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#1

Sync your music sequencer to your normal sequencer calculation

Archive: 12 posts


Hi Ya'll,

I've been doing some calculating, and i didn't want to keep this from you guys.
I found a way to sync your self made music from your music sequencer to everything you like in the normal sequencer.
All it takes is this lill calculation and i'll try to explain it with examples:

The music seq. is in BPM (beats per Minute)
The sequencer is in Counts by seconds.

So an simple example:
60 BPM (60 beats/counts a minute)
So we devide a minute by de bpm to get the counts per second:
60/60= 1. Makes it set on 1 count a second.

Example 2:
150 bpm
60 (one minute) devided by 150 = 0,4 (counts per second)
turn around: 60 devided by 0,4 = 150 counts per minute

Last turn around:
2.4 counts per second on the sequencer:
60 devided by 2.5 = 24 bpm
Wich leave you to work in the folloing bpm:
24 - 48 - 96 - 192 bpm

After making al the calculations we are bound to work in the folling bpm:

Sequence = Music sequence
0.3 = 200 bpm
0.4 = 150 bpm
0.5 = 120 bpm
0.6 = 100 bpm
0.8 = 75 bpm
1 = 60 bpm
1.2 = 50 bpm
1.5 = 40 bpm (also adding 80 bpm 160 bpm)
2 = 30 bpm
2.4 = 25 bpm
2.5 = 24 bpm (also adding 48 , 96 and 192)

I hope you guys find this usefull!
2011-02-11 10:28:00

Author:
propost
Posts: 23


Yet again, you can already use the music sequencer as a regular sequencer, can you not?2011-02-11 11:10:00

Author:
Silverleon
Posts: 6707


Yet again, you can already use the music sequencer as a regular sequencer, can you not?

True:

But the thing is, you can only place stuff in your music sequencer in a half bar.
So if you want to use 1/16 , 1/8 or 1/4 sync, you can make the heavy stuff.

Like for instance:
You'd like a servomotor sound combined with your snare.
You can't do that in your music sequencer because it will sound longer then you want it to sound. (i made a electro house thingy with that, wich you want to sound short)
This only counts when you sound fx are displayed with a " * " in the end, others are one-shots.
Or like a shocking camera on the beat, a light on the 1/16 1/8 hihat etc. etc.

It comes to this, you can just adjust them finer then you can within the music sequencer.
And if you want to fix it with a sequencer in you music sequencer, you still need too hook up the sync
So i think it could be handy for some sacks and some folks already asked me before i posted this topic here.
2011-02-11 13:30:00

Author:
propost
Posts: 23


Thanks so much!
I've been frustrated with this particular issue for a few days now.

While I love the sequencer MM made, it's always driven me a little crazy that the "resolution" isn't that great. Not to say it isn't powerful, because it is.
2011-02-11 21:21:00

Author:
Unknown User


After making al the calculations we are bound to work in the folling bpm...

Or rather than use the timing on the Sequencer, set it to Positional and feed it from a Timer - this would no doubt give you more flexibility with the bpm. It's possible that just a Battery + Speed Scale would suffice in some cases.

I'd previously suggested another use for this, which is to allow you to more easily achieve syncopation in music...


Another workaround I considered was, for sections which require unusual timings, place a regular sequencer onto the music sequencer, place sound objects onto that, and sync up the timing of the regular sequencer so it fits with the tempo of the music sequencer. Of course, this would only work for those instruments which are also available as sound objects, such as piano.
2011-02-12 00:54:00

Author:
Aya042
Posts: 2870


What happens when you pause in single player mode? Does the music pause or keep playing, I haven't tested it. If it keeps playing you would have sync issues.


Yet again, you can already use the music sequencer as a regular sequencer, can you not?
But you can only have one music sequencer active at any given time right?
2011-02-12 01:23:00

Author:
Osprey71
Posts: 93


What happens when you pause in single player mode? Does the music pause or keep playing, I haven't tested it. If it keeps playing you would have sync issues.

I assumed the idea was to place the Sequencer on the Music Sequencer, so sync is a non-issue, or at least it's effectively reset each time you trigger the Music Sequencer.



But you can only have one music sequencer active at any given time right?

Correct.
2011-02-12 01:33:00

Author:
Aya042
Posts: 2870


Aya, going with the idea of using timers instead of putting the game sequencers on the sequencer and locking yourself to certain bpms, I came up with an interesting build. I'll have pictures up soon, but for now I'll do my best to explain it.

On the music sequencer you put a timer down that is set to COUNTDOWN mode. This is so it effectively resets itself. When I tried it with a normal count up timer, it filled and stayed filled no matter how many times the music sequencer scrolled over it.

Off the music sequencer (possibly on a microchip near by) is where you would place all the game sequencers. Connect the timers to the inputs of the game sequencers and set their input type to positional. Unless you are good at reading/writing from right to left, flip the game sequencers upside down.

Side note: I have my game sequencers for this system set up to have 8 stripes, so my equation bellow will reflect that. This is because a standard size music tool that goes on the sequencer is 8 quarter notes (beats) long. Keeps everything nice. Also, as a result the timer will also only take up a perfect square size on the music sequencer, to line up with the music tool.

Now its just some math time.

60/X = Y
Y *8 = Z

(can also be simplified to ((60/x)*8))

X is the BPM you want to the song to play at. Y is the result from the top equation. Z is what you should set the timers Target Time to in order to have it synced with the BPM

Example:
I want the song to play at 120 bpm
60/120 = 0.5
0.5 * 8 = 4.0
I should set the timers target to 4 seconds

I tried this also with 168 bpm (the bpm of the song I'm working on) and got 2.857142857... So there will still be some fine tuning to do because the game is still restricted to the 10ths place when it comes to the numbers. It works quite nicely though. Thanks so much for the idea of using timers, it had never occurred to me.

*edit* here are the pics. Not much to look at, but hopefully will be helpful.
http://i266.photobucket.com/albums/ii271/Yamatori/LBP%20pics/1.jpg
http://i266.photobucket.com/albums/ii271/Yamatori/LBP%20pics/2.jpg
http://i266.photobucket.com/albums/ii271/Yamatori/LBP%20pics/3.jpg
http://i266.photobucket.com/albums/ii271/Yamatori/LBP%20pics/4.jpg
2011-02-12 04:01:00

Author:
Unknown User


Now its just some math time.

60/X = Y
Y *8 = Z

(can also be simplified to ((60/x)*8))

X is the BPM you want to the song to play at. Y is the result from the top equation. Z is what you should set the timers Target Time to in order to have it synced with the BPM

Example:
I want the song to play at 120 bpm
60/120 = 0.5
0.5 * 8 = 4.0
I should set the timers target to 4 seconds



If you calculate like that, you might as well put it in the music sequencer.

When placing a target to 4 seconds in 120 bpm.
You setting it of once every 8 bars, wich is already possible in the music sequencer.
You can devide one sequencer part in 4 so, that leaves you to setting it of once every 2 bars max.
the fact you can trigger it on 1/16 and 1/8 in the BPM makes it handy for the autonome/musician.

60/4 = 15 (BPM) (over 120 bpm), = 4 x 15 = 60 = once every 2 bars
2011-02-12 09:18:00

Author:
propost
Posts: 23


Of course that example is already possible if the game sequencers were on the music sequencer instead. And I never thought of using differently sized game sequencers, as a size of 8 stripes matches up perfectly with the music (8 beats, 16th notes).

However, putting the game sequencers directly on the music sequencer restricts you to a set handful of bpms (which you outlined in your OP). Swapping the game sequencers off to another microchip and replacing them with countdown timers hooked up to the sequencers and changing those sequencers to positional unlocks any bpm you want. And the equation I used works, no matter what bpm you want to use (though a small amount of fine tuning would still be needed, as timings are still restricted to the 10ths place).

With my method, you can still trigger things on the 16th or 8th, just with more flexibility in what bpms you can use. For instance, mine can go all the way up to 240bpm (the timers would have to be set to 2 seconds) where as your method it couldn't (240 bpm would require the sequencers to be set to .25 seconds per stripe; .2 would be too fast and .3 would be too slow). Of course, you'll have a mess of wires to contend with as a result, so if the song you are making conforms with the set bpms of putting the game sequencers on the music sequencer you could still do that.

Or am I missing the point of your post?
*edit* Syncopation, maybe? Yeah, I haven't quite figured that out yet. So if you've got a better way for that then that's cool.
2011-02-12 17:13:00

Author:
Unknown User


However, putting the game sequencers directly on the music sequencer restricts you to a set handful of bpms (which you outlined in your OP).

It still lets you feed an input into the Sequencer so you can alter the BPM on a Speed Scale or Positional basis. In fact, when I attach Batteries to the Music Sequencer, and use those to trigger the Start/Reset of the Sequencer, it completely ignores the position of the Sequencer on the Music Sequencer, so you could trigger the same musical phrase in multiple places just by using multiple Batteries and an OR Gate.

I mean it depends on the application - if you're using it to create an unusual timing of notes, then it would probably make more sense to put it on the Music Sequencer for ease of distribution - for other applications it may make more sense to keep them separate for ease of wiring, but you can always have it trigger Tags to be picked up by a remote Tag Sensor if you want to avoid messing about with wires.
2011-02-12 18:34:00

Author:
Aya042
Posts: 2870


Oh ok I get it now. Though I must be doing something wrong. I can't get the battery set up to work. The game sequencer will play, but it is still using its own timing instead of the position of the battery or the speed of the music sequencer.
For what I'm doing the timers seem to work better at the moment. Routing them through wireless tag sensors made the mess go away as well. Also, that allows the timers to be count up instead of count down, as long as they are set to reset themselves and the game sequencers.
2011-02-12 20:48:00

Author:
Unknown User


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