Hello all! Someone mentioned learning about our new pedal on this forum, so I thought I’d take a look. I browse this forum from time to time, and it’s really cool to see our pedal get attention here
I definitely don’t mind any name mangling haha. It’s a pun based on one of Radiohead’s album titles, and I’ll admit that it doesn’t translate well outside of those circles…
As for the code on the pedal,
I want to be clear:
the code for the original Feral Glitch pedal was written entirely from scratch, using basic SpinAsm Instructions. I basically just used the PDF’s, Knowledge Base, and Support Forums to teach me the syntax of the FV1, and tried to adapt a program I’d written in Max/MSP. The documentation isn’t as centralized at that provided by Cycling74, but it’s still plenty to teach you how to program an FV1 if you already understand the basics of assembler-based DSP. My original Max program used a button to turn glitching on and off, switching to a new delay time each time the button is pressed, and that's what I emulated in the original Feral Glitch.
Based on its clicky sound, I’m sure the Raptio and Mandala use similar code to the original Feral Glitch simply because of how one programs a looping buffer on the FV1. However, I’ve never played either of those pedals – I’ve only seen videos. I think that it’s similar to accusing someone of copying because they used an op-amp buffer, rather than devising a new type of buffer.
The only thing that I considered totally unique for a pedal about the original Feral Glitch was my implementation of a controlled-random buffer size (well, that and my method of switching between latching and momentary function in the code itself, rather than in the hardware).
After I’d learned to program the FV1, I will admit that I took a look at the workings of slacker’s “greenwood” code. But to be honest, I’d already encountered the random technique that it uses, and disliked the results when I tried it. It generates a “random” number by amplifying the input – this was
originally frank’s idea. Since that number is always based on the input – your playing – so you get inconsistent results based on what you use it with. It may make it extra random, but it also means that it won’t work properly with some inputs. (Tbh, I’m not sure why slacker didn’t use the unused right input to feed the random instead, since that would give a more consistent result. But I didn't like the results from that either...)
I devised my own technique – based on experiments in Max/MSP – for generating suitable values for controlling the buffer, one independent of the input. That’s why I felt comfortable calling it “unique”. (And no, it isn’t frank OR jack's LFSR programs.)
Personally, I try to be pretty careful about the ethics of the gear I use, avoiding JHS (like the plague since the Hyp*rion), Synthrotek, Danelectro, Malekko, stuff made by WMI, Samick, or Cort for other brands, etc...
As such, I think it’s very fair to question whether similar FV1 effects use the same code.
However, in designing the Feral Glitch, I took the time to learn the syntax of SpinAsm, and built my own programs from the ground up based on my work in Max/MSP.
I hope that this clears things up, and I'll be happy to answer any questions!
-David