Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Tried the beta and the lfo issue is fixed. I did however have an instance just click and cut out. The buffer became full of what looks like a dc signal maybe.  In the attached screenshot you can see the buffer display is fully white and the signal out has maxed even though there is no noise to be heard, I'll see if I can reproduce it. Could be an fl studio thing, I've seen reaktor do something similar with feedback buffers,


One thing of note the lfo rates and stream rates feel like they are reversed, Normally I'd expect speed to increase by turning up the dials.

Hi!

Thanks for the feedback! Not sure what the dc/noise thing could be, If you know a reliable way to make that happen please let me know!

I also recently released version 0.3.2 with some bugfixes that might help with some of these issues.

One thing of note the lfo rates and stream rates feel like they are reversed, Normally I’d expect speed to increase by turning up the dials.

In the 1.0 beta you can select different units of measurement for time-based parameters (like seconds, Hz, quarter notes, etc.) If you set the lfo rate in seconds then you will see the speed decrease as you increase the knob. You can select a different timebase by clicking the little ‘T’ button next to the knob. (I guess Hz would indeed be a better default here)