Fluid Vocal Synthesis System: UTAU .NET front-end

Buck

Ruko's Ruffians
Supporter
Defender of Defoko
Looking good so far.

On the topic of colors: I think a dark color scheme is probably the better way to go for default. In terms of the note color, a variety of options is preferable, but for default maybe just something like green or orange.
 

KNΞMΛTCS

Just an UtaForum user
Defender of Defoko
Thread starter
Looking good so far.

On the topic of colors: I think a dark color scheme is probably the better way to go for default. In terms of the note color, a variety of options is preferable, but for default maybe just something like green or orange.
Yup, gonna roll with a dark theme. And I'm thinking blue or maybe orange notes, as vocaloid uses green.
 

bio

VocalSynth Enthusiast
Supporter
Defender of Defoko
The GUI shouldhave a dark theme!Its easier for people to look at,, and doesn't cause headaches.
Asfor the notes, I say a bluish-grey or greenish-grey colour. Ill show you the hex codes later(PhotoShop likes to lag ALOT!)
 

mangosiryan12

Ritsu's Renegades
Defender of Defoko
idk if this is possible but adding something like online notification for a voicebank updates when u choose a VB would be nice.
sorry i have no experience in programming thingy
 
  • Like
Reactions: bio and Oda Hikaru
F

Fuutari Makku

Guest
this looks really nice! is there the possibility to add something like custom dictionaries or stuff like that for cvvc use? (for english and other languages)
like hello=he el lO
but probabily i'm just dreaming :/
 

abyssalCompiler

Teto's Territory
I have to say, I really like this project so far and wish you luck in completing it!

Anyway, I noted that you said this will be much more compatible with English voicebanks - does this mean that it it will have true VC oto support? And, are you planning on supporting setting aliases in scripts other than English and Japanese?
 

KNΞMΛTCS

Just an UtaForum user
Defender of Defoko
Thread starter
I have to say, I really like this project so far and wish you luck in completing it!

Anyway, I noted that you said this will be much more compatible with English voicebanks - does this mean that it it will have true VC oto support? And, are you planning on supporting setting aliases in scripts other than English and Japanese?
Unfortunately, making "real" VC sample compatibility would mean writing an all new resampler or editing an open source one like some of the world based ones, but programming in C++ isn't my thing (too hard for the mediocre programmer here XD). And I don't know about the alias thing yet (too early).
 

Agentzap0

Momo's Minion
I believe presamp stretches the CV appropriately, then tacks on the VC and blends em. Shouldn't be too hard with custom wavmod, no?

Also, maybe presamp's other features, like the ability to use CV ust on CVVC banks, or VCV on CV?
 

Pupperoni Pizza

Ruko's Ruffians
Defender of Defoko
The problem with presamp-like handling is that it has a tendency to have the VC sample a little too long. This is ofcourse corrected with a presamp.ini file.

So, you "could" have a config file with each VC sample and the proper length. Then have a "priority" set so it knows what samples to favor in condensed areas.

Tbh,
If it uses UTAU's sampler, you could just make it presamp compatible...maybe
 

Info-Chan

SELENA Developer
Tutor
Supporter
Defender of Defoko
This sounds awesome!
[DOUBLEPOST=1433741005][/DOUBLEPOST]
You can do this in the main editor by going to Tools>Option>MIDI, and under the MIDI OUT section, click on the dropdown box and select Microsoft GS Wavetable Synth. Then, make sure the MIDI out Icon is clicked, and you can click on keys amd they will play a piano sound with the pitch you are on.
wait is this available in normal UTAU?
 

Buck

Ruko's Ruffians
Supporter
Defender of Defoko
This sounds awesome!
[DOUBLEPOST=1433741005][/DOUBLEPOST]
wait is this available in normal UTAU?
Yes, its in the UTAU application. I believe you can actually change what sound it plays, but I forgot where that is.

Still, it would be way cooler if it played a sample of the voicebank.
 

Info-Chan

SELENA Developer
Tutor
Supporter
Defender of Defoko
Yes, its in the UTAU application. I believe you can actually change what sound it plays, but I forgot where that is.

Still, it would be way cooler if it played a sample of the voicebank.
ah yeah that would be cool. Sadly the piano roll still makes no noise. Oh well.
 

Buck

Ruko's Ruffians
Supporter
Defender of Defoko
ah yeah that would be cool. Sadly the piano roll still makes no noise. Oh well.
There should be a section in the toolbar called MIDI with three buttons. A record button, a midi in button (that looks like a cable), and a midi out button (that looks like a speaker). Make sure the MIDI out button is clicked. If it still doesnt work idk what the problem might be.
 

Info-Chan

SELENA Developer
Tutor
Supporter
Defender of Defoko
There should be a section in the toolbar called MIDI with three buttons. A record button, a midi in button (that looks like a cable), and a midi out button (that looks like a speaker). Make sure the MIDI out button is clicked. If it still doesnt work idk what the problem might be.
yeah we have different versions of UTAU cause those buttons aren't in the MIDI toolbar for me. EDIT: Wait I found them. Thx
 

KNΞMΛTCS

Just an UtaForum user
Defender of Defoko
Thread starter
UPDATE 6/8/2015:
I haven't readied the next build yet, but I'm doing some more work on the GUI now. Here's what it looks like now:
tEZG7oj.png

Currently it can read the note's length, pitch (vertical axis on roll), and sample name for each note. However, I still need to add:
  • The ability to move or delete notes once they're added to the roll
  • A way to measure the length between each note and create a logical rest (no Utau rests here! :D)
  • A method to calculate beats per minute from screen length. right now note length is just screen length * 4
  • Note quantization (in other words, snapping notes to e.g. a 16 note location/length
But it's definitely shaping up! And for those who want to know what the finished program will look like, it won't look much like that preview at all (hopefully).
 
  • Like
Reactions: Mako and Buck

Buck

Ruko's Ruffians
Supporter
Defender of Defoko
UPDATE 6/8/2015:
I haven't readied the next build yet, but I'm doing some more work on the GUI now. Here's what it looks like now:
tEZG7oj.png

Currently it can read the note's length, pitch (vertical axis on roll), and sample name for each note. However, I still need to add:
  • The ability to move or delete notes once they're added to the roll
  • A way to measure the length between each note and create a logical rest (no Utau rests here! :D)
  • A method to calculate beats per minute from screen length. right now note length is just screen length * 4
  • Note quantization (in other words, snapping notes to e.g. a 16 note location/length
But it's definitely shaping up! And for those who want to know what the finished program will look like, it won't look much like that preview at all (hopefully).

Sweet! Looks epic

So I assume what you would need to do for rests is have it so that any blank space between notes automatically creates an invisible, unalterable rest between them. Then, moving the note horizontally adjusts the length of the invisible rest thing. Correct or no?
 

KNΞMΛTCS

Just an UtaForum user
Defender of Defoko
Thread starter
Sweet! Looks epic

So I assume what you would need to do for rests is have it so that any blank space between notes automatically creates an invisible, unalterable rest between them. Then, moving the note horizontally adjusts the length of the invisible rest thing. Correct or no?
Pretty much. For every spot between notes with a gap, just measure it and then create a special Note object and insert it into the correct space in the Sheet. But the harder problem is getting notes to line up right, as right now you can just "stack" notes one on top of each other vertically and nothing moves them forward where they belong. And of course BPM support is gonna be tricky as I'll need to make a formula to calculate screen pixels to adjusted milliseconds (real fun for somebody who isn't a math genius). The ability to remove notes will be easy to implement, editing a little harder (having to move a bunch of controls around along with moving a bunch of Note objects in an array to match up). Quantization shouldn't be hard, just round to the nearest x-amount of screen pixels. I hope to have the mighty Build Five up in a few days!
 

CarrotJuice

Ruko's Ruffians
Defender of Defoko
so will it be easy to import english utaus into it when its finished or just utaus in genral????
 

Similar threads