I appreciate this. Thank you for posting that.
I mean I guess this is okay … it’s not really a loop at all, but I guess you can get something close…almost
You tried all 3 commands? One of them appends the selection immediately after, you could build up an identical effect this way pretty easily if you resample the pattern and set snap to 16ths or whatever you need. Then all you’d need to do would be to change your pattern length to accommodate the new sample length
I didn’t see that … hold on
it’s a pretty good tool for glitch effects
you could also automate a repeater dsp on the master track for a similar effect
Okay see what you’re saying. This is a lot of work for the composer when the Devs could just implement bar-loop… yunno? … But I guess this is best there is for now. Hopefully they implement it.
yeah, i hope so too! looks like a great command
you know renoise, there’s usually a workaround or three in the meantime
sure
Also miss this command, it sounded good; used the FT2 version E60 (start) E63 (loop it 3 more times).
yeah, that would save a lot of pattern slots.
I would also like to have one of those barloops thank you!
Another vote for a bar-loop command; this would be very useful.
A nice and flexible way to implement this would be a command that jumps back x
pattern-starts, for y
repeats.
If the command were ZExy
, then ZE03
on the last line of a pattern would mean “jump back to the start of this pattern for the first three times this marker is encountered,” causing Renoise to play that pattern a total of 4 times, before continuing. ZE17
would jump back to the start of the previous pattern, playing a 2-pattern loop for a total of 8 times.
Of course, if you put that somewhere in the middle of the pattern instead of the end, it wouldn’t give an integer number of pattern-repeats, and that would enable other kinds of messing around. E.g, you could repeat the previous pattern and the first two bars of this one twice, then get three bars through this one on the third repeat, before finally playing all the way through.
This does limit you to start-of-pattern and to 16 repeats of a 16-pattern sequence, but there’s only so much you can pack into this format. Besides, even that much of a multiplier would be a significant boost.
yup, i live with SBx
in ImpulseTracker / SchismTracker and would prefer to have it in Renoise too, for sure.
Looking forward to seeing it implemented.
You have to look really far forward then
Returning to this threads in hopes to revive the idea of possibly integrating the bar-loop fx command in the future … Or at the very least, maybe implement some newer possibly more unique or even unconventional fx commands for users to play with in the future.
Okay,
Asking for new pattern effect commands may not get anywhere. So, possibly, could the API be given the ability to modify or create pattern effect commands? That way we can try our hand at creating new effect commands or resurrecting old ones.
we’re all waiting for the api to allow for scripting new effect commands.
so far no announcement that it’s on the horizon.
I find this topic very interesting.
We can currently program any new effect, but not in real time, but with a notifier that has a certain delay (a few milliseconds).
As long as the effect accepts a small delay, it can be done. However, it requires the installation of a Lua tool and that it is running (not a notifier or timer), obviously.
A particularly effective case is to dump only that new effect parameter into the master track, and thus analyze only this track by the notifier.
This is how the two new (ZMxx, ZPxx) effect parameters of Piano Roll Studio work to control the metronome (Renoise does not yet have effect parameters to control the metronome in real time, assuming that a song will always use the same beat/rhythm, when this does not have to be the case).
so are you saying that it would be feasible to do SBx in Master, i.e. make counters
i.e. like this
--- SB0
---
---
--- SB3
and the content between SB0 and SB3 would be repeated 4 times and then move to the next row?
also i see you call it a “Installation of a LUA tool” - but what’s the name of it?
^^^ that part
Yes, can be any effect column you set, but as I said before, it’s not ideal, because you need to:
- Create a Lua tool that is active. If the tool is not there, the effect will simply do nothing. Renoise accepts other unused effect letters. You have to make sure it’s not in use for something else (for example, controlling an automation effect parameter on a device with lots of parameters).
- Secondly, it’s not real-time, but will have a small, imperceptible delay. However, if you sync the song to a metronome perfectly, if you do the jump effect several times, you’ll notice that it will slowly lose sync. It would be very subtle.
Ideally, Renoise would have this effect natively, which is strange that it doesn’t.
Yes, you can create a timer that pre-analyzes the entire desired effect column to set the start and end of the loop that is consecutive and acts on the playback of the lines (it would only work if there is a SB00 before a SB0x). With a counter you work out the repeat number based on the effect. You can use 00 for the start and 03 for the repeat number, so that section will play 4 times (3 times repeated). Once this is done you reset the counter during the pattern playback, and you always reset the counter when the pattern changes (pattern notifier).
This way you can use multiple repeat loops in the same pattern.
I meant that you need to create a tool that is “latent” during song playback. This situation is not ideal and I don’t know if it will work for song rendering (I haven’t tested it).
But basically, you can invent any effect parameter and run any function, and this can be “certainly dangerous.” Pattern effects and automation are tremendously powerful.