Dev Diary #7: Multitimbrality ahoy!

Ahoy mateys, it’s Timo this time! Since the last update, we’ve finished the features for v1.2, and if no further bugs are found by then, the stable version will be released on Monday 31st March. Just in the nick of time according to the roadmap, where this was marked as “Planned for March”!

In the meantime, we’ve finally gotten started on the big one: multitimbrality! After some planning, it’s both simpler and more complicated than we had anticipated, but it’s rolling smoothly now.

The plan is to not have fixed assignments of physical voice to part by default, but rather to always have six parts and dynamically assign parts to physical voices. The advantage is both UI simplicity, and that you can, for example, have two six-voice polyphonic parts, you just can’t play them both with full polyphony at the same time. This is useful for example when playing live, since you could have the parts assigned to different sections of a keyboard, and you can play one in one part of the song and the other in another without worrying about programming patch changes. As another example, say you’re tracking a song in a DAW, you could have three different mono bass synth parts, and play them in different sections of the song, and still have five voices (or six, when no bass is playing) left for other duties.

The complication is that this means we’ll be voice stealing between different parts, which has very different complications than classic stealing within a single part. The devil (or the Demon Core?) is in the details, but we’re confident we can make this work transparently 99% of the time. For the remaining cases, we will offer the possibility to lock voices for a single part. For example, self oscillating patches can’t really be swapped in and out from the physical voice on the fly, since it may take up to several seconds for a marginally stable filter to reach full oscillation.

Anyway, it’s time to get back to the code cave and start taming those devilish details! ->