Some discussion in other threads, so I figure I'd update. Just finished a batch of Hollow Earths, as some of you know. I haven't really made that many this year, unfortunately.
The anti-nautilus IS happening, finally. And it'll probably look something like this:
I'd been struggling with implementing one single feature since the first one last year. I thought it was important enough, and I just couldn't make it happen. So I said fuck it, lets just improve and add stuff that can actually be done and ship this baby out. I'm expecting 3 prototype PCBs next week, and it'll be hastily assembled. Then video. Once I confirm that the design actually does work properly (along with firmware/bug fixes), I'll have some PCBs fabbed and start pushing these out. FINALLY. The main stuff is the same, with some tweaks/additions:
- The "bend" knob (pitch bend) now automates what the old up/dn and 1/6 toggles used to do, incorporates them, so those toggles are off.
- 48 / 24 / 12 toggle switch. It's the sound fidelity (in khz) at which the thing records and plays back. Lower is crunchier, and sample time is around 2.5 seconds ish. The "canvas size" or whatever. 48 is mid/hi-fi, but you only get half a second of "sound canvas". It can be toggled on the fly and whatever has already been sampled is pitch shifted accordingly, allowing you to overwrite parts of it with non-pitch-shifted and different fidelity-ness. Doesn't make sense, I'm no good with words, wait for video.
- "erode" knob is a new thing. It erodes the sound (destructive sample/loop editing). Almost like shitty tape loops. Won't call it that because it's not trying to be a tape sim or anything. To get technical, it's literally digital erosion, in the geological sense. Pretend there's heavy rain falling on the audio waveform, I'm smoothing out the high frequency stuff first (pebbles and stuff) and the lower end stuff takes longer and gets emphasized a bit more. It's weird, and I made the algorithm by accident while trying to get a digital lowpass to work, one that would work selectivly on only really steep audio pops and clicks..
- "seek" knob is fucking exciting! Video will explain better, but this, in conjunction with that new fixed/sweep/random toggle, you can sort of manually "shift" the "playback/record head" along the "tape". SO MANY QUOTATION MARKS! You can crop a tiny section of loop/canvas, and it'll playback almost frozen in place but repeatedly, then use the seek knob to shuffle it around manually. Also, random mode, fucking awesome. Wait for video. Tim Hecker in a box. HYPE
- Because of so many new ways to isolate parts of the loop/canvas, I've added an 8-LED bar that is a rough aproximation to where the "playback head" is at any given moment.
- Usual input / blend / output knobs as well as bypass toggle are down near bottom now. For now I got rid of the stomp switch because this thing just makes more sense as a tabletop thing. Also, the PCB is absolutelly fucking MASSIVE and I doubt there'd even room for a stomp. It takes up nearly all the room inside. Maybe after selling 10 of these I'll revise the layout and PCB a bit to allow a stomp.
FYI, the feature I'd been having so much trouble with and didn't implement was a way to minimize or get rid of the "pop" that occurs at ever sample "cut". Every time time the thing shifts bits of sample and shuffles things around, the audio waveform does a sudden cliffface or dropoff resulting in a click or pop. Sometimes it's mild, other times not so much. You can hear it in the original video. I'd been trying to fix it with crossfading and predictive linear interpolation, but all that is fancy DSP wizzardry that I just don't posses. I'd finally concluded that to fix that artifact, I'd have to make it "not" what it is, if that makes sense. It wasnt wrecking sound in a pleasing way anymore, and I tried for nearly a year, different ways. I don't have the skills to pull it off properly, so I just accepted that this will be more of a mid-fidelity machine.
$325
2014 is the year of the nautilus
Ugh, other stuff. It's been a really rough year for me, which is why lack of pedals/updates. Went through work-related burnout, and in a real sense still am. Yeah I know, TMI.
Now with the ultra tough and time consuming R&D of the nautilus is mostly out of the way, I can look forward to new designs! I have two I want to make in the near future. Dunno which one first yet:
1. Drone box synth. I'm thinking 8 voice/osc drone box with different kinds of modulation (ring, fm, random) and osc shapes (sine, tri, square, ramp, saw, random, noise), and resonant filters obv. I want to make the ultimate beat frequency box, with oscillators playing with each-other and fighting with each other, textures. Maybe integrated delay feeds back into the oscillators or something. Beat freqs, look it up:
http://en.wikipedia.org/wiki/Beat_(acoustics)
2. New ringmod. Actually already started! The nice thing about the nautilus proto I have is that hardware-wise, it's essentially CPU+soundcard+analogbuffer. So I can code in a completely different effect into it. Started on a ringmod with kinds of modulation and samplerate reduction. It's cool. Not as cool as the drone box though.