 Right after that fun and games. I think you probably all know who I am well God free otherwise known as the Yashimi man or various other insults or whatever. What I want to do is go through some of the features that Yashimi has developed over the last few years which may not be entirely obvious and some might not appear terribly useful some you might think oh I wish we had that or whatever. But anyway first of all one of the things we did quite a long time ago and we've slowly progressed with is this start menu. Originally there used to be a very great long menu that had all sorts of totally unrelated items. You'll now see we've only got a very short menu and they're all basically system type control items. The next one along which also used to have partial entries on there is now purely instruments and you show what the stored ones are load and save and clear all related directly to instruments. The next one very similar format is patch sets which in previously used to be referred to as parameters. Well we thought patch sets made much more sense when it referred to what they really were rather than such a generic term. And again we've got show load save and also now recent sets. So the last ones that you used low on hold you can show them there and you can click on them and get to them straight away. Following the same theme we've got paths. The bank route directories which used to be part of the settings now got its own little section there. And again you've got preset directories which any presets you might generate through copy and paste the locations where you've got set up for those. A new one also on here is the scales. We show the settings load and save, clear and again we've got recent state scales but because none have been saved that's greyed out. That will only be active as soon as something is saved or loaded. And the same is the Yashimi state. Again load save recent states. The state information on here is just about the entire setup including all the system set up so you can get an exact duplicate of what the whole condition of Yashimi is at that particular time. Going back to the Yashimi which we have an about window which gives the basic copyright information and also always gives the version number as well. The reason that's showing an M is because it's actually the master version it's not the last release. We always indicate now if we're running one isn't an actual release one. We know what it's based on but we know it's not actually that release because that can cause confusion either. The settings again we split these out to try and separate them into their own fairly obvious groupings. Oscillator size, internal buffer size, these are all more or less standard. Some of the names again have changed slightly but it's pretty much the original sort of settings. A few little extra ones reports. We can either now send them to standard error or we can send them as I've got here to a console window and if I open the reports window there that's the messages we got at first startup which can be useful. A new button that's only appeared very recently, this one, hide non-fatal errors. If you've got situations which can generate a whole nest of errors that go up right down to maybe say a defect in an XML file you'll end up with about four or five different error messages as it rolls back through the stack to the actual error itself. Well sometimes that's not actually particularly useful. So you can click on that and you'll only see the last error message in the list. Log XML headers, that's another fairly new one. That's so you can actually see the source files that you're loading came from. You can tell whether they're pure Yashimi files or whether they are ZIN and Yashimi compatible files and which version that they were generated by. So if it was a file that was generated by the original ZIN 2.2.1 that will show on there as well although it actually shows as version one I think if I remember rightly. Jack has its own setting. The MIDI source, you can define an actual port that it's going to try and find. So if you've got some Jack MIDI thing running, if that's running before you start Yashimi, Yashimi will find it and then connect to it. Server, fairly obvious whatever Jack server is running. And then you've got these two set as preferred. Now these are exclusive with ALSA. If you unselect that one the ALSA one will be selected and again there if you select that one the ALSA one will be unselected. And that is not effective immediately. We're hoping to get it so it will be eventually. But the moment you've got to restart for that to become effective. But from now on it's then remembered for every time you restart. And again we get exactly the same thing with the ALSA tab there. Again you've got the same things set as preferred. And again you can define what MIDI input it's looking for when it starts up. You can also directly define the sound card which can be very useful. If you've got multiple sound cards you can then decide that you want to connect to a specific card. And then you've got the normal sample rates that it will attempt to connect to. I find normally sample rates it will be quite happy to with a decent sound card quite happy to go with what selection you've given. Sometimes I don't fully understand it but sometimes the ALSA will say no we're going to have 44.1k whether you like it or not. I'm sure somebody knows why that happens but I'm afraid I don't at the moment. Right, a few other things on this top area. Instead of a big panic button we've now got a more discrete stop button there. It behaves in exactly the same way. It's the only red button in the whole of the main screen so you can't really miss it. Reset which used to again be on this menu now has its own button. And it asks you if you want to be sure that you want to reset all dynamic values. And the default is no previously it used to be yes. Well we play safe now we generally have defaults as being no's rather than yes's. Mix the panel. Previously you only had that form there. Two columns of eight. Now you can have whatever choice you've got. If you've got a nice deep screen you might prefer it that way. If you've got a wide screen like this then that works better and it looks better as well I think personally. If I'm going too fast just douche douche out. There's quite a lot which I want to try and cover. If I look at the audio connections here at the moment you've got left and right standard connected. Also it exposes the track one left and right independent outputs as well. It always exposes those although they're not actually connected anywhere. If you pick up say channel two that's still going to left and right but it's not showing it at all on there. We've got a new entry down here which is just got main part and both. And that determines what outputs it goes to. This is specific to Jack if you've got ALSA as the output these are all grayed out because they're not relevant. So if I now select part and you'll see straight away these two track two individual ones have now appeared. If I had both it will still go to main as well but at the moment when it's set to part it's only going to those two outputs. However as a bit of extra insurance if you think change in mind think well no sorry I don't want that after I'm going back to main it still leaves those exposed. Now the reason for that is that you may start up with those exposed connect something else to it and if you then no longer use that you don't want those to suddenly disappear and whatever else that was connected things hang on where my two inputs just disappeared to. So once they're there they'll stay there for the rest of the session. If you stop and restart then of course you're back to square one. The other reason for doing that is that you assume you can now have 64 parts. If you expose 64 independent outputs all at once that's a very long list that's 128 individual outputs which is not likely to ever be wanted. So that's that aspect. What else about there? Still talking about parts you'll notice we've also got this now I'm saying part two but same part two of 16. We work in four up to four rows of 16 parts now. The overhead as far as Jack is concerned is insignificant when you're not actually doing anything. I mean that's sitting at the moment they're sitting DSP load idle around about point five point six. If I set that up to 64 parts you know that there's very little difference so that there's no real overhead from that point of view. The only reason we actually have it switchable like that is for convenience to avoid confusion and clutter. You don't want it there if you're not actually using it. You'll notice also when I switch to 64 parts straight away a new window appears there and you can select which row of parts you're looking at. By default the columns follow the actual channel numbers. So this one is as you can see although it's not enabled it's looking at channel one. That one is channel one and the same again right the way through back to the default. If I take that back to 16 that then just disappears. Again a bit of extra insurance. If you've actually used one of these higher sets and then disable it and then want to save the entire patch set or even though they're disabled those higher ones are still saved. So if you've got your most important wonderful patch on one of those you don't lose it by having it switched out it's still there and it will be saved as part of the patch set. Also a patch set will also save the setting of whether you've got set say 16 or 64 parts. So when you reload it it will also reset the number of parts available. And that is immediately available. That's not, you don't have to restart for that. Right, we're best to go on from there. I've already mentioned we now have the history capability. So if you use any of these here you can restore what you last set. So for instance here in patch sets if I go recent sets there the last one I use was crystal ship and if I reload that straight away all the patches come in. The volume, panning, settings, everything and all these are all set exactly as they were last time I used them. And again prove that the reset works. Reset that and we're back to as we were before. Right, yep. It's resetting all the voices. It's resetting the master volume, key shift, all these controls here, the controllers, they're all reset. In fact everything except configuration setting the reset. It's a sort of point of amusement. The only thing that doesn't get reset is these going red if you go into overload on there. So the only thing that doesn't get reset and actually I thought well sorry I'm going to leave that. Let them see that they've gone over the top. Right, I think the best thing now to go on is to look at the command line interface which again is fairly new. So if we close that down now, oh that's another thing, if you change any settings it won't automatically save them. It asks you if you want to save them when you exit. Now because I flicked through some of the settings there it regarded them as having been changed. So I can either cancel and go back as I was as if nothing had happened or I can save or not save the settings. I'm going to decide not to save at the moment. So we're just closing. Now if alternatively I start up from a terminal window, capital K just as the auto connect on the audio. Now something you might notice is that's come up. That's because we left it up last time. Yashimi now remembers the state of many of the windows. This one also the mixer panel that came up. The editing windows like the adsense engine windows, it remembers their position but it won't reopen them because you may not have an adsense part actually operating at that time. So it can't open a window that doesn't actually exist. But if you do then reopen it, it will reopen it to the last place it was seen at. The same with settings. That reopens to where it was last set. It was last set there so that's where it will reopen to. Now we've tried to implement in the command line a command structure very similar to standard realign type format. So if I just type a question mark, then lo and behold you'll get all the entries in there. Which is exactly. But that's all the settings there. And that's quite a fair list. If on the other hand if I close that and in settings send it to standard error, save and close and then use the same command again. Lo and behold we're now paging. And we can do the normal type operations. Oops, can't find the page up and page down ones. I'm not sure how there we are. Still not. So you can go up and down in pages as well as individual lines. I'm used to another keyboard and it keeps and everything's in the wrong place here. Anyway, just quit from there. And we're back to the command line there. Also, are you trying to? Yeah, quick question. The default for your shime when you give no command parameters is to enable the command line mode, right? Yeah. And the default for the setting is to output the help in the window, not on the console. It's to output it to wherever you've decided it should be output. Okay, but the default, if you never used it before. If you've never used it before, it will go to your shime's own console window. Your shime's own console? Yeah, that's the reports window. That would be the wrong thing for a blind person, right? Oh, sorry, I beg your pardon. No, no, you're right. Actually, it does. Yeah, because we changed that a while ago. A very first time startup, it will go to the command line. Okay, okay. Yeah, sorry. Actually, you're asking that reminder me that we had that same question from a blind person, and we changed it around for them. The other thing is you can also list various states. So I can list the routes, and that's listed however the bank routes that I've actually got set up, which gives the actual full path. I can list the banks, and that's all the banks that are in there. And you'll notice they have these ID numbers, because within your shime, you will always refer to them by the ID number, not by the name. The reason for that is that you can change the ID numbers of any of them without actually changing the file system at all, and you can then effectively regroup them from within here and from within the bank window that you shime supports for the GUI as well. Again, we've got the realign type holding on there, and along with that one, the obvious one is also to list the instruments, and that lists the instruments that are in the current bank. And again, that is the instrument you'll have there. Now you'll notice at that time I actually didn't put the full name, and I just put INST. One thing we put a lot of effort into here, again, because this is aimed at people that are going to want to be doing a lot of as little typing as possible as much as often, is we have a set of abbreviations where the most common commands have the minimum possible abbreviations. So, for instance, those same commands I did before, I could have done quite simply like that, and I've listed the banks. And again, the same with the roots. And these directly align with there, those are the instruments, those are the banks, and those are the roots. So those are exactly the same things. If I do... That has now listed the current setup on there, and if you look there, you'll find current root ID is 9, the current root ID is 9 is highlighted on there, and it'll say the... Where are we? Current bank ID is 105. So if I look for the banks, we'll find bump hold 105 is the highlighted current bank. We don't identify current instruments because that's not really a relevant setting. But all these other settings are here, master volume, master key shift, all the information, the basing information that you might want to know is there, including where the reports are sent. Now, because this is aimed at, again, blind people, if you've got reports sent to the reports window, you're still going to message here to say that it is sent there. So you won't just get nothing showing on here, you'll actually be aware that you've actually got it sent the wrong way as it were. So if I now... Actually, I'll do it from here. Don't remember what I... I can't remember what the command is now. Typical. Oh, it is a G. Also, in this help menu, all your minor abbreviations are indicated by the capitals. So, for instance, if you ever use the scale, it's SC that you have to put in. Set minimum abbreviation is S, reports, it's R-E-P. The reason for that having to be R-E-P is you're going to get roots being used as a single R, and so on. And in this case, too, if I now exit that, and if I do reports, I now send to the console window, and you'll see there, sending reports to console window there. But any commands you send here, it'll tell you that it's not sending it here anymore, it's sending it to the console window. A quick get-out of that is just... And that sets you back your default conditions, which is sending reports of standard errors and showing all errors. Remember I mentioned before about hiding the non-fatal system errors. They are now being shown again. Probably the most used command of all is going to be the set command. So in that case, again, it's a minimum abbreviation. And the way you set things, you can actually daisy train commands. So I can do SP4 F type. Right. Now what I've done there in one move is I've set part four in the terminal window, but it actually sets part five in the GUI. This is because all the numbering here all starts from zero. We don't have this mixture of zeroes and one starting numbers that the GUI has. Again, this was at the suggestion of someone that uses terminals exclusively. He hates this business where some things start from one and others start from zero. So we thought, well, these are the people we're aimed at, we'll orientate it in their favor. But at the same time, it sets the default, the first FX number as being reverb and the first effect preset. Now, if I enable that so we can actually see it, I edit that and look at the effects. You'll find low and behold, it has set the reverb one. Again, this comes up with one on the GUI, but it is zero on the command line. Currently, the part effects don't directly update when you change the command line. They don't change it in their GUI. That's something that we're working on. The system and insertion effects do change immediately, but it's just specifically the part one that don't. They are correct. If you just switch from one part to another, you will then see the correct one. If I set the preset three, it set it to there, but as I say, it hasn't shown it there. If I just switch backwards and forwards and come up to it again, then you'll see that it has actually set it. I say it's something which we need to get operational, but it has actually set the effect. You might also notice that I didn't do the whole business about the part effects. I just went straight to the preset number. The command line remembers various different levels that you've actually reached at. It's now on the effects level, but you only actually operate all the commands you do now are referring to effects, the effect number, the effect type, and the preset. If you want to get back to, say, the part menu, you then just do that. That steps back one. We're now on part level, and everything we do now refers to parts. If I want to change the part volume, I just do set v, say, 40, and you'll find, lo and behold, it should have set that, oops, I forgot to do the space, and it's set the volume. Spaces are critical on here. You actually must have them. There are almost no commands that can be stacked directly because they all need parameters, but they'll also take default parameters, so you can, just leaving a space, we'll give you your default parameter, or the last used one. So, for instance, here, the last used part number was four, so I set the volume of four. But what I can do, if I want to, say, well, I don't want to work on four, I now want to work on three, and I want to change the panning. So I go s3p20, and lo and behold, it set the panning of part number three without even enabling it, and without having to step back and forward again. Because we're at part level, it directly changed to part three when I gave it a number. That's all I have to do. If I go s1 like that, it'll straight away, it'll change to, well, part two of the GUI, but part one as far as this is concerned. It also, as you'll see here, the response is it always tells you what level it at, and what number it's on, or what effect it's on all rest of it. And as we develop it, this will, everything that we do will always reflect back on where you actually are in the system. So you'll always know. I'm not sure, is there any questions about that whole area? It does get very confusing at first, but once you get familiar with it, it's very, very quick and easy to use. Anyone? No? Right, moving swiftly on then. My particular hobby horse was some time ago, about three years ago, I think now, just a matter of curiosity. I thought, well, I wonder what happened if you set more than 16 parts? So I set it up to run at 32 parts, and when it was called, with very little changes, I could actually do it, and I could actually see 32 parts. I couldn't do a lot with them, because the ones from 16 onwards were just virtually exact duplicates of the lower ones, because I had no way of making any sort of particular direct controls of it. But it did open the way for me for something which I'd wanted to do for a long time, which was vector control. And vector control, I don't know if any of you had a MHA series that had the joystick button on them, which you could then change between four parts. You had an X and a Y axis, and you could then mix across. And this was just a simple basic volume mix. You faded one up and another one down. And I thought, well, hang on, if we can have multiple parts, not just the 16 ones, and we can have them in groups of four on the same channel, and lo and behold, this is the way in for vector control. And so I initially started doing it, I think it was November before last, and the last LACR was actually showing in its most basic form, it was usable using NRPNs to do the actual setting up. Well, now we've come further than that. Now we can do it, we can set it up much more easily from the command line. And also, whereas previously, the only controls we had were volume and pan, we can now do up to four different features that we call them, and they can be together or they can be separate. So on the X axis, you could have volume and panning being controlled, and the Y axis you could have filter cutoff and modulation being controlled, or you could swap them round or you could have them going in the reverse direction, so you could have the volume going up with the control setting, but the pan is shifting from right to left instead of from left to right. And the final step in that is now you can actually redefine three out of those four features to any CC that you're assuming you will recognize. At the moment, that's not terribly useful because there aren't very many of them that are available, but looking towards the future is that when we eventually can get midi-learn operational, then that means any control that you can set could then be put on vector control as well, so it could be an individual filter for maybe one voice in AdSense or it could be whatever. Thank you. So there's a question from IRC from Fundamental which is, which users is this command line interface targeted at? Command line itself is mostly targeted at blind users or people with sight difficulties or people that want to control Yashimi other than via a GUI, and that can be by using NRPNs or it can be using any form of TTY that can link into the command line. So it's quite wide-ranging. Still on vector control, if I set one up now, I actually run through TTY midi to do it because I've got my own little dodgy bit of electronics there to control it. So we'll connect that up because we always forget to do that, don't we? And I'll see again, the command line is just reported but it's now seen a midi thing. The first thing to do, which nine times out of ten, you're going to forget the first time you use this, is if you haven't got the number of parts available set, then you won't be able to use vector control and it will quite politely tell you that you haven't got enough parts. So the first thing I'm going to do is set the available parts to 64. It would work. Only one thing, anyone spot my deliberate mistake? I'm still at part level. So it's expecting to see a part command. To go back to the top level, it's simply that and that could have been on the front of the command. You can put that on the front of any command and it'll go right back to the top level to operate. So we'll now try that again. Again, we've got the full real-life history coming up here. So I just step back a couple of steps and straight away I've now got and you'll see this is reflected. It now has 64 parts available. The other thing is it always pays to know which actual root and bank you're in. So what I'll do now is set the root to nine and it's just done. So it's told me what it is I've actually just set and I'll set the bank to I can't remember. 110. And now that's the bank of insurance we got. So we know where we are exactly. Again, because it uses defaults where it can, if I just do set that to CC, this is the incoming controller value that's going to be the x-axis controller. So it's CC 14 which is an unused CC by default. So it's available for us to play about with and again it tells me exactly what it's done. Because I didn't specify any particular channel it's assumed the default one which is channel 0 or channel 1 on the GUI. And now if I set the features for that one what I'm going to do is I'm going to set volume for that. SF1 and again it's reported that that's exactly what it's done. And what I can now do is set the programs for that and because it's the x-axis we're going to set the programs for the left side on the right side. Again, it's not probably terribly clear. The left side is going to be the voice which will be most effective if the joystick is towards that direction. Right is obviously the other one. And as it happens the left one is going to be part number one. The right one will be, sorry, part number zero. The right one will be part number 16. So if I now set PR which for program 20 and that's set that part it tells me which part is actually set. If I do the same for the right and for that I'm going to set 120 and behold it's set that part there. I now switched to the y-axis and I go and we're going to use CC 15 for that channel because again it's one that we know that we can use it's unused and for features on that we're going to set for panning. So set F2 which is the default feature number two, the default is panning. And we enable it otherwise it won't do anything at all. If you don't set features it's not going to do very much. It's just going to sit there sulking when you try and operate it. And then again we set the actual voices where we want to use in that. So for there and this time it's up and down. We're on the y-axis so it's up and down not left and right. 78 and that's that voice now tied on to there and if I now do the down direction and we'll set that to 107. Right, and that now if I now do list vectors it tells me on channel naught I've got X CC set to 14 and features appointed to 1 and Y the features appointed to 2 and if I now twiddle that and straight away you can see that it's having some effect. We've got that on part 2 so it's not actually going to show anything. If I move that up to 48 33 to 48 you'll see that while I'm varying the volume on that one on the X-axis on the Y-axis I'm varying the pan on that one and if we've got everything connected which we don't appear to have all the effects you can get so you're getting the left and I don't know if you can actually detect the left and right shifts on there as well as the so you've got real control over those features but that is what vector control gives you. Now very recently we added something else to this we can now save that so we can save that and all I do on the path it'll save to whatever current directory is so I can just put oops might help as if I was back in the command line so I can now just put save vector and we'll call it new sound new sound and it will also automatically put an extension on it'll call it x xv y as an extension and if you load it it'll look for that if it doesn't find it it will still load it but it won't be very happy so there's your first save one it's not only saved in there it's also saved in settings and it'll be saved it along with any other data in your patch sets and such like as well so that I think is just about it as far as vector control is concerned oh another thing I saved it there it saved whatever was on the current part that I was working on the current part was part zero because I was working on part zero it saves the part that it was loaded that it saved from as well as the actual data so if you just do a reload it will reload to the same part but you can actually tell it sorry the same channel you can actually tell it to reload to a different channel so if I do what did I call it new sound if I now say ch5 and there what low there it is and that's exactly the same setting as we had before and it'll also be very kind if you haven't got the right number of parts it'll actually set those as well if you'd only wanted to use one axis just the x axis you could have used it with just 32 parts and it would have set that up as well now that's actually once I did that I thought well hang on what is there anything else that we can use these 64 parts for I did come up with something else which is a little bit peculiar but I've actually produced a representation of it using the normal channel so you can see exactly what it does because there's lots of extra controls that we've added you can now effectively just disable the channel by setting its channel part by setting its channel number to the normal number plus 16 so if I let's stop that and do a complete reset again you can do the reset from the command line as well if you want to from the GUI all you can do is you can change to those channels from the terminal I can set that go back to S still going to be on part for SP zero now that has effectively disabled that without actually changing anything about it it will no longer receive MIDI commands but whatever sound might be set there is still available so what's the use of that how can that be of use and the way it can be used I did sort of briefly refer to last year at the LAC if I take that back to the normal channel one and yeah I've disconnected yeah let's reconnect that again now I've got to try and manage this right it still responded to the key off but it won't respond to any further keys however if instead of that if we go back to zero and if this time I set it to 32 right look no hands I've now got a drone going there which will remain there until such time as I re-enable it and then give it a note off or we do a stop or something like that so you can use that to set up a drone and then you can actually then say well okay I still want to be able to use that channel so what I'm going to do now is I'm going to sort I'm going to go to 32 parts and I use part 17 I'm going to enable it and I'm going to have that on there and I've still got that drone going and I've still got part 0 available for something else related it might be something completely different but we'll stop that now because after a while it gets a bit boring so that's another thing you can start to do with it and it gets it gets better what I'm going to do now is I'll stop that from there and go back to a normal GUI star and another question so first thing you now set up the vector controls on the command line but setting it up on the GUI would also work right? you can set the programs from the GUI but you can't set the vector itself up you can set it via NRPN I've yet to work out an ideal way of getting an extra window to do a complete vector control from within from within the GUI itself I want to do it but it's not a high priority ironically the people that have shown most interest in vector control are both blind which is just pure chance I never expected that but two of them and they think it's great which is wonderful even if they're the only two people in the world that are using that it's nice to know but I say eventually I will produce a GUI access to it and possibly actually show the position of the controls as well which at the moment you're guessing basically if it's not volume and pan you can't see what they are anyway two follow-up questions still alright two for the price of one, eh? I'm getting gluttony first is you set up for X and Y so you had four patches between you could vector around in your demo I only heard two sounds did you only use one of the two controllers? no there were four sounds going there ok then I didn't hear it two of them were being swept left and right and the other two were being volume controlled up and down the two that swinging left to right was one that had a modulation on it and the two that were being swept up and down one was a very rich pad and the other one was a much sharper morphing sound ok yeah they were there but they were all four there ok so those were two dimensions is there any technical limitation to have n dimensions also? two dimensions is all you're going to get no reason asking I was just having this vision by an artist but imagine an artist standing in a 3D room sitting around his position being detected and he could sweep through sounds by walking through the room for instance actually there is a way you could do that actually if you set up a second vector on channel on the next channel up that could then be on another pair of CCs incoming CCs so you could if you then using four of them you'd have to use two joysticks for that then you would then get a total of eight sounds that you could control on just two channels ok thanks alright if I bring up rose garden and I load that's the one right nrpn can be used to set various things like you can set the programs enable them and all the rest of it that's actually to us that's now old hack we've been able to do that for about three or four years so what I've got here I've got a simple set up here it sets that up and it doesn't because we're on the wrong patch set while we're on this we've got multiple ways of getting to banks instruments and routes we can go there pick it up through there you know we can get to the instruments from there we can get to the instruments from there as well if we weren't there we could go up from there we can also get to the instruments from there as well so I mean there's multiple routes to actually get to those places so a beginner's question maybe I missed something what do the colours represent in this view right that's a good thing is I'm so familiar with these I forget that not everyone knows them it's really pretty though right the red indicates that AdSynth is being used the blue indicates that subsynth is being used and the green one that AdSynth when I say it's being used it's being used somewhere in an entire kit if you've got a kit of example actually if we load that one up and go to the kit edit you can see that it's grouped across several entries and the reason we've got that is it's not just because it looks pretty it also because it gives you an indication of how the patch is going to perform AdSynth is the heaviest one for processor usage pad AdSynth tends to be relatively light and fairly quick and easy to set up and is very good for sort of noise based sounds pad synth is the slowest one to initialize so if you're running because you can change parts while you're actually running if you're running a bit low on CPU you don't want to be starting up an instrument that's got a pad synth element because it can be relatively slow but it is once it's actually there the lightest of all on processor usage so it's useful to know as they appear here and they appear in what you've actually got but anyway I'm now on the correct bank so if I now run that it should bring that and it brings that there now that's sort of reasonable baseline it's it's okay it's could get a bit monotonous after a while and then you get a sort of well yes it's pretty what more could you say about it really right so if we stop that I think well hang on I'm not so keen on that what I'm going to do is I'm going to bring control on to that now remember what I said about switching parts off and on right now you watch these tabs here these are off now if you notice these bars they're all going up and down and there's no sudden cut-offs you've got a nice smooth transition from them all because you're not I'm using the add 16 version which allows the note off to operate but no further note toms but because it is a note off you'll get a proper decay you'll still get the tail end of the note you'll get whatever reverberation content there is there if you were switching the parts off on on you'd get a sharp stop on that so this is much kinder and if I then add the control for the pad sound as well and I've got a ninth one on there so we've got our changing bass in nice smooth transitions the wrong channel we'll get there in here that's because we just changed the settings on there it's always a problem when you're using kit that you're not familiar with because all sorts of things then switch off and on when you're not expecting it right I should be getting that on channel 9 when I'm not why am I not getting it on channel 9 because I'm not sending it on channel 9 probably if you bear with me for a moment that should try again nice smooth transitions coming in just play along quite happily you're now one man bang quite happily alright so that's now these are I've spread out across these eight parts there with a ninth one for actual playing with but again with this business we're having 64 parts I'd actually put all those four on the one channel which then put those on the next channel so I then only actually use two incoming channels for this eight part backing track which then leaves all the remaining ten channels available for anything else I want to add depending on what voices you actually use is going to affect how many you can stuff on there before the CPU starts complaining about it but it's quite a lot that you can shove on there unless you use the very heavy duty patches I think there are things which I've probably missed I've reminded myself to plug in the joystick I remember that this time oh yes there was something else in the settings I'm going to stop Rose Garden and we're now going to see I think our first X run because Rose Garden always produces X runs when it closes down and there they are three of them I have asked the Rose Garden people to look at that I think it's probably it's shutting down the jack buffer before it's actually finished clearing whatever's in there something that's been queried by a number of people is this little feature we have here multiple instances now these instances are semi-independent you'll notice this one's produced its keyboard and it's not going anywhere at the moment which is a shame because it should be and it's got its own patch settings and all the rest of it quite independent of that one but also if I look in settings here it's got its own routing it's not routing to jack it's routing directly to a sound card and it's routing to the default device which should be the output from here and we should be seeing it we're seeing it as an input in here but for some reason it's not actually coming out and it was earlier I don't know why it isn't now unless we are not possibly monitoring it yeah we're not we weren't monitoring it I'm actually looping through into the Ka6 here which is why the volume is very low because I've not got anything like the right sort of levels for it but it is just proven the point that you can actually have multiple sound cards and multiple instances of your shimi can then be directed to individual sound cards which again gives you effectively more capability and the input can be also as it is here it could be jack again so you could then have separate input routes and separate output routes on multiple instances which can then be summed in the analog realm which just gives you that much more capability also it means if you've got a multicore processor then it's going to spread the load between the cores a bit more evenly hopefully how true that's going to be I don't know but the theory is as it should do it won't be of any benefit at all if you've only got a single core any questions on any of that I'm not sure if that's good news or bad news actually maybe you're just explaining it to us the other thing is again if you're looking at their own settings you'll notice this came up already to a set of conditions because I'd actually saved it previously so there again you can have a default setup where you just load it up and you can also specify a particular instance that you want to bring up so not just that the first available one will typically want instance number where you can't bring up zero again because it's already up but I could say for instance I could have instance 2 which I haven't used before and Yoshimi instance 2 will come up to whatever the default settings are which I can't remember off-hand whatever looks see what they are and it's going to that's another thing different internal buffer size to the first one and it can have a different oscillator size if you want it I can't think of any practical reason for wanting that but you can actually have them if you want them but this one has come up to Jack as the preferred MIDI and the preferred audio so if I were to go through virtual keyboard on there there it is it's come straight through and if I had a jack sending jack MIDI it will come through to there or you could pick it up from there if you wanted to and again because it's a new instance it's got no save data it wants to know if I want to save it or not I'm not going to because I don't particularly want it but and it would have its own history files as well we are going to combine some of these files because some of it is unnecessary duplication you don't need a different bank set for another instance and it can actually get confusing if they had different sets at the moment they are independent but we will be combining those but things that are actually specific to the instance will always remain separate which actually brings me on to another point the original config file because we kept on adding bits to it grew and grew as I say like Topsy until it was coming quite unmanageable so we have now split it up and we split it up into where are we a number of different files and if I go to the config where are we right we have a default presets directory so your presets will want to go there by default you don't have to use that but I will be there by default I have none sets so there is none there you have got the original banks one for the first version you have got one for the other one that I brought up and then we have now got one for that a second instance which I brought up briefly we have got history files there and they have also got the window files the window files are very very basic because we still don't know entirely what we are going to do there it is just straight forward text giving the window name and its location and whether it is to be restarted or not the rest are XML files because the config is now so because the config is now so changed from zinad sub we no longer give it a zinad sub file type it is now ishimi one so it now gives a doc type of ishimi data rather than zinad we thought we should do that as only fair because that particular file is no longer compatible with zin and there is no reason why it should be there is no reason why it should be compatible with anyone else that is running ishimi because no two people are going to run exactly the same configuration set ups so why would you want to have that compatible in that sense history files it is going to store whatever information whatever things were loaded and saved nothing has been loaded and saved except that so therefore there is nothing except that in there but anyway there is just about it for that right there is one other thing which I thought might be interesting to look at which again is a rose garden thingy at one time this particular program here had to run with two instances of ishimi this was because it uses 32 different voices I could now do this using one instance there are several ways I could do it I could either set 32 parts and use the switching of the channels to get the effect I wanted but when I first produced this it wasn't available so my only way of doing it was actually switching parts off and on which meant I had to be far more careful because I had to make sure that they weren't being switched at a time when they were actually sounding but it does actually prove something because it will actually switch them if I reset that it will actually switch them while other tracks are sounding and it should do so without making any clicks or bumps or anything like that and it should also do so without producing the X runs now if you just remember we had three there from rose garden so those three are still there I should better run that through and it's loading in parts as it needs them and it should be setting their volumes I just set a volume there as it loaded it now we've been able to do this for quite some time now but the only thing that what used to be a problem was loading a part on top of another part loading a part on the basic simple sound wasn't a problem but if you loaded a part of another one you sometimes got funny buzzes and crackles and that you didn't get an X run but you just got some funny sounds was now that no longer happens because we've changed the way parts are muted in between our changes and we've also changed the way program loading is handled as well if I bring up the if you do a right click on any of these it closes one as it opens the other if you do a left click it just opens it up straight now it did actually select that root path now we should see fairly soon we should see it change change bank just change the drums and bought in a drum kit see there these days it does this upside down so you don't have to scroll anymore was previously did it at the bottom and then you had to keep on scrolling down to see it but now the most recent change is at the top see again we've got bank has changed again we're going later on a question those events are MIDI events right yes you need to send them a little bit before the note that's right yeah so it has time to preload yeah we haven't invented time travel now we should find now it's starting to overlap previously used ones I think the echo choir was one that went on to 11 previously been sorry 12 rather again this gives the command line numbers rather than the GUI values I think it's actually unfortunate that when the MIDI spec was set up things like banks MSB and NSB or whatever we use on banks and roots started from zero but things like program change you started from one so does everybody and channel numbers start from one see again we've that one wasn't there we've struck that on now and there's we're not seeing any further extra runs at all running like that we're not running terribly low one on the setup we're running at 128 frames so I mean that's giving us 5 milliseconds I have had this on my door at home and running at 16 frames at 48k which is not bad well it's a bit insane really because it's less than a millisecond and the reason I chose this particular tune for this is quite a lot of these I mean like that master synth there that's one of my heaviest patches going and in fact can work through that while that's sounding then I don't think we're going far wrong this goes choir again it's quite demanding because it's got a very long decay on it and while Yashimi has a decay in operation it can't produce any further notes it can't replace that note as such it's still going to be doing processing on it should get another couple of changes another overwriting changes we've got far read in there I see already which one we've yet to come up so it's Rushes which is our Voyager that's the one I was thinking of it's going to produce the background pattern on here and that's say a simple substance sound it's actually very effective just I'm using these to produce sort of extra noise content to it which is a I would say of the voices available substance is my favourite actually if you know if you're allowed to have favourites and the clarinet has now come in now as well again that's overwritten another voice I mean a company which one of them gets overwritten about four times which again suggests that we're doing something right with the way the patches are loaded and again in here we've got ever since I actually switched to that we've got the full history of what we've done one suggestion I was asked about whether it's possible was to actually save this information this form I don't know if there's actually any need for it but it could be if it was wanted but I can't personally think of any reason why anyone would want to do that because all the information is in the source file anyway the MIDI file so why would you want to effectively duplicate it and there was a nice little fade down on there as well so there you go that is Yashimi and again we're still at those same three X runs that we had when we closed Rose Garden last time and if I close Rose Garden now we'll get some more X runs and behold there we are there's a few more I don't think there's much more I can say about it we'll just talk to you about this if you open the edit click the edit button of your patch and then open the subsynth edit window why is this a subsynth it's an et synth was it wrong? blame it on Porneska it was always like this it was always like that that's actually something I forgot to mention since last time it's actually saying it's subsynth on part 7 and it's Voyager so that information is there now and also if I bring up if I enable add synth on there you'll get the voice premises and it'll say it's now an add synth voice rather than the add synth main part and if I go on to that it'll also tell you that it's oscillator 1 that we're looking at so you know which oscillator of which part and it's add synth there and we've got a similar thing with the pad synth this will show that it's the pad synth oscillator you only get one of those but never really tell you which one it is I don't know why Paul called subsynths subsynths because it's it isn't it isn't really what you're doing is you're taking white noise and taking everything away except the ones that you're allowing through so would you call that add or sub I don't know it is what it is basically intuitively I'm tweaking up harmonics I guess yeah that's the additive not subtractive well yeah I mean I would agree with you to some degree but at the same time if you're going to call that an add synth what you're going to call add synth okay it's what we've got it's what we live with actually while we're on this I think I don't know how far I went into this last year let's clear all this reset everything go back to square one oh we can also edit from there I forgot that that's another thing you can do if you do a right click on there it will actually bring up the edit window almost everything you might want to do you can do from several different routes and I've just realized something else which I forgot to mention is this little fella here human eyes that does a very small randomization but it does randomization across the entire part that's all engines and all kits so it's not just one part it's the the whole of that part is going to be subject to that randomization and that again will be saved with a patch set it won't be saved in a voice because it's not a voice element it's a patch set element so the patch set will save that setting as well anyway we were talking about subsynth I probably haven't got that anymore let's go back to using the virtual keyboard for a moment standard subsynth sound slightly sort of phasey sort of sound increase the bandwidth it's quite obviously noise because that's all it is it's a band of noise and if you bring up another harmonic look at that again it's bands of noise and that is what people tend to lose sight of the other thing is that it's the levels are not fixed levels in the sense that the whole thing is normalized the level of that is relative to the overall level which is basically at the moment being defined by that if I pull that down then it's mostly that that you're hearing actually if I do link back onto the keyboard again where are they see that part 4 is now actually that harmonic number 4 is quite comparatively if I bring that down the number 4 is getting louder so it is a relationship between the various levels because I was saying earlier this is why you can't readily give these numbers they wouldn't mean anything because you'd only be able to class them as a percentage of the total output whatever that happens to be it's a really weird thing it takes a while getting your head around it and I'm not even sure that I've done so myself any other questions at all? this is not related to Yoshimi but just a small note I saw you had running TT MIDI I made a fork for it, a fork of it for mods to make it work with Jack MIDI instead of also MIDI you might want to try it yes I'd be interested in that on github moddevices mod-TTMIDI I look for it it connects with well you have to get your user with permissions to read it has to be the same user that runs JackT but if that is working for you yeah thanks one thing I'm going to put my hand up straight away is we handle also MIDI better than we handle Jack MIDI at the moment I know that and I know the reason why and we are working on it but it's again it's like everything else, it's priorities what do you do first and my personal priority at the moment is the command line that's the one I'm concentrating on most no more