Surge: Square LFO spikes in vector rendered waveform

Created on 20 Dec 2019  ·  32Comments  ·  Source: surge-synthesizer/surge

image

Maybe valid for #1390?

UI

All 32 comments

Ha it's not an LFO spike; it's the axis tick marks. Licecap doesn't work on catalina for me right now but trust me. I will lighten that tick color and close this issue.

Nope. On windows it actually shows that spike. woof.

Confirmed. Just got 1.6.3 running and it's still present!

Turns out this has been introduced all the way back in 1.6.2, which is when the LFO display has been vectorialized!

OK!
Well let me try and reproduce it.

Ha it's not an LFO spike; it's the axis tick marks. Licecap doesn't work on catalina for me right now but trust me. I will lighten that tick color and close this issue.

Protip: get newest licecap and dont forget to type .gif by hand at the end of the filename when setting gif recording filename.

@sense-amr that looks like the bitmap display not the vector one. Are you on a recent version of surge? Also sometimes with slower renders it falls back to bitmap.

Look in "Menu / UI Options" - Do you see a choice like "use vector LFO display"? If so click that. If not then you aren't fully up to date yeah

Yeah so you need to update your source! Or just grab the nightly.

Building is all the same
yeah just grab master from refresh your fork and it is all the same.

ok . sorry about all that.. now i have the latest build .. oh and yes i see this very strange anomoly .. on the square LFO .. using bitmap LFO display
LFOsq_BitmapUI

Yeah ok so it is real for sure. I need to get a windows environment running again to figure it out since Mac doesn’t do it.

i noticed it goes away if magnitude is under 10%

sqLFOanomoly_10

Yeah I bet it is just some dumb rounding thing when I make the waveform by pulling the lfo that is compiled dependent or some such. The hardest part of fixing is going to be setting up windows! But I have to do that anyway so

Oh curious if you put a long attack on do the spikes pop above the envelope during the attack phase?

sqLFO10_1
this is 10.1% and magically it appears..

lets try with attack

sqLFO_withatt
they sure do!

hmm its appearing everywhere, as a general out of graphical boundary error..
S HtooLFO
RAMPtooLFO
TRItooLFO
corresponding to high rate LFO .. and not occuring at low rates.. for these other LFO types..
square still seems to show it .. even at low rates..

RampFairlynormalLOrateLFO
Fairly Normal Low Rate.. Not outside of bounds..
hairmonsterLFO_highRate
Scary Hairy Monster High Rate LFO

so i can confirm its NOT just square..

If you take the square wave (or the other ones that do this), and change the frequency precisely ever so slowly using shift, they will actually pop in and out.

LFO

Very very useful thank you

I wonder when I find it what silly mistake it will be! Exciting!

Oh and welcome back @sense-amr - hope all is well!!

Thanks @baconpaul good to see you and happy to be able to give some more time to surge ! ..great to see its still growing.. if i remember we ALWAYS had funny things with the LFO gui..

Yeah but then I rewrote it and I thought fixed all of them. But apparently fixed almost all of them.

For fun temposync the rate and you can see musical time axis too!

yeh i noticed that and the (T|S) on the slider.. :) .. interesting .. with the tempo sync now displayed in time.. over the waveform.

im wondering .. if this is just graphical .. or if the way it looks in the lfo with the spikes etc.. .. corresponds to the actual used shape of the lfo when routed to a parameter..

That was first thing I checked but you can pull it up in rack and the lfo has no spike. It’s just something in my path creation code with downsamoling for graphics

My bet is I screwed up something here https://github.com/surge-synthesizer/surge/blob/b6134fa4ce2c74958714b368612a6cc8171b5dda/src/common/gui/CLFOGui.cpp#L212 since this branch only kicks in when there’s a big change

Found it! Fix incoming.

awesome @baconpaul .. great work as always .. im gonna build the new one right now.. and test..

Yeah this fix is so 10 hours ago - wait until you see the other goodies in the new build! Try modulating some stuff and say “ooh” “ahh”. Chuckle.

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