For example a factor of 0.5 on Channel 1 will multiply all pitchbends on that channel by half, which means that the incoming pitchbend range is twice as small as the expected range (let’s say incoming pitchbend range is supposed to be ☑ semitone, while the next synth expects ☒ semitones, for example).ĭespite the fact that the scale factor sliders are between 0…2, you can actually use any value outside this range, even negative values (which inverts the pitchbend but not as proper as the Pitchbend Inverter) you just have to type them manually instead of moving the slider. This scaling is useful if the incoming pitchbend range is different than the range expected by the receiving synth after this script, and you can do it per-channel as well. Pitchbend Scaler is a very simple MIDI-only JSFX script that scales incoming Pitchbend messages by a specific factor, each channel has a different factor so it can be customized per-channel.
Pitchbend Scaler is a free studio tools VST plugin Reajs and Reaper developed by octarone.
If you apply it to parameters that have subtle effects, the result can be much more dynamic than a boring static sound.įor more information and an example signal diagram visit its dedicated page here. In this case, you can vary that parameter randomly for small amounts to have a less sterile and static sound. Another use for it would be to automate a parameter of a synth, effect, or script. For example, you could use it to multiply another signal and randomly vary its volume, subtle or not (that’s up to your range, if you make it close to the value 1, then it will be subtle). The purpose of this script, much like a LFO, is to be used as a control signal to randomize other things. It is not triggered by any MIDI or audio. It continuously generates such a signal, there is no input to it. Please note that the output is a mono signal, so if you use it in a stereo configuration, it will probably be the left channel. You can fully adjust the range that the signal can vary between (randomly), as well as the distance or duration of one random value until it changes to another, but it will always be smooth regardless of this setting, this just tells it how slow it should be with changes. Now, do the moving average on this whole thing (with the period or length set to the distance between points) - and you got the smooth random signal… Basically, think of it as generating a specific amount of random points for a given time frame, and drawing lines between these points: that’s your linear interpolation. The smoothing method used is a quadratic function, based on the moving average of linear-interpolated randomly-generated points. It basically generates a “control” signal as an audio signal (or random LFO), so it is definitely not meant to be listened to (directly)! The signal generated is random, however, it will be smooth between the random points generated.
Random Smooth Signal is a JSFX script that generates a continuous random smooth signal. Random Smooth Signal is a free oscillator VST plugin for Reajs and Reaper developed by octarone.