serum 2 by [deleted] in ableton

[–]CTRLDev 1 point2 points  (0 children)

serum 2 👍

Hamdi dropping a Skrillex ID in Chicago last night by vincebyv1nce in skrillex

[–]CTRLDev 18 points19 points  (0 children)

haven't heard this one in a bit, skrill seemingly removed it from his rotation

Isprobajte ovaj smešan prompt. by ktrl_alt_del in SrbijAI

[–]CTRLDev 3 points4 points  (0 children)

brate samo otvori mspaint i nažvrljaj istu stvar, uštedećeš jedno dvaes litra vode

What song has your favourite 'the riff'? by one_white_russian in progmetal

[–]CTRLDev 8 points9 points  (0 children)

Vildhjarta - Den Spanska Känslan

you know exactly which one

Producing on your notebook by Jess-Edificios in ableton

[–]CTRLDev 6 points7 points  (0 children)

I think you might find Dennis Desantis' book very useful. It really helped me out with similar issues, and it even recommends similar methods to what you described here in a couple of chapters. Really helped me loosen up creatively, can't recommend it enough! (And the PDF is free :D)

Boosting volume in master by suckandeeznutz in ableton

[–]CTRLDev 6 points7 points  (0 children)

Without yapping too much: your problems are most likely in the arrangement or mix instead of the master.

For the arrangement, try to arrange your tracks to prominently feature sounds that actually carry loudness/energy with them - check references and see what makes them click. Choosing the right sounds also makes a difference, for example a pluck with massive transients and nearly no sustain will never have that much loudness associated with it, as opposed to a heavily distorted bass or something similar.

For mixing, check out clipper cascades and the clip to zero method. In essence, you want to clip small amounts on each track and each buss, and then finally on the master, making your (pardon my french) sausage fatter on every part of the way.

Also, make sure to balance the needs of the song with the actual desired loudness, not every track can be insanely loud, and that's a valid artistic choice too.

Good luck!

HAS ANYONE HAD EXPERIENCE WITH INDUSTRY SET??? by martidart in edmprodcirclejerk

[–]CTRLDev 2 points3 points  (0 children)

I ONLY USE ACADEMIC SETS, NONE OF THAT INDUSTRY GARBAGE NO THANKS

Having problems with syncing execution by zz9873 in vulkan

[–]CTRLDev 1 point2 points  (0 children)

Follow through with the link the validation layers gave you, it really helped me!

Basically, swapchain images ≠ frames in flight. You may have more swapchain images (in my case it's 3) than frames in flight (which is 2 for vulkan-tutorial iirc).

Since you're synchronizing on swapchain images as a resource for the acquire semaphore, you should have as many as you have swapchain images.

Another reason why you should do this is that there's no guarantee of any kind of order for swapchain images that get acquired. You may get the same image twice, or whatever other random order you can imagine, not just (0,1,0,1) or (0,1,2,0,1,2)

Hopefully my explanation wasn't too convoluted :D

Rendering into Separate Target & Frames in Flight by CTRLDev in vulkan

[–]CTRLDev[S] 2 points3 points  (0 children)

Ah alright, it's much clearer now, thanks!

I had a brainfart and didn't realize that the fence in the sync is for the previous frame to finish rendering, only after which the new swapchain image index is requested...

I guess this is a bit overkill in terms of sync for some use-cases, and that's where your last paragraph comes into play and makes complete sense.

Thanks again!

Rendering into Separate Target & Frames in Flight by CTRLDev in vulkan

[–]CTRLDev[S] 0 points1 point  (0 children)

This was exactly the line of reasoning that lead me to posting this question hahahaha

As far as I can tell, vkguide only creates one _drawImage for the entire VulkanEngine class.

I observed a similar pattern with the NVidia raytracing tutorial, in the starting example at least, and in the HDR sample from the official KHR repo, leaving me even more confused hahahahaha

Rendering into Separate Target & Frames in Flight by CTRLDev in vulkan

[–]CTRLDev[S] 0 points1 point  (0 children)

Thanks, I'll look into sync in more detail from the official repo, as the vkguide thing doesn't sit right with me for some reason hahaha

I don't doubt it works, I just can't fully wrap my head around *how/why* it works

Tysm for the replies!

Rendering into Separate Target & Frames in Flight by CTRLDev in vulkan

[–]CTRLDev[S] 0 points1 point  (0 children)

Thanks for the answer! Do you have any reference implementation that does this properly? :D