{sticky} PSPSeq 3.00 plans

28 views
Skip to first unread message

ethan

unread,
Jul 8, 2007, 12:28:52 PM7/8/07
to PSPSeq
hey everyone, this is the rough list of what i'd like to do for PSPSeq
3.00. honestly this is a pretty ambitious list, so it will take a
while for me to finish. no plans for an interum release unless some
big bug rears its ugly head in the meantime. feel free to mention new
features not listed here or ones that you think i've forgotten.

alright here it goes...

user interface
- configurable colors
- either fully configurable or predefined color schemes
- better apad/dpad consistency for all controls
- auto-repeat on dpad in menus
- consistent control rates on apad
- configurable rate of control on A-pad - additional scalar on top
of analog "zones"
- flatten menu system (stereoize, freqmode, etc) whenever possible
- make stepedit oscilliscope a bit prettier
- autoplay configurable on load new seq

system
- optimize file save/load, both for write speed and filesize
- SEQ properties (name, loop creator, etc etc)
- edit text on pc, program to append to seq file, display only in
pspseq

syndevkit core
- midi freq settings for svffx, wav
- synth presets
- 16(?) presets, create synth sound on step 0, save all parameters
from that step to a txt file
- memory usage optimizations for larger wav file handling and delay
fx

generators
- different noise types in N generator (squared, cubed, sqrt,
cubert)
- feedback in fm, bfm
- rethink how wav files played back, allow for more granular fx
- 8bit samples in wav

FX
- bitmapper FX
- weight each bit differently than 2^n
- come up with generic formulas for controlling mapping, single
param to
change weight
- ksfx
- get input, scale, mix into delay line, inc ptr
- get curr/next values, add/sub, write back to buffer and get
output
- 8tapfx
- sync delay times to bpm? nice but tricky!

env
- DADSR where decay and release are set as absolutes and when
DECAYMIN moves the
parameters are readjusted automatically.
- add pan parameter for each step

mixer
- 4 channels, 1 fx per channel, mix any track with any channel
- waveshaper on final output

LFO/parameter envelopes
- 16 LFOs, 16 exponential/AD envelopes

visualizations
- add RMS data to oscilliscope
- other random ideas as they come to me. use more internal seq data
for drawing

utilities
- PSPSeq SEQ packer
- zip and copy all files (wav + seq) for a song
- PSPSeq properties creator
- append text file to SEQ, display in PSPSeq
- either C or perl, build/test for XP, provide source

misc
- random bug fixes and optimizations as i find them

that's about it. wish me luck. ;)

Adjective

unread,
Jul 9, 2007, 1:41:31 PM7/9/07
to PSPSeq
the ability to save presets i think is the feature i'd like to see
most.
if it's limited to 16, then i hope that's per instrument

and LFOs! will those be assignable to nearly anything?
will they be built-in to each synth independantly or will they be a
seperate device?

lots of fun things planned, and also lots of things i have no idea
what they are, which is good =) more to learn
good luck

ethan

unread,
Jul 10, 2007, 8:45:20 AM7/10/07
to PSPSeq
> the ability to save presets i think is the feature i'd like to see
> most.
> if it's limited to 16, then i hope that's per instrument

well this number can probably be arbitrarily big, though i think i
will make it a set max. plus the way i'm going to set it up it will
probably be possible to have multiple preset files (ie the presets are
saved outside of PSPSeq). so you could theoretically change filenames
and swap in new preset files every time you rerun the program.

> and LFOs! will those be assignable to nearly anything?
> will they be built-in to each synth independantly or will they be a
> seperate device?

should be asignable to most anything under the SYNTH menus. the idea
is to have a pool of N LFOs (right now thinking 16, may grow if this
feels limiting) that you can tie and untie to whatever you want. oh
except to other LFOs, i don't think you'll be able to modulate the
modulators...

> lots of fun things planned, and also lots of things i have no idea
> what they are, which is good =) more to learn
> good luck

thanks. in the meantime, post some SEQs you're working on! :)

AlbertoZ

unread,
Sep 3, 2007, 8:36:28 AM9/3/07
to PSPSeq
Hi all,

I'm pretty new in the PSP homebrew scene but I'm kind of excited
about PSPSeq capabilities.. Wow! Sound synthesis on the PSP!
*Thanks!* Ethan for this great app and for the efforts you put on
it...
It's just great to listen the demos you guys prepared for PSPSeq...

Anyway I've some suggestions/feature requests/questions about
PSPSeq. I apologize if it is already posted/requested somewere
else.. Just as they come into my mind:

1. start/stop sequencer with just 1 key pressure instead of 3 steps
(system mode: 1 key-> start/stop 1 key-> start (or stop): 1 key). More
friendly editing in this case...
2. after modification of synth parameters (GEN-ENV-FX) is there a way
to trigger a note without exiting the system menu? (it would be much
more fun by modifying paramaters on-line without exiting and re-
entering system mode). Is it already implemented and I missing it?
3. (already requested for the next version): a simple reverb/chorus
effect for 1-2 tracks...
4. (difficult :-) A "mixer" window instead of the "per note"
modifications of the parameters (volume, pan), more or less like in
PSP Rythm.. I find a bit troublesome to make a voule ramp in a loop by
modifying each note ..
5. are you still thinking of porting PSPSeq to other platforms?
6. Any plans for a future source code delivery?
7. In another post (I dont remember exactly) you were talking about
porting Pure Data to
PSP.. are you still thinking about it? I did something in PD
(alberto.zin.googlepages.com/puredata)
and I'd really be excited about PD synthesis engine (no more than
that!, no gui...) on PSP! I had
some ideas, but honestly I don't know where starting in programming
for the PSP except the "hello world!!"..

I'm still at the beginning with PSPSeq (doing basic loops) but when
I've some .SEQ working I'll post here...

Best,

Alberto

ethan ha scritto:

H- Seiken

unread,
Sep 3, 2007, 3:15:31 PM9/3/07
to psp...@googlegroups.com
For question #2:  Make a note and isolate the track (solo it) and play the loop while you edit.  This is just as effective.  You could also make many notes on the track (i.e. create your melody in the 'default' perameters), then while you edit the notes in the synth menu, hold triangle to change them all.  Hopefully, this almost answered question 1 ( i.e. just keep it going all the time!). 

ethan

unread,
Sep 4, 2007, 2:00:59 AM9/4/07
to PSPSeq
first off hello and welcome to the list. :) i'll answer these as
best i can...

> 1. start/stop sequencer with just 1 key pressure instead of 3 steps
> (system mode: 1 key-> start/stop 1 key-> start (or stop): 1 key). More
> friendly editing in this case...

this one is tricky just because so many buttons are already used for
other purposes. i don't think there's any keys available but i'll
keep this in mind. personally, i tend to keep loops running
continuously since i really need to hear what's being played to know
if the changes i make to synth parameters make sense. is this for
playing back in a live environment or just because sometimes you want
to kill the sound quickly? you could also use mute/solo to do the
same thing, but again it's not a single key press.

> 2. after modification of synth parameters (GEN-ENV-FX) is there a way
> to trigger a note without exiting the system menu? (it would be much
> more fun by modifying paramaters on-line without exiting and re-
> entering system mode). Is it already implemented and I missing it?

nope, not yet at least. maybe i could add a 4th menu option to SYNTH
which would allow access to TRIG and VOL (and per-step PAN if i do
that). if i added the new menu, then i would set up the A-pad to step
by 1 to allow for setting those parameters for any step, rather than
using the A-pad to just jump to steps where a TRIG and VOL are already
set. hmm, not a bad idea.

> 3. (already requested for the next version): a simple reverb/chorus
> effect for 1-2 tracks...

definitely something i hope to get in there. what i want to do is add
a mixer stage at the end, and i would probably tack on a reverb/chorus
type effect in there which could be mapped to different tracks. it's
just a computationally costly thing to do, that's why i've shied away
from it so far.

> 4. (difficult :-) A "mixer" window instead of the "per note"
> modifications of the parameters (volume, pan), more or less like in
> PSP Rythm.. I find a bit troublesome to make a voule ramp in a loop by
> modifying each note ..

true, this would be solved with what i suggested with #2 (as you could
use the parameter interpolation ability to write a whole set of VOL
values in a single process). my idea of a mixer is just some routing
of tracks through a couple FX buses and sending it for final output.

> 5. are you still thinking of porting PSPSeq to other platforms?

at the moment i'm not really focused on that. was thinking the GP2X
might be interesting but it's not as fast as the PSP and i'd have to
reinvent some of the control scheme. what platform would you like to
see PSPSeq on?

> 6. Any plans for a future source code delivery?

maybe. more likely once this project is "done" or if i've moved on to
something else. i pity the person who uses this program for tutorial
purposes. ;)

> 7. In another post (I dont remember exactly) you were talking about
> porting Pure Data to
> PSP.. are you still thinking about it? I did something in PD
> (alberto.zin.googlepages.com/puredata)
> and I'd really be excited about PD synthesis engine (no more than
> that!, no gui...) on PSP! I had
> some ideas, but honestly I don't know where starting in programming
> for the PSP except the "hello world!!"..

that's something i wouldn't even consider until after PSPSeq is at
3.00. didn't someone port PD to GP2X?

> I'm still at the beginning with PSPSeq (doing basic loops) but when
> I've some .SEQ working I'll post here...

please do! always happy to see what people write!

ethan

AlbertoZ

unread,
Sep 4, 2007, 3:48:31 AM9/4/07
to PSPSeq

Hi guys, thanks for answering so promptly!

H- Seiken wrote:

>For question #2: Make a note and isolate the track (solo it) and play the
>loop while you edit. This is just as effective. You could also make many
>notes on the track (i.e. create your melody in the 'default' perameters),
>then while you edit the notes in the synth menu, hold triangle to change

>them all. Hopefully, this almost answered question 1 (i.e. just keep it
>going all the time!).

That's effective, thanks!

About triggering start/stop with 1 key pressure:

ethan wrote:
>this one is tricky just because so many buttons are already used for
>other purposes. i don't think there's any keys available but i'll
>keep this in mind.

Of course it's just matter of taste, but I usually prefer to write a
melody/sequence
off-line and then press "play" to hear the result..
What about the small "note" key near select (the one that selects the
equalization profiles during
XMB mp3 playing), for example? Is it available for PSP programming or
is it unaccessible?

>my idea of a mixer is just some routing
>of tracks through a couple FX buses and sending it for final output.

This would be great!

> didn't someone port PD to GP2X?

yep, it's here: http://mccormick.cx/projects/gp2xPd/


Sorry, another couple of questions from my side :-)

1. Actually I'm on 1.50 firmware, I plan, sooner or later, to move to
the last M33 custom firmware.
What about compatibility of this and future version of PSPSeq?

2. About ROT generator: rotating a 16 bit binary, what do you mean? Is
it like a "phasor", ramp, or more
like an operator on a binary numbers?

cheers,

Alberto

H- Seiken

unread,
Sep 4, 2007, 4:01:50 AM9/4/07
to psp...@googlegroups.com
Living proof, here, that custom firmware is no obstacle for PSPSeq.  ;)

ethan

unread,
Sep 4, 2007, 8:29:10 AM9/4/07
to PSPSeq
> Of course it's just matter of taste, but I usually prefer to write a
> melody/sequence
> off-line and then press "play" to hear the result..
> What about the small "note" key near select (the one that selects the
> equalization profiles during
> XMB mp3 playing), for example? Is it available for PSP programming or
> is it unaccessible?

i've tried to access it (actually for that purpose IIRC) but haven't
had success. are you aware of any homebrew which uses it?

> 1. Actually I'm on 1.50 firmware, I plan, sooner or later, to move to
> the last M33 custom firmware.
> What about compatibility of this and future version of PSPSeq?

i'm actually not familiar with M33. is it related to dark alex's work
on custom firmwares? in general PSPSeq is pretty well behaved, so if
other homebrew apps work on it there's a good chance PSPSeq will as
well. i know people are definitely using the open edition firmware
with PSPSeq. if you can downgrade afterwards if it fails, i'd say go
for it.

> 2. About ROT generator: rotating a 16 bit binary, what do you mean? Is
> it like a "phasor", ramp, or more
> like an operator on a binary numbers?

it does its operations directly on binary numbers. if, for example,
the ROT value is 0x0001 then it pass through the following values in
rotation:

0x0001
0x0002
0x0004
0x0008
0x0010
0x0020
0x0040
0x0080
0x0100
0x0200
0x0400
0x0800
0x1000
0x2000
0x4000
0x8000

and then back to 0x0001 again. the generator "holds" these values for
the appropriate amount of time such that it circles around to create a
tone of the appropriate pitch. for example, a 441Hz ROT takes 100
samples to go through the 16 stages, so each stage is held for 6-7
samples. and the reason it has a pitch is because the output is
periodic (you always end up where you started after 16 rotations).

does that make sense? it's a bit of an oddball synth, but it's a lot
less strange when you're used to working with processors that don't do
floating point math. :)

ethan

bongojolo

unread,
Oct 1, 2007, 8:33:33 AM10/1/07
to PSPSeq
hi
maybe you can make it compatible with piKey, the ir keyboard plugin.
with keyboard shortcut it will been more easy to control it.

Reply all
Reply to author
Forward
0 new messages