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I’ve noticed that the keyoff function doesn’t actually jump the event to the data after the sustain point, instead it just continues through the normal event cycle and just ignores the sustain point.

I’m trying to make an effect which effectively raises the pitch of a sound on a button press until the player releases the button and the "Release" part of the cycle should happen.

Is there an alternative way to achieve this effect?

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I think what you are experience is "by design". If you want an instant skip just increase the parameters velocity while keying-off.

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OK, that won’t have the desired effect at all, so I’d like to make a feature request.

It could be worth adding a new KeyOff function which jumps the event to the data after the sutain point?

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I think you could do this with a little adjustment:

I assume that the player can’t hold the button – and thereby raise the pitch – indefinitely, so what I would do is this:

Create a parameter that has your pitch curve from values 0 to 4, and with your desired velocity. The point at which the pitch becomes ‘fixed’ (i.e. the player can no longer increase pitch) should have a sustain point. Arrange your parameter and pitch curve such that just above the sustain point is an integer – let’s say our parameter range is from 0 to 4 as above. From 0-2.8 we have our pitch curve. At 2.9 you set your sustain point. NOW – rather than using a keyoff to resume the sound, you instead send a value of ‘3’ on release of the button. From 3 to 4, you have the ‘release’ pitch curve. So the sustain point is there just to prevent the pitch from increasing infinitely, and to prevent the release sound from playing. You want to ‘skip’ the sustain point by sending an integer to the parameter, which then resumes the parameter velocity and plays the release curve…

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Thanks, that sounds like it might work, I’ll give it a go.

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