- Fixed a performance problem in the published game: frame rate was held to around 64 fps no matter how good your PC is. It should run much faster now, especially with a high frame rate cap.
- Fixed patches holding on to cables that never connected, so they no longer get passed on when you save or publish. Some Workshop patches already contain them (you might see "Could not find ports" warnings in the console when you load one), but they don't change how those patches sound.
Drum Sequencer - 4 tracks of up to 16 gate steps
Euclidean Sequencer - spreads hits evenly across a number of steps
XY Modulator - drag a pad to send two CVs at once, or let it run with a bunch of different modes: (Bounce, Drift, Pulse, Pinball, Plinko, Bricks)
Beach Ball - a real actual ball everyone can throw and kick; its position, height, speed and impacts can be used as CV and gates
Dance Pad - four arrow pads on the ground; stand on one for its gate and CV, basically a DDR pad
Macro - one big knob driving four outputs, each with its own range, plus a Push button
Drawn Wave - draw two waveforms and morph between them
Tape Machine - tape loop echo with flutter, saturation, age, brake and backspin
Formant - vowel filter, sweep A-E-I-O-U
Chord - one pitch in, four chord voices out, with 10 chord types, inversions, spread and strum
Grain Cloud - granular processor with freeze and a built-in reverb
FM - bells, keys and metal, with Ratio, Index, Feedback and an FM In jack
Offset - scale and shift CV on two channels, or a manual CV source
Switch - sequential switch, four inputs to one output or one input to four outputs
Oscillator - Fine tune knob
Quantizer - Range and Octave knobs with CV, a Transpose input, and a keyboard showing the scale
Sequencer - Gate length CV input
ADSR - Retrig switch: Smooth picks up where the envelope is, Reset starts every gate from zero
Clock - Reset output to keep sequencers in step
Clock - Swing parameter
Pluck - Position and Tone knobs, both with CV
Output - record to a WAV file
Output - hear audio from the module or at your player (headphones mode)
Live displays - ADSR envelope, LFO shape, Distortion/Filter/Formant curves, Logic timing, Slew Limiter and Env Follower traces, Bernoulli Gate history
Knobs - right-click to type an exact value or reset to default
Scenery tab - the host picks the environment for everyone
Unplug - right-click a patched input
Jack info - look at a jack to see its name and where its cables go
Cable colours by signal - audio, pitch, gates and modulation each get their own colour (Settings > Cables > Colours)
Duplicate - press F on a module for a copy with all its settings
Module snapping setting - modules line up flush beside or above each other
Redesigned menu - Create, Patches, Scenery, Settings and Help tabs
Settings tab - Sound, Controls, Cables and Display
Interface size - Small, Normal, Large or Larger
Autosave - your patch saves every 30 seconds, the patches tab will hold a restore session button
Mute - press M to fade your audio out while the patch keeps playing for others
Player names - look at someone to see their name, or hold Tab to see everyone's
Hosting options - let guests build or only play the rig, and lets the host remove players
Guided tutorials - Make a Sound and Make a Melody, still a work in progress, feedback welcome
Controller support (early) - right stick turns knobs, bumpers push/pull modules and switch menu tabs
First launch - a sound check: a soft pad fades in so you can set a comfortable volume, then pick where to start
Patches - Save/Load and Workshop browsing under the same tab, and Save updates the patch you loaded previously
Polish - LOTS of small polish across the UI
Latency - the audio buffer sizes itself to how smoothly the game runs (~50 ms, was ~190 ms)
Output - louder by default, volume goes up to +12 dB, backed the limiter off significantly
Recordings - survive crashes, stop after 5 minutes of silence, and show a REC timer
Audio thread - audio runs on its own thread, so big patches no longer drag the frame rate down
Module drawing - off-screen modules are culled, displays draw much more cheaply with the new 2D painter
Labels - labels too far away to read are hidden
Keyboard - redesigned; slide across keys to glide
Pluck - rebuilt: in tune, with more distinct exciters
Joining - the patch arrives complete; knob settings and cables could go missing before
Reset buttons - reset sequencers for every player, not just whoever pressed them
Stopped clocks - stopped Clocks, Sequencers and Euclideans stay stopped after save/load and for joining players
Deleting - no error when deleting a module another player already deleted
Feedback loops - no longer delay everything after them or fill the console with warnings
Engine reverb - removed the ambient reverb an engine update added to the synth output
UI - better performance with lots of modules spawned
Cable flashing - catches every peak now
Cable flicker - cables no longer flicker through modules or jump in front of/behind them
Per-player audio - each player runs their own audio, so LFO/Clock phase and XY Modulator physics (Pinball, Plinko) can differ between players
Controller support - only the beginnings so far
Old patches - module layouts changed, so some cables may sit oddly (they still work)
Save/Load System (FINALLY!)
- Save and load patches locally
- Workshop integration for publishing/browsing community patches
New Modules!
- Pluck (Karplus-Strong string synthesis)
- Bernoulli Gate (probabilistic gate routing)
- Notes (text annotations for patches)
- Noise (White/Pink/Brown, This replaced the noise source in the Oscillator module)
- Slew Limiter (rise/fall CV smoothing)
- Sample & Hold
- Logic (AND/OR/XOR/NAND/NOR gates)
- Envelope Follower
Drum Module
- Added Clap mode
Reverb
- Much improved algorithm, like, so much better.