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Re: Tapestop (using curve and a delay)

Posted: Fri Sep 03, 2010 7:45 pm
by stringtapper
dna598 wrote:
stringtapper wrote:
Dunno, you should ask a Max coder who happens to be uninspired enough to need it on everything they produce.

So, not you then.

That's right.

Re: Tapestop (using curve and a delay)

Posted: Fri Sep 03, 2010 8:02 pm
by dna598
stringtapper wrote:
Dunno, you should ask a Max coder who happens to be uninspired enough to need it on everything they produce
It must be your max skills that are uninspiring.

I'm sure when someone does emulate this 8 year old plug properly it will be hurriedly posted by its author.

In the meantime, you better get coding cos you're very, very late.

Re: Tapestop (using curve and a delay)

Posted: Fri Sep 03, 2010 9:33 pm
by stringtapper
dna598 wrote:I'm sure when someone does emulate this 8 year old plug properly it will be hurriedly posted by its author. In the meantime, you better get coding cos you're very, very late.
My god you're right!! What did Mac users ever do before we heard of this plugin?? How can we make music now??

Image

Re: Tapestop (using curve and a delay)

Posted: Fri Sep 03, 2010 11:51 pm
by dna598
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Re: Tapestop (using curve and a delay)

Posted: Fri Sep 03, 2010 11:52 pm
by dna598
stringtapper wrote:
dna598 wrote:I'm sure when someone does emulate this 8 year old plug properly it will be hurriedly posted by its author. In the meantime, you better get coding cos you're very, very late.
My god you're right!! What did Mac users ever do before we heard of this plugin?? How can we make music now??
That wasn't the point I was making. I don't really know wtf you are trying to defend in here. I happened to stumble on this thread cos i needed a tapestop plug.

There are none that cut it. That is all.

How about try and help out the op?

Re: Tapestop (using curve and a delay)

Posted: Sat Sep 04, 2010 7:54 am
by S4racen
I think Abletony was sorted out a few pages back?

Cheers
D

Re: Tapestop (using curve and a delay)

Posted: Sat Sep 04, 2010 1:28 pm
by dna598
S4racen wrote:I think Abletony was sorted out a few pages back?

Cheers
D
I don't think so. :roll:


abletony84 wrote:So, anybody able to offer a beginner any advice on how to recreate Tape Stop in m4l? im so new to this i dont really know where to start..

thanks in advance
abletony84 wrote:I spoke to cbit, the Pitch Drop author - basically he said the design of Pitch Drop is not suitable for adding tape start- and stop, as it's only based on a delay unit, set to 'repitch'.. There doesn't seem to be a way to coax a tape _start_ effect from this arrangement as far as he could tell.. maybe some of you experts know how though?

Re: Tapestop (using curve and a delay)

Posted: Sat Sep 04, 2010 1:39 pm
by S4racen
Ok my bad...

Sorry can't help...

Cheers
D

Re: Tapestop (using curve and a delay)

Posted: Mon Sep 06, 2010 3:24 pm
by martinkellogs
edited

Re: Tapestop (using curve and a delay)

Posted: Mon Sep 06, 2010 3:35 pm
by ytsek
Would be nice to have something like TE OP1 as a m4l device.
http://www.teenageengineering.com/products/op-1/

Re: Tapestop (using curve and a delay)

Posted: Wed Oct 13, 2010 8:41 pm
by zalo
i made a crude tape stop, and without directly loading the file into the plug in (much like the free Windows VST does, i believe) there is no way to make a live sound tape start

if you take a step back and think about it, what is happening with a real tape stop, if a the wind down takes 10 seconds the amount of tape that passes the head will only be 5 seconds worth of tape played at full speed

reverse that for a tape start, that means that the plugin will have to grab sound that will be produced 5 seconds in the future, so that by the time it revs up to full speed it is synced with the live sound

the only way around this is to start early and then once to full speed the track will be delayed for the rest of the time to match up with the rest of the music

but think of how impossible that would be to use realistically, if i have a tape start on my vocals and not on my synth, i would have to sing ahead of the music! then dealing with other things like latency, how could we ever sync the vocals to the rest of the track.

TLDR: Physics will not allow a live audio tape start.

Re: Tapestop (using curve and a delay)

Posted: Wed Oct 13, 2010 8:49 pm
by stringtapper
This is what I kept wondering about when the guy was saying that the VST would tape start on a live audio feed. You'd have to have a time machine to do that! I don't run a PC so I can't test the free VST, but I agree it simply must be the case that it loads a sound file. Any tape start effect done to a live audio feed would by nature have to introduce a delay, which would introduce the sync issue zalo spoke of.

Re: Tapestop (using curve and a delay)

Posted: Wed Oct 13, 2010 9:23 pm
by S4racen
Would it not work (excuse my ignorance) by capturing the audio and buffering it slowly speeding up until it's always however long it took to get to full speed behind the live audio??

If the tapestart time from zero velocity to full velocity was in a measure of beats or bars then this would solve the syncing (albeit still be behind in real terms)?

I'm probably wrong though but it makes me think of the brake start control on a CDJ....


Cheers
D

Re: Tapestop (using curve and a delay)

Posted: Thu Oct 14, 2010 8:35 am
by chapelier fou
It's fun how this "start thing" makes the brains hot (mine at least). My english is so poor and these kind of things are better explained with drawings.

If you guys doubt it is acheivable, just consider that the "tapestop" vst on windows does it. So it IS possible.

It's clear that an engine is needed, wich continuously records the audio signal. And when you press the start button, it begins to play at the position you pressed the button, but slower, and then ramps untill it reaches the actual audio state.

Sorry if it is too obvious, not clear, or stupid.

Re: Tapestop (using curve and a delay)

Posted: Thu Oct 14, 2010 9:04 am
by broc
chapelier fou wrote:It's clear that an engine is needed, wich continuously records the audio signal. And when you press the start button, it begins to play at the position you pressed the button, but slower, and then ramps untill it reaches the actual audio state.
But to catch up with the actual state it would have to run for some time with increased speed, for compensating the slower part. No?