?
Thanks a lot
it works with 64 bit buzz machines and some 32 bit ones.
i started to test the old 32 bit machines on a build about 6 months ago to see which ones worked, and i was making a spreadsheet with the results. afaik quite a lot of the adapter/engine has changed since then, so i'll go back and retest what i had done already and open up the spreadsheet so other people can help. iirc one of the issues was with accessing the wavetable, as that part of the rewrite hadn't been done yet, but a surprising amount of 32 bit machines were working.
Re: ReBuzz
Posted: Wed Jul 17, 2024 6:37 am
by sfMan
Great Job!
...and huge thanks for Your effort.
It would be nice to have some list what's integrated in it and which version. I'm not thinking every machine but these crucial like Modern Pattern Editor etc. You know - release info.
It will be helpful in situations when some elements got an update (or to know what's already in it and what's not). Unless You planning too keep its always updated. After all, it is you who created most of UI modifiers and extenders
I've tried it and it works fine for me. In earlier version there was some lags when using VSTs (Polac updated his VST wrapper too) and now its all working fine.
Again. Thanks for Your effort and time.
Re: ReBuzz
Posted: Sun Jul 21, 2024 10:06 am
by mik82
Amazing stuff. 25 years after I first installed Buzz and still getting completely new things!
Looking forward to the tracker implementation
programing a "Hello World" managed machine....
Posted: Wed Jul 24, 2024 9:58 am
by HerrFornit
wde wrote: ↑Tue Jul 16, 2024 5:10 pm
- Extend tracker machines so that they implement their own internal loading/storage for samples.
- Reimplement tracker machine in C#
Can I use native editor machines (PatternXP)?
Only managed editor machines are currently supported.
Is ReBuzz going to be open source?
If there is enough developer interest, then yes.
How can I help?
- Test
- Update content in the new help file ..\ReBuzz\Help
- Create managed tracker machine
thanx for your giant effort @WDE.
Who has fun to teach?
How to program a managed machine in c#, "Hello World" machine.
simple...step by step
from the beginning.... what do you need....it's possible.
Re: ReBuzz
Posted: Thu Jul 25, 2024 8:40 pm
by Buzztler
Who has fun to teach?
How to program a managed machine in c#, "Hello World" machine.
Does this help, or is it just the reason for your post?
https:// github.com/ wasteddesign/BuzzMachineExamples
(without the blanks, of course)
Re: ReBuzz
Posted: Fri Jul 26, 2024 6:44 am
by HerrFornit
Buzztler wrote: ↑Thu Jul 25, 2024 8:40 pm
Who has fun to teach?
How to program a managed machine in c#, "Hello World" machine.
Does this help, or is it just the reason for your post?
https:// github.com/ wasteddesign/BuzzMachineExamples
(without the blanks, of course)
Just checked your link and well, rather the reason
Thanx!
Re: ReBuzz
Posted: Sun Jul 28, 2024 7:51 am
by zende999
Is there any help needed anymore?
Re: ReBuzz
Posted: Mon Jul 29, 2024 12:18 am
by UNZ
btw, let me know when the native part (buzzengine32/64?) is open source, i'd like to make some changes and extend machineinterface.h
Re: ReBuzz
Posted: Mon Jul 29, 2024 11:40 am
by magmavander
Hi Buzz people,
Am I right if I said there is actually 3 versions of Buzz ?
- The good old 32 bits version release, kind of useful and "official" version.
- The 64 bits version called Buzz Setup x64 2022 Edition.
- And now the ReBuzzSetup_2024_Preview.
Is the ReBuzzSetup_2024_Preview the sequel of Buzz Setup x64 2022 Edition ? Or is it a different way for Buzz future ?
Thanks!!
Re: ReBuzz
Posted: Mon Jul 29, 2024 10:18 pm
by UNZ
i'd say it (rebuzz) is a new fork of buzz and most likely the future of buzz, as there hasn't been any work on "old new buzz" since 2016 and from what i understand there won't be anymore work done there.
i hope that one day the whole code base is open sourced so that we can move on and improve things in machineinterface.h, nothing too radical, but things like support for 32bit / 64bit parameters would be a start for example. mapping 16 bit parameters to 64bit vst / clap parameters sucks ass.
Re: ReBuzz
Posted: Wed Jul 31, 2024 12:10 pm
by zende999
UNZ wrote: ↑Mon Jul 29, 2024 10:18 pm
i'd say it (rebuzz) is a new fork of buzz and most likely the future of buzz,
I mean, that's what it tries to achieve, no?
Re: ReBuzz
Posted: Tue Aug 06, 2024 8:27 pm
by HerrFornit
new version!
Re: ReBuzz
Posted: Sat Aug 10, 2024 9:27 am
by lolokimono
The new version didn't work for me :-/
When adding VSTs, the first one crashes and adding the second one displays the following message:
---------------------------
ReBuzz
---------------------------
Index was outside the bounds of the array.
at ReBuzz.NativeMachine.NativeMessage.GetMessageBool()
at ReBuzz.NativeMachine.UIMessage.UIGetResources(MachineCore machine, BitmapSource& skinImage, BitmapSource& ledImage, Point& ledPosition)
at ReBuzz.MachineManagement.MachineManager.CreateNativeMachine(MachineCore machine, String instrument, Int32 trackCount, Byte[] data, Boolean callInit)
at ReBuzz.MachineManagement.MachineManager.CreateMachine(String libName, String path, String instrument, Byte[] data, Int32 trackCount, Single x, Single y, Boolean hidden, String machineName, Boolean callInit)
at ReBuzz.Core.ReBuzzCore.CreateMachine(String machine, String instrument, String name, Byte[] data, String patternEditor, Byte[] patterneditordata, Int32 trackcount, Single x, Single y, String editorName)
at ReBuzz.Core.Actions.GraphActions.CreateMachineAction.DoAction()
at BuzzGUI.Common.Actions.BuzzAction.Do()
at BuzzGUI.Common.ManagedActionStack.Do(IAction a)
at ReBuzz.Core.SongCore.Do(IAction a)
at ReBuzz.Core.SongCore.CreateMachine(String machine, String instrument, String name, Byte[] data, String patterneditor, Byte[] patterneditordata, Int32 trackcount, Single x, Single y)
at BuzzGUI.MachineView.MachineView.CreateInstrument(IInstrument instrument, Single x, Single y)
at BuzzGUI.MachineView.MachineView.<>c__DisplayClass115_0.<MachineView_Loaded>b__5(Object sender, DragEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.OleDropTarget.RaiseDragEvent(RoutedEvent dragEvent, Int32 dragDropKeyStates, Int32& effects, DependencyObject target, Point targetPoint)
at System.Windows.OleDropTarget.MS.Win32.UnsafeNativeMethods.IOleDropTarget.OleDrop(Object data, Int32 dragDropKeyStates, Int64 point, Int32& effects)
at MS.Win32.UnsafeNativeMethods.DoDragDrop(IDataObject dataObject, IOleDropSource dropSource, Int32 allowedEffects, Int32[] finalEffect)
at System.Windows.OleServicesContext.OleDoDragDrop(IDataObject dataObject, IOleDropSource dropSource, Int32 allowedEffects, Int32[] finalEffect)
at System.Windows.DragDrop.OleDoDragDrop(DependencyObject dragSource, DataObject dataObject, DragDropEffects allowedEffects)
at System.Windows.DragDrop.DoDragDrop(DependencyObject dragSource, Object data, DragDropEffects allowedEffects)
at BuzzGUI.Common.ListBoxItemDragSource.listBox_PreviewMouseMove(Object sender, MouseEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
---------------------------
OK
---------------------------
Maybe I should delete some files first? I'll try to delete the Polac vst cache, maybe a full rescan will help.
Re: ReBuzz
Posted: Sat Aug 24, 2024 8:04 pm
by Buzztler
Wow, a new Version available right now with nice "Gimmicks", you'll see
, and very fast loading of all plugins ... lower buffersizes (by default) for Rebuzz AudioIn, new theme related stuff (If I'm right), ... and a lot of other thingys I have to check out ...
Thx to WDE, Oskari, Polac, Joachip and all the others who are envolved ...