[LAD] [ANN] - Introducing the MOD - Your LV2 plugins at your feet

dastezanga . zanga.mail at gmail.com
Fri May 3 17:15:08 UTC 2013


2013/5/3 Gianfranco Ceccolini <gianfranco at portalmod.com.br>:
> 1 - Yes, you can do this using the controller's footswitches in different
> ways.
>
> If you want to activate/bypass a particular plugin inside the virtual
> pedalboard you can address that function to the footswitches when creating
> the pedalboard.
>
> The pedalboards are organized in banks. You can also change the whole
> pedalboard using the footswitches.
>
> Plus, there is a MIDI input in MOD where you will be able to plug additional
> controllers and map them to the MOD structure, but for now it is only
> accepting MIDI instruments. But this is a software update that will be soon
> available. We are working on it.

Great!

> 2 - not for the moment, but with some hacking I think it might be possible.
> what is exactly your idea?

Very stupid and very smart at the same time. Just throw oversampled
data at the plugins (instantiated with the oversampled sample rate),
to get better audio quality. This should allow to get higher output
audio quality at the expense of some latency, but it's way better than
expecting each plugin to do up/downsampling itself (for the same
quality you would get much higher latencies in this case).

> 3 - Yes, we have developed a superlooper !!

... I think I'm buying it. :-P

> Kind regards
>
> Gianfranco
>
>
> 2013/5/3 dastezanga . <zanga.mail at gmail.com>
>
>> Finally! I love it already!
>>
>> A few small question:
>> 1. can you change the current "patch" while the thing is running
>> (e.g., use distortion in solo, clean sound elsewhere - possibly
>> through some MIDI footswitch connected to it)?
>> 2. can it input -> oversample -> run plugins -> downsample -> output?
>> 3. can you route midi messages to plugins (a sooperlooper-lv2 thingie
>> would be awesome!)?
>>
>> Stefano
>>
>> 2013/5/2 Gianfranco Ceccolini <gianfranco at portalmod.com.br>:
>> > Dear Linux Audio users and developers
>> >
>> >
>> > We at AGR/HackLab are very proud to announce our newest creation: the
>> > MOD.
>> >
>> >
>> > In a nutshell, the MOD it is a programable Linux based hardware
>> > processor/controller with LV2 support.
>> >
>> >
>> > It’s main objective is to take the processing of any LV2 plugins to the
>> > stage.
>> >
>> >
>> > We will make a presentation at the 2013 LAC on saturday 11 of may, at
>> > 17:10.
>> > We hope to see some of you guys there!
>> >
>> >
>> > To make things more interesting there we also created the following
>> >
>> >
>> > - MOD Cloud, an online plugin repository
>> >
>> > - MOD Social Network, a place where MOD users can exchange their virtual
>> > pedalboards
>> >
>> > - MOD SDK - a software development kit
>> >
>> > - Control Chain - a hardware interface for external controllers
>> >
>> >
>> > You can see all costumer related info on the website
>> > www.portalmod.com/en
>> > and you can watch a video of the prototype working here
>> > http://portalmod.com/blog/2013/03/video-1-testando-o-prototipo/
>> >
>> >
>> > The core software inside the MOD is Open Source and is being published
>> > at
>> > github (https://github.com/portalmod).
>> >
>> >
>> >
>> > You can download the LAC Paper at
>> > http://portalmod.com/blog/2013/05/mod-on-lac-and-berlin/. In it you will
>> > find an explanation of the MOD working structure, both software as
>> > hardware
>> > wise.
>> >
>> >
>> > As the MOD comprises both software (host and web-gui) and hardware which
>> > were not entirely predicted in the LV2 specification, there is some code
>> > to
>> > be added to the LV2 bundles in order to make it work nice on the MOD.
>> > All
>> > this added code refers only to the GUI and/or the controller. The actual
>> > audio code (the plugin .so file) is left intact.
>> >
>> >
>> > A LV2 without this extra code still will work, but will not have 100% of
>> > its
>> > potential. It will have a generic dashboard icon, no visible icon knobs
>> > and
>> > a generic controller display type.
>> >
>> >
>> > When using the MOD connected to your PC or tablet using the webgui you
>> > can
>> > browse the locally installed plugins (inside the MOD) as well as the
>> > ones
>> > that are online at the MOD Cloud, provided you PC / tablet is connected
>> > to
>> > the internet. The plugins from the cloud can be installed with a simple
>> > drag
>> > movement.
>> >
>> >
>> > The MOD Cloud is the place we expect to have the most interaction with
>> > the
>> > LAD comunity. It is a plugin repository divided in four sections:
>> > official,
>> > testing, contrib and commercial (any resemblance to apt-get’s
>> > sources.config
>> > is a mere coincidence...).
>> >
>> >
>> > The official branch is where you find the plugins uploaded by the MOD
>> > team.
>> > Most of them are well known open source plugins which were packaged with
>> > our
>> > gui and controller needed codes. The CAPS, CALF, INVADA, GUITARIX, MDA
>> > and
>> > many others are all there with custom HTML GUIs and some tweaks where
>> > needed.
>> >
>> >
>> > The testing branch is where you find all the plugins the MOD team wants
>> > to
>> > send to the official branch, but for any reason haven’t yet.
>> >
>> >
>> > The contrib branch is something like Arch Linux AUR. It is an open
>> > repository where you, the developers, can upload open source plugins to
>> > the
>> > MOD community.
>> >
>> >
>> > The commercial branch is just like the contrib, but for closed plugin to
>> > be
>> > sold to MOD users. We expect to generate a feasible business model for
>> > all
>> > LAD developers which intend to make a living on audio plugin
>> > programming.
>> >
>> >
>> > Last but not least there is the MOD SDK.
>> >
>> >
>> > The main goal of the SDK is to make it simple to set a GUI to your
>> > plugin
>> > before installing it into your MOD.
>> >
>> >
>> > We think that when using the SDK the developers will be able to
>> > concentrate
>> > on their audio code and spend the least amount of time with interface
>> > programming.
>> >
>> > The SDK has a package of ready available resources (pedal and rack
>> > skins,
>> > knobs, layout templates) with which you can pack your plugin by
>> > completing a
>> > simple wizard.
>> >
>> > There is also the documentation needed to create new screen widgets in
>> > order
>> > to develop your own custom plugin GUI. The included resource code can
>> > also
>> > be used as example.
>> >
>> >
>> > We would like to thank all the LAD community for its ongoing efforts
>> > towards
>> > having a decent plugin structure for linux audio.
>> >
>> >
>> > For the developers of the plugins we are packing we’d like to know
>> > whether
>> > you guys have any kind of objections.
>> >
>> >
>> > We believe that a lively MOD users community would expand the LAD
>> > plugins
>> > userbase and thus open new possibilities for developers.
>> >
>> >
>> > We hope you all like what we are doing and we would love to discuss
>> > further
>> > details with you.
>> >
>> > Kind Regards
>> >
>> > Gianfranco Ceccolini
>> > The MOD Team
>> >
>> > _______________________________________________
>> > Linux-audio-dev mailing list
>> > Linux-audio-dev at lists.linuxaudio.org
>> > http://lists.linuxaudio.org/listinfo/linux-audio-dev
>> >
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