SamSuka
colugomusic

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colugomusic activity

Blockhead v0.6.1 alpha

Update Notes:

  • Update: Added "master soft clip" option to development controls (enabled by default)
  • Update: Master level meter now displays post-gain levels instead of pre-gain
  • Update: Master level gain now affects both song output and catch buffer preview output
  • ...

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Blockhead v0.6.0 alpha

Bigger release than usual. There have been many internal changes related to background tasks. I had one crash while testing the new catch buffer feature which I have not been able to reproduce since. As usual if you happen to find some way to consistently reproduce a crash or bug then let me know...

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Dev log #25 - The Catch Buffer

I came up with this idea while I was working on song rendering (it's coming i promise!). I couldn't stop thinking about this stupid idea so I put song rendering on hold to work on it. It seems simple but it's taken about 4 days so far. It's not done yet but here's a video of what it looks like cu...

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Dev log #24 - Background Tasks

Some tasks are run in a background thread to avoid blocking the interface. This currently includes loading sample data from files, bounce operations, generation of grain offset data, and eventually song ...

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Blockhead v0.5.0 alpha

Update Notes:

  • Added some basic level meters/clipping indicators for tracks and master
  • Fixed the bugs that were introduced to the block stamper in v0.4.0 which allowed blocks to overlap
  • Can now hold down SHIFT to temporarily disable snapping while pla...

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Blockhead v0.4.0 alpha

Update Notes:

  • Added a user settings window (F2 or button in bottom right of window)
  • Added option to use a larger font. Let me know if anything looks weird of visually breaks !
  • Cloned blocks that span multiple tracks will now stay in their source lane...

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Blockhead dev log #23

Addition of the BIGFONT is almost done. It's been a horrible time trying to bend the layout engine to my will. This is the first time during development where I've felt like I've been really fighting aga...

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Blockhead dev log #22

I am currently working on the mind numbingly boring task of adding the option to use a bigger font for everything.

It took a while to actually figure out how to implement this so that it can be toggled at runtime because Godot's theming system isn't really designed to do it. Annoyingly I ha...

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Blockhead v0.3.0 alpha

Update Notes:

  • Added ability to set the audio device sample rate (currently at the bottom of the window). ASIO drivers in particular are horribly buggy when it comes to hot switching sample rates so there are some hacks involved in getting this working but it should be...

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Blockhead v0.2.5 alpha

Update Notes:

  • Fixed issue where frequency points were not being interpolated correctly
  • Fixed a bug where clicking artifacts would be produced at the start of samples in Fudge mode
  • Fixed a visual bug where mod editor gridlines were not being blended p...

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Blockhead v0.2.4 alpha

Update Notes:

  • Fixed a case where the GUI would hang upon reviving a deleted sample
  • Fixed a bug where an actively playing block would continue playing when it was deleted, potentially leading to crash)
  • Changed the way object deletions are synchronized...

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Blockhead v0.2.3 alpha

Update Notes

  • Fixed a bug where initiating a block gesture (shift-drag) while fudge mode was enabled would cause the block to get stuck in block gesture mode
  • Fixed a visual bug where warp markers would jitter while changing sample offset via block gesture.
  • Fixed a vis...

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Blockhead v0.2.2 alpha

Update Notes

  • Fixed Lofi effect converting signal to mono
  • Fixed saturation effect going silent at 100% drive
  • Fixed a bug where effect parameters could enter a state where they would continuously update through the last few values, causing humming arti...

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Blockhead v0.2.1 alpha

Update Notes

  • Fixed incorrect panning calculations (at center pan each stereo channel was mixing in half of the other channel!)
  • Fixed issue where bounced data was inaccurate/dull (caused by panning issue above)
  • Fixed a bug where block effects were not...

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Blockhead v0.2.0 alpha

Update notes

  • Added panning (only as a block modulation option currently)
  • Removed the "enable bias" item from effect knob context menu because that's not implemented yet.
  • Uniformity is now a percentage instead of ranging from 0.0 to 1.0 (may break exi...

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Explanation of Fudge resynthesis

If you click the button on the top right of a block you can switch the playback mode from "Classic" to "Fudge". This is a granular resynthesis algorithm which is designed to sound "interesting" and be very flexible. If it also happens to sound "good" at times then that's more of a happy side effe...

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Blockhead v0.1.0 alpha

You will need to unzip this somewhere to run it. Please let me know if it doesn't work. If you just see the Blockhead splash screen and then it closes then it's probably some horrible DLL loading issue or packaging problem that I will have to investigate.

If you report a crash or bug it's h...

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Blockhead dev log #21

Blockhead now seems to work fine on my laptop. Since it's a pretty bad laptop I hope this means it will work well on the average machine but I'm sure I will encounter some computer specific issues as more people use it.

There are still many bugs I know about, many things that need to be imp...

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Blockhead dev log #20

I have an old shitty laptop in my wardrobe that I'm currently trying to get Blockhead to work on. The hardware is super old but it would be cool if I could get it working. The PC I've been developing on has a pretty beefy graphics card and up until now I've been using certain GPU features without...

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Blockhead dev log #19

I've been having trouble posting updates on Patreon, I think they are having server problems. I didn't have much to post anyway because it's been mostly bug fixing and small UI improvements. Here's a quick video of the updated samples panel which is a long way off from being a proper "sample mana...

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Blockhead dev log #18

Today I fixed a bunch of small bugs, including the sample rate issue I found yesterday.

I then starting working on improving the sample manager panel since at the moment it's really useless. I've been putting off doing this for ages. I won't be making it fully featured yet but at the very l...

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Blockhead dev log #17

I started working through my list of known bugs. In the process I found a bunch of new bugs so my bug list ended up even bigger! I'm getting through them pretty quick though because it's mainly just very small things. There is one big issue with samples with different sample rates no longer playi...

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Current roadmap

This changes all the time so take it with a grain of salt. This is only showing the things I have planned for the first two releases. I have a massive list of items on the backburner that are in my tracker but not displayed here.

The main three features I want to finish for the beta release...

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Blockhead dev log #16

Modulation now seems to be pretty stable. The system in place for managing undo/redo for everything is quite mind bending so I'm not 100% confident that it's all bug free at the moment but I've been doing a bunch of testing and it all seems okay.

I'm using Godot's built-in undo/redo which w...

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Blockhead dev log #15

Almost done with basic parameter modulation now. There's a bunch of things that are broken but I'm almost there.

One stupid thing that I had to spend a bunch of time on was having values transform correctly between the editor controls and the engine. For example when editing filter frequenc...

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Blockhead dev log #14

The past few days I have been grinding out the changes to the modulation system which is taking a while but I haven't hit any major problems. I'm probably about 50% done. I am spending a bit more time on it than I need to because I decided to take the opportunity to future-proof things a bit more...

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Blockhead dev log #13

After yesterday's diversion I'm back to rewriting a bunch of the front-end UI code for modulation parameters.

Part of the problem is that currently every modulatable block parameter and it's envelope data is directly tied to the associated button that appears at the top of the block UI, and...

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Blockhead dev log #12

I went to bed still thinking about that bug I found yesterday and did my trick of lying there thinking about solutions instead of sleeping. So today I implemented a nice fix which didn't involve any complex rewriting of the block processing system as I feared I would have to do. I did however int...

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Blockhead dev log #11

Nightmare day. I found a bug unrelated to anything I was working on which causes effects to leave artifacts in some cases.

By design block effects are not processed when the playhead is outside the edge of a block (whereas track effects will work the same way they do in other DAWs). So to a...

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Blockhead dev log #10

I'm currently working on the boring task of restructuring the way modulation data is stored. The way I originally designed this has worked fine up until now but unfortunately the introduction of effect parameter automation has led to loads of problems, mostly related to saving and loading, and bl...

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