Anyway, no criticism perceived--or at least it wasn't perceived as non-constructive criticism. I'm glad everyone's having fun with the thing. The attack knob is a good idea, and honestly one we didn't think of. I'm not sure how much you could smooth the attack without losing the punch, but I suppose punch isn't always necessary. We were focused primarily on use with drum loops, however.
As for what's next, "that would be telling." More bonus points if you recognize that allusion, whose referent is far older than the Russian Dragon.
I was working with some big percussion loops, a-la-StormDrum, and there were random ticks. By that i mean: when the ticks should logically repeat, they don't, as though your "smoothing" process isn't always applied in the same quantity all the time?!
The attack knob would've obviously been useful in those situations where unwanted pops could be easily eliminated with a 1-2ms attack, as in Recycle.
One of the things I really like about Audio Damage stuff is it offers sufficient complexity for most things.
There are other solutions for swingy beats.
Also, if you just use Replicant on drums and percussion, you're missing out...
Does Replicant have the same system? I've checked the screen grab and can't see anything that is obviously that.
Is it just a case of using the "Repeats" dial and setting it to zero to not affect the sound and higher to start the processing?
But yes, the opportunity sliders at 0% will bypass the effect.
Thanks for the response.. Got it now and it does indeed work fine.
Lots of fun, and very different to Beat Repeat (thank god!)
One *very* minor disapointment was that the decay knob decays the volume over the life of the repeats and not per repeat to enable clipped repeats.
Got over that pretty quickly though :-)
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