The idea here is to control renoise instead of superdirt as a sound synthesis engine.
To use redirt:
t1 ... t8
instead ofd1 ... dN
to select on which track to playsound
selects instrument numberx
note
sends notes to renoise- you can use
|+ octave x
to transpose notes to a given octave gain
controls velocitym1 ... m8
controls the macros of the selected instrument. Build some crazy instrument, map 8 macros and voilà! you can control them from tidal
As for effects, you can access them with the following:
device
ordev
selects the device in the device chain of a given trackparam
selects a parameter by its namevalue
sets the value of the parameter
I think tidal and renoise were designed with a different idea in mind. In tidal, when a message is sent to play a note, the note's length is passed along with delta
(length of a step) and friends. So superdirt knows from the begining when the sound should stop. I didn't check superdirt's implementation, but I guess a synth is spawned for each played note, and killed when the note ends.
But renoise is designed closer to the MIDI approach, namely NOTE_ON and NOTE_OFF events are separate. So NOTE_ON starts the sound, and when you want to stop it you send a NOTE_OFF on the same channel, same note.
This difference make it quite painful to manage note_off. Right now, I'm cheating by setting my drumkits to one-shots, and my synths to monophonic, NNA parameter to note-off and a bit of release.
How the issue should be addressed?
- should the musician program its note_off events in the sequence?
- should tidal generate the note_off events behind the scene?
I don't know, really. If you have an idea, let me know!