i guess there are many renoisers who want to tell you whats good/better in renoise.
thats why im here to tell you what youll loose.
just a few things that came to my mind… in no particular order.
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buzzmachines:
~ 400 effects
~ 300 generators
u know there are some of those things you will never ever see again.
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the trackers inside:
utracker, matilde2 (and the ~60 new/old commands)
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probably the best vst wrapper around (polac)
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all peermachines (maybe the mightiest weapon of buzz)
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higher command- resolution (4 digits)
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the warmth/crappy sound (point of view)
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modularity
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abillity to import a song (ok thx to conner_bw; you can merge songs now via php)
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real sidechaining
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multipattern sequencer
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ticks per beat
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the church (active devs for buzzmachines)
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addons like overloader, screamwaver or halfos cool editor
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run the risk of loosing a track while tracking or re- opening it
g’day
I know this thread is over 10 years old, but darn it, still, that Unwieldy, Swiss Army knife of a sampler seems to be at the top of the nerdiness heap, and in particular, good for that organic, interpolated bounce ball effect, not just with retrig, but in all sorts of way, simply because of the extensive list of commands.
I hope this is useful to anyone in the dev end of things, aiming to push the envelope of Renoise sample mangling in ways that may exceed its current capabilities.
There is nothing wrong with what it can already do, I’m not complaining, but obviously, if it had a few extra commands that UTracker has, it would help in being literally untouchable by anything else out there.
List of Fuzzpilz Unwieldy Tracker2 commands (accessible by right-clicking on the device in Buzz
UnwieldyTracker2 is a multi IO sampler for Buzz.
Parameters, in order:
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Tick subdivide
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Note delay
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Note retrigger (value 00 resets the note to its normal position and pitch)
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Offset
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Stretch (leave this alone or set it to 0 if you want to use notes instead of stretching)
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Note
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Sample
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Velocity (0x40 means 100)
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Pan (0x40 means center)
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Effect Command 1
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Effect Data 1
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Effect Command 2
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Effect Data 2
Attributes:
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Length of amplitude/pan ramping and the strength of the declicker
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Sample interpolation, where 0=none, 1=linear, 2=5-point spline
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MIDI control channel
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MIDI mute switch note for first track (the other tracks’ start from there)
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MIDI solo switch note for first track (the other tracks’ start from there)
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MIDI mute/solo reset switch note.
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Declick at loop points? Leaving this on can cause problems with small loops.
UTrk supports 16 bit, 24 bit, 32 bit and 32 bit float samples. 24 bit playback is significantly slower than the others! I recommend going on up to 32 bit instead.
UTrk can use wavetable envelopes for: velocity, pitch, pan, cutoff, resonance.
UTrk can also use Polac’s multi-output system because he’s nice and gave me some code for that. Refer to his VST loader’s documentation for information on how to use it. Tracks use the channel corresponding to their number initially, but you can change that using effect command 78.
Tracks can be muted/solo’d per MIDI (check the attributes) or by pressing the numbers/underscores you see down there in this dialogue (you can only mute this way).
UTrk can take MIDI input. It doesn’t currently have virtual channels, so right now you have to have enough tracks and the right samples selected on these tracks. You can tell tracks to not accept MIDI notes by using command 79. It’s probably a good idea to use command 72 to make sure all the tracks you want to use for MIDI input have the same settings.
UTrk can randomly select samples. Right click on the machine, click on “Sample Pools”. The pools you arrange there can be accessed as samples #C9-E8.
The names of empty pools will not be saved.
Effect command reference: (data given as “xxyy”)
00 Stop retriggering after xxyy times. Reset on an explicit trigger.
01 Multiply the velocity by xxyy on each retrigger, where 0xC000 is one (0 dB).
02 Multiply the frequency by xxyy on each retrigger, where 0x8000 is one.
03 Transpose by xx.yy semitones on each retrigger, where 0x8000 is zero.
04 Multiply the time before the next retrigger by this each time. 0x8000 is one.
05 Reverse sample direction now.
06 Portamento down, xx semitones in yy subticks.
07 Portamento up, xx semitones in yy subticks.
08 Play the sample in reverse so that the specified offset is reached after xxyy subticks.
09 Probability.
0A Change the offset on each retrigger, where 0x8000 is 0.
0B Note cut after xxy.y subticks.
0C Note release after xxy.y subticks. This has no effect if you don’t use envelopes.
0D Multiply note cut/release time by xxyy after each retrigger, where 0x8000 is one.
0E Reverse and keep the direction in retriggers.
0F Portamento to note, xxy.y subticks.
10 Like 0A, but so that the sample is stretched to xxyy-8000 subticks, negative ↔ reverse.
11 Set lower limit of retrigger time to xx.yy subticks.
12 Set upper limit of retrigger time to xxyy subticks.
13 Multiply nth retrig time by n^(xxyy), unit 0x4000, centered about 0x8000.
14 Like 10, but using ticks instead of subticks.
15 Like 14, but the length is kept if you change the retrigger time.
16 Fine portamento down, .xx semitones in yy subticks.
17 Fine portamento up, .xx semitones in yy subticks.
18 Linear volume slide to yy in xx subticks.
19 Logarithmic volume slide to yy in xx subticks.
1A Logarithmic volume slide down by yy dB in xx subticks.
1B Logarithmic volume slide up by yy dB in xx subticks.
1C Fine logarithmic volume slide down by .yy dB in xx subticks.
1D Fine logarithmic volume slide up by .yy dB in xx subticks.
1F Multiply the retrigger offset change by xxyy on each retrigger, 8000 being one.
20 Humanize velocity.
21 Humanize pitch with a range of ± xx.yy semitones.
22 Humanize offset.
23 Humanize pan.
24 Humanize filter cutoff with a range of ±xx.yy semitones.
25 Humanize timing with a range of +xx.yy subticks.
26 Humanize timing with a range of +xxyy subticks, and snap to subticks. Can be combined with 25.
30 Set filter type:
0 off
1 LP
2 HP
3 BP (constant skirt gain)
4 BP (constant peak gain)
5 Notch
31 Set filter cutoff.
32 Set filter resonance.
33 Cutoff slide, see 06.
34 Cutoff slide, see 07.
35 Change cutoff on retrigger, see 02.
36 Change cutoff on retrigger, see 03.
40 Vibrato speed, the period being xxy.y subticks.
41 Vibrato depth.
42 Vibrato waveform:
0 Sine
1 Triangle
2 Square
3 Saw
43 Cutoff LFO speed.
44 Cutoff LFO depth.
45 Cutoff LFO waveform.
50 Sync vibrato to phase xxyy now.
51 Sync vibrato to phase xxyy on each note. Given no data, sync is turned off.
52 Sync cutoff LFO now.
53 Sync cutoff LFO on notes.
60 Jump xxyy subticks ahead in the wave, disregarding playback speed.
61 Jump xxyy subticks back in the wave, disregarding playback speed.
62 Jump xxyy subticks ahead in the wave relative to playback speed.
63 Jump xxyy subticks back in the wave relative to playback speed.
64 Jump xxyy ticks ahead in the wave, disregarding playback speed.
65 Jump xxyy ticks back in the wave, disregarding playback speed.
66 Jump xxyy ticks ahead in the wave relative to playback speed.
67 Jump xxyy ticks back in the wave relative to playback speed.
70 Save settings xx (additively, see below) to slot yy (of 16).
71 Load settings xx (additively, see below) from slot yy (of 16).
72 Copy settings xx (as below, also 0x10 for sample number) from track yy.
78 Set output channel used by this track. No value resets.
79 Accept MIDI input on this track? 0 = off, any other or no value = on.
80 Shuffle. xx - length in ticks, yy - strength. (1+0.yy):(1-0.yy).
81 Shuffle. xx - length in ticks, yy - strength. (y.y+1):1.
82 Shuffle. xx - length in ticks, yy - strength. (yy+1):1.
83 Shuffle. xx - length in ticks, yy - strength. (1+yy/subdiv)/(1-yy/subdiv). yy must be smaller than the subdivide. If you change the subdivide, you’ll have to set the shuffle again if you want it to change as well.
90 Logarithmic volume slide down by yy dB in 10*xx milliseconds.
91 Logarithmic volume slide up by yy dB in 10*xx milliseconds.
92 Fine logarithmic volume slide down by .yy dB in 10*xx milliseconds.
93 Fine logarithmic volume slide up by .yy dB in 10*xx milliseconds.
Ax Reset. Works additively:
1 On-retrigger effects
2 Humanization
4 Filters
8 LFO and vibrato.
A0 Does the same as AF, i.e. resets all of the above.