What plugins are missing in Scope? What do you want more of?

A place to talk about whatever Scope music/gear related stuff you want.

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faxinadu
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Re: What plugins are missing in Scope? What do you want more

Post by faxinadu »

tease tease tease ;)

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Eanna
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Re: What plugins are missing in Scope? What do you want more

Post by Eanna »

Wow! Man that looks absolutely wicked!!
Superbly chosen feature set (loads of cool stuff to play with!), really immediate interface, and looks the biz...
Bit like a Nord Lead 2 in the feature set, with some tasty effects on top. For me, NL2's unison is one of its strongest features - you nail that, you got a sonic beast on your hands...

Serial/Parallel filters on a knob - not sure I've spotted that before... it's usually a switch! What's the 8-bit button on both Oscs? A bit reduction module after the Oscs?
Will the "Mild" setting on the Pitch Mod approximate "Oscillator Slop", for the little random pitch warblings of VCAs? That'd be great, for movement.. A little slew limiter on a random LFO for some Boards of Canada goodness ;-)
What will be printed in the area below the Filter Type selector?

*Thank you* for all your efforts for the Scope Community!
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faxinadu
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Re: What plugins are missing in Scope? What do you want more

Post by faxinadu »

yeah its somewhat nordlead somewhat virus in features and our twist on it too :)

Mild settings is actually just to offset the clicks you can get with a random lfo. so you basically get the stepped random and the curved random. thus, usually this is strictly useful when using lfo on random wave here. That slop thing is a nice idea though! actually have a device we are making in mind where this could be appropriate, stay tuned ;) !

the filter switch IS a switch, like a two state knob, feels and behaves like a switch when you move it :)
8bit mode on oscs is exactly as you said, bit reduction directly after the osc. if you drive it with a triangle or saw it will mostly just square it but with the fm there is more happening with this button.

some other tricks in this synth behind the scenes - for example fm to osc2 is always coming from the sine output of osc1 regardless of set shape, so you always get clean crispy fm for smooth psychedelic sounds. the synth is locked to 5 poly as the whole osc section is on one dsp, for extra smooth sync and fm sound. there's a lot of other stuff going on.

this will come soon along with some other surprises we are preparing and be available through sonic core's shop :)
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Eanna
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Re: What plugins are missing in Scope? What do you want more

Post by Eanna »

faxinadu wrote: fm to osc2 is always coming from the sine output of osc1 regardless of set shape, so you always get clean crispy fm for smooth psychedelic sounds
Nice! Good decision, to keep any inherent nastiness out of the Oscs. With the Ring Mod in there, for something wilder, the Ring Mod will do the trick, without the harshness of 'uncontrolled' FM...
faxinadu wrote: the synth is locked to 5 poly as the whole osc section is on one dsp, for extra smooth sync and fm sound.
"On one DSP" sounds a bit Xite-ish? No impact on us PCI Card dudes?

Again, thanks very much man.
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faxinadu
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Re: What plugins are missing in Scope? What do you want more

Post by faxinadu »

no not at all, has nothing to do with xite :) it doesn't matter which dsp, it isn't about allocation. all it means is that the synth loads the entire osc on a single chip, so there is no latency between components inside. the tradeoff is it limits polyphony to the maximum a chip can load.

we are actually past the testing stage, the machine is pretty much ready, tested on multiple pci and xite systems and we're developing some preset banks for it already :)
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Re: What plugins are missing in Scope? What do you want more

Post by Eanna »

Cool, gotcha.

So you're getting 5-voice poly from a single PCI Sharc chip? Or, does the 5-voice poly apply one Xite Sharc?
If you get 5 voice poly from a PCI Sharc, could you get many times more Poly from an Xite Sharc in theory? Have a 20 voice Xite "build" of the device?

I dunno, I might be talking thru my hat...
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Re: What plugins are missing in Scope? What do you want more

Post by faxinadu »

yeah we are gonna test that today :)
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zerocrossing
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Re: What plugins are missing in Scope? What do you want more

Post by zerocrossing »

This looks fun! Nice looking UI as well. What are the filters and oscs based on?
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Re: What plugins are missing in Scope? What do you want more

Post by dawman »

1s and 0s......
Sorry, couldn't resist.

Faxi I can't wait to get this.
Nice GUI.
What shape controls PW Rate.

Ankyu
Eanna
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Re: What plugins are missing in Scope? What do you want more

Post by Eanna »

I know DJ Micron has created Modular versions of some stock instruments (e.g. http://forums.scopeusers.com/viewtopic.php?f=16&t=31095), and John Bowen's Prowave comes in a Modular module format too (http://www.hitfoundry.com/issue_10/pro_modu.htm) - would you consider opening up some parts of the signal path in Ocean Storm to the modular world?
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zerocrossing
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Re: What plugins are missing in Scope? What do you want more

Post by zerocrossing »

faxinadu wrote:well those are all super worthy things, but i think those are major undertaking and most of these would have to be done on the company level (sonic-core)....

i'm talking more about synths, effects, modular modules.
Well, perhaps someone else might be reading this thread? ;)

It sure would be nice if Scope understood OSC. In fact, I'm surprised it doesn't. I know that's up to Sonic Core, but my hope is that someone may be listening here and possibly working on a Scope 6.. Hell, even a 5.5 that speaks OSC (and runs 64 bit)
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Re: What plugins are missing in Scope? What do you want more

Post by jksuperstar »

Scope 6 was planned to support Copperlan. Which is even better than OSC.

Also look at the BCModular and SCOPE-Sync announcements in this forum :)
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vascomusic
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Re: What plugins are missing in Scope? What do you want more

Post by vascomusic »

A good Oberheim Xpander emulation would be awesome.

Here's a nice paper about the Oberheim Xpander design:
http://www.experimentalistsanonymous.co ... Pander.pdf

And also other useful resources:
http://www.experimentalistsanonymous.com/diy/index.php
gruebleengourd
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Re: What plugins are missing in Scope? What do you want more

Post by gruebleengourd »

I would like to have an arpeggiator in the modular with modulation inputs so that I could freely control the 'root' note of the arp. inputs for rate, gate time, glide, swing and all the jazz would also be great.
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Re: What plugins are missing in Scope? What do you want more

Post by faxinadu »

Eanna wrote:Wow! Man that looks absolutely wicked!!
Superbly chosen feature set (loads of cool stuff to play with!), really immediate interface, and looks the biz...
Bit like a Nord Lead 2 in the feature set, with some tasty effects on top. For me, NL2's unison is one of its strongest features - you nail that, you got a sonic beast on your hands...

Serial/Parallel filters on a knob - not sure I've spotted that before... it's usually a switch! What's the 8-bit button on both Oscs? A bit reduction module after the Oscs?
Will the "Mild" setting on the Pitch Mod approximate "Oscillator Slop", for the little random pitch warblings of VCAs? That'd be great, for movement.. A little slew limiter on a random LFO for some Boards of Canada goodness ;-)
What will be printed in the area below the Filter Type selector?

*Thank you* for all your efforts for the Scope Community!

that could be very cool actually, will not be for initial release but perhaps in the future!
Scope, Android, Web, PC Plugins and Sounds:
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faxinadu
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Re: What plugins are missing in Scope? What do you want more

Post by faxinadu »

another tease.......... ;)

some examples from the second synth from the initial two synth release... this one is pi2525:

https://soundcloud.com/ocean-swift/sets ... o-examples
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fra77x2
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Re: What plugins are missing in Scope? What do you want more

Post by fra77x2 »

Very nice!
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Sounddesigner
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Re: What plugins are missing in Scope? What do you want more

Post by Sounddesigner »

faxinadu wrote:another tease.......... ;)

some examples from the second synth from the initial two synth release... this one is pi2525:

https://soundcloud.com/ocean-swift/sets ... o-examples
Examples sounded very very good! I have a few questions.

1. will this synth run on XITE-1?

2. Will this synth run at 96khz?

3. How many voices?

4. how much will it cost?

5. When will it be released?

I'm definitely interested in the new synths you have if they run on my XITE-1 system. Good to see a new developer emerge from the grassroots community of SDK/Modular users like many other times in the past. SCOPE platform has a great way of creating its own commercial developers from amongs its community of users of SDK and platform devices. Some of those homegrown and grassroots emerged developers have become amongs the best out here. Even when no outsiders wish to get on board to develop for SCOPE a new developer ALWAYS comes from within (dNa was the last one), this is proven to be a inevitability. The SCOPE platform's SDK and depth allows for it to be self-sufficient to a large extent. The homegrown developers usually are very good to great, maybe this great sounding platform trains the ears well :) ?

EDITED
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Re: What plugins are missing in Scope? What do you want more

Post by faxinadu »

Sounddesigner wrote:
1. will this synth run on XITE-1?

2. Will this synth run at 96khz?

3. How many voices?

4. how much will it cost?

5. When will it be released?

1. yes!
2. yes!
3. ocean storm - 5 on pci, 9-12 on xite. pi2525 - limited only by your dsp (4 on pulsar2, up to 16 on bigger pci setups/xite) (voice count at 44k operation)
4. circa 99e per synth with early bird introduction bundle with some perks
5. about 1 month

thanks a ton for the kind words and buzz! i know i am obviously biased, but these synths are gonna rock some of your worlds, very excited to present them :)
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Re: What plugins are missing in Scope? What do you want more

Post by Sounddesigner »

faxinadu wrote:

1. yes!
2. yes!
3. ocean storm - 5 on pci, 9-12 on xite. pi2525 - limited only by your dsp (4 on pulsar2, up to 16 on bigger pci setups/xite) (voice count at 44k operation)
4. circa 99e per synth with early bird introduction bundle with some perks
5. about 1 month

thanks a ton for the kind words and buzz! i know i am obviously biased, but these synths are gonna rock some of your worlds, very excited to present them :)
Those answers definitely makes your synths attractive (as well as the audio demos of course). It'll be nice to have a bigger number of more special synths that allow for many voices on XITE-1 at 96khz. If those are the specs then count me in for a buy of one or both synths (as long as I don't have any financial crisis between now and their release).

Since you are someone who knows quite a bit about synthesis and someone who loves the sound of SCOPE's Modular (i do to) then I'm sure these new synths will be awesome; just a matter of translating what you know. All looks and sounds good so far, can't wait to try them!
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