Hi, I'm relatively new to this whole EDM production scene and right now I've only got Ableton Live 10 Lite. I was recently recommended to try out a free VST named Dexed. However, when I install it then head to the Plugins tab under Preferences in Ableton, and head to the folder where Dexed is installed to choose it, it isn't there. Dexed itself is a .dll file which I assume is normal, I've tried three different downloads but all give me the same thing. I assume Ableton doesn't support it unless I'm doing something wrong. I rescanned, tried other things but I can't seem to get it to work through Ableton. I can open Dexed on its own and use it though. Oh also my OS is Windows 10. If anyone knows what the problem is, that would be great!
I found out my problem was caused by old SDK Build Tools version, which was causing the Clean to fail. I upgraded my SDK Build Tools to the newest version and after that cleaning worked, and I no longer received the stale dexed jars error. Hopefully this will help someone else struggling with this issue.
Dexed is a rail shooter where you use fire and ice to defeat enemies. The concept is simple enough - ice kills fire, fire kills ice, but as you may expect, it's not always that easy. The main goal of Dexed is to get the highest score possible. If you accidentally shoot ice at an ice enemy, your score will freeze and if you shoot fire at a fire enemy your score will burn and decrease dramatically.
I missed your edit.
I hope no one was lambasting you for posting your vid.
The video was a demo of where things fit musically for you - it truly helped me understand where you were coming from and helped me to form an opinion on the appropriateness of the gear for my application. It was extremely helpful.
Each column of knobs is ADSR. The top knob indicates the level the envelope is supposed to reach during the attack, decay, sustain or release segment of the note. The bottom knob indicates how fast it travels from where it ended the last segment (or 0, at the start of the note) to this target level. The controls are all very interactive and it takes a while to get used to them; it's harder to give an explicit approach that always works as you could with a four-fader ASDR.
We will split the full range of the keyboard into two parts, which can be unequal; the "breakpoint" slider controls where this happens. The keyboard is then divided into a left side (lower notes) and a right side (higher notes).
The volume of the oscillator can be set to rise or fall as you ascend through each side independently. The "L curve" indicates the shape of the effect, with the default slope indicating the volume will rise as you ascend from the bottom of the keyboard to the breakpoint; "L depth" indicates how strongly the curve affects the volume. If you don't want any effect, turn "L depth" all the way down. Of course, "R curve" and "R depth" do the same thing for the notes to the right of the breakpoint. Note that the depth controls are very sensitive; turning them all the way up usually results in no sound at all anywhere in the keyboard's range.
If your ratio has a fractional part, you're adding "inharmonic" information that will likely make your sound "gritty" or "discordant". As a general rule of thumb, choosing a ratio that can be expressed as a simple fraction -- such as 2.5, which is 5/2 -- produces reasonably consonant sounds, whereas arbitrary ratios like 2.3 -- which as a fraction is 23/10) are gnarlier. This web page contains a very good discussion of all this at exactly one more level of detail than I'm going for here. Incidentally, William Sethares has written some interesting stuff about how these ratios between harmonics might relate to consonance and dissonance in different tuning systems.
Here's a patch using this idea but leveraging operator scaling to cross-fade between the two stacks so that lower pitches have a simple ratio of 2:1 for modulator (Op4) to carrier (Op3), whereas the higher pitches have a much messier ratio of 14.16:1 (Op2 to Op1). The two sounds are blended in the middle of the keyboard:
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Not sure about the differences in sound emulation between Dixie, dexed, and actual DX7. DX7 was a digital synth, really just a computer, so as long as the algorithms are correct, the audio results should be the same. And remember that the DX7 had no effects, so be careful with those added by the computer emulations.
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