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1.Any way to force Synchron Harp to open in "chromatic" mode? 2/6/2022 5:04:42 PM

Thanks - but when I right click I don't get the "set default" selection like you show in the image you attached.  See attached image.

How do I enable that option?

Thanks,

rgames

2.Any way to force Synchron Harp to open in "chromatic" mode? 2/4/2022 7:51:13 PM

I have a standard orchestral template that I load up every time I do an orchestral track and it includes the Synchron Harp.  The harp always loads in "Pedal" mode but I always use it in "chromatic" mode.

I almost always forget about that fact so every time I start playing the harp I get weird notes and I remember that I have to find the the player for the harp, open it and change it.

How do I make it default to "chromatic" mode so I don't have to change it every time?

Thanks,

rgames

3.Sync-ized Dim Strings - many more crackles than other libraries when using time stretch 1/17/2022 8:32:57 PM

I discovered today that the Synchronized Dimension Strings put much more strain on the system than the other Synchron libraries I have (Strings Pro, Strings Elite, WW, sync-ized WW).  With the other libraries the time stretching is perfectly manageable but not so with dim strings.

For example, I have two mics active for the flute and I can leave time stretching on and play fast stacc notes just fine (say, 1/16th at 120 bpm).  But the same line with two mics on in Dim strings is unplayable.  So it's the same number of mics playing - why would there be a huge difference in performance?

There must be an option somewhere that I'm missing in the Dim library.

Any ideas out there?

Thanks,

rgames

4.Synchron Player - Stretch On Keyswitch? 1/17/2022 8:26:48 PM

+1 to make it an option to turn off/on via MIDI. I discovered this same limitation today.

It's even more demanding when you have it enabled for a bunch of instruments that don't need it...!

So having the option to turn it on via MIDI seems like a logical approach.  Why wouldn't you do it that way?  As it is right now I tab over, find the instrument that needs it turned on and turn it on with the mouse.

So... what's the difference in doing it with MIDI?

5.Is this a Synchron Player bug or am I doing something wrong? 1/4/2022 8:49:20 PM

OK I think I got the hang of it now.  It was definitely befuddling for a while.

I think the key for me was the realization that the titles at the top of each "dimension" are, in fact, a key part of the logical structure.  When I started out I thought they were arbitrary and the logical structure was determined solely by the geometry of the tree.  I understand why VSL does it that way - it makes sense.

Another source of my confusion was the "click away and back" behavior that reveals how those links work.  In other words, if I copied/pasted something that had a link to another part of the tree it wasn't revealed until I clicked to some other part of the tree then back to where I pasted. So, for example, I'd paste something in and the controller would say "Dim ctrl D" or whatever but then when I went back to it it was changed to "Dim ctrl A" or whatever.  So I'd check it when I created it and made sure it was correct but then when I went to another part of the tree it was changed to something else in the background.  Sneaky... and befuddling.

In general there are some weird GUI behaviors like that.  For example, when I change a CC value the entire window disappears behind whatever window is beneath it and I have to alt-tab to get back to it.  That's weird.

I still don't completely understand the group editor box but I don't think I need to mess with it now.  So I'll add that to the unexplained mysteries I've encountered in life.

But thanks for the replies - I finally figured it out.  It's quirky but it does appear to work.

rgames

6.Is this a Synchron Player bug or am I doing something wrong? 1/3/2022 10:07:20 PM

OK - I see now that the group name changes to the dimension name + cell name once you add a dimension name.

I think the bottom line is that I just don't understand what the group identifier does.  I have groups that have the same name that are *not* linked and groups with different names that *are* linked, which seems to be the opposite of what the groups are supposed to do.  And then there are a bunch of cells where the names and links behave as I would expect.  I guess I'm just expecting the wrong behavior :)

For whatever reason I just can't customize the VSL-provided presets without getting weird links between totally unrelated parts of the tree.  They seem to work fine as provided but as soon as I start moving things around it all goes to crap!

When I start from scratch everything works perfectly fine.  So I guess that's what I'll have to do.

Thanks,

rgames

7.Is this a Synchron Player bug or am I doing something wrong? 1/3/2022 5:02:26 PM

Originally Posted by: Paul Go to Quoted Post

Hi, 

You cannot delete group links and there are no "delete all groups" or "disable groups" options available, as the logic is very important for the preset structure.

Groups are a very helpful part of preset building and once they are established, there are also some automation features that make it easier to work with all the options. 

My suggestion: Create a new group and assign the slots you want to edit to new groups (Click "Edit" and enter a group name). If you don't want any slots linked, simply use one group per slot. Fantasy names are fine :-)

Best, 
Paul

Hi Paul - did you see my reply to your first post?  It's my second post in this thread.  It shows that I did change the group name and the names are, indeed, different.  But they're still linked.

Maybe I'm not changing the name on the correct cell?  I've tried changing all kinds of names in all kinds of places and I still have issues with weird links.

Can you point me to an example somewhere, or where I can find the info in the manual?  I really don't understand what these groups do.

FYI I only have these issues when I try to modify the VSL-provided presets.  When I create my own, the group names are all blank and they work just fine!  So, again, I don't understand what the groups do other than confuse the heck out of me...!

Thanks

8.Another confusing Synchron player behavior (I won't call it a bug...) 1/3/2022 2:43:35 PM

Hi Ravez - thanks for the reply.  However, my experience is that my issue is with the group links, as Paul noted in the other thread.  I checked and I have several dimensions with the same name and different controllers and they work fine.  Honestly I don't pay attention to the titles at the top of each column.

I'm building my template by modifying the VSL-provided presets so some of the names don't make sense.  But that's not the source of my problem.  My problem is that the VSL-provided presets have pre-defined group links that I can't seem to get rid of.

At any rate, let's let this thread sit.  The other thread is my real problem.  But I can't figure out how to delete this thread... just like I can't figure out how to delete the group links in the Synchron player.

9.Another confusing Synchron player behavior (I won't call it a bug...) 1/3/2022 5:20:38 AM

OK nevermind on this one - it's because they shared CC5.  But I didn't set CC5 for the XFades level - it got was set automatically when I changed something in some other part of the tree.

I have a separate thread asking how to solve that problem.

Gotta say, I think Synchron player has some potential but I'm just not getting the hang of it...

10.Another confusing Synchron player behavior (I won't call it a bug...) 1/3/2022 5:12:50 AM

I keep having problems when I click on one cell it moves me to another cell in the next higher level.

For example, I have a "Xfades" level that has "Regular" and "Slurred".  Then for each of those levels there's a sub-level with "Senza Vib", "Regular Vib" and "Molto Vib".

If I have the "Regular" cell selected then I can click on the "Senza Vib" and "Regular Vib" sub-levels and they get selected.  But if I click on the "Molto Vib" cell under "Regular" then the "Regular" level moves to "Slurred".

So the upshot is there's no way to select the "Molto Vib." below the "Regular" cell.

I'm attaching some images that will hopefully explain what I'm talking about.

Anybody know of a way around this issue?

Thanks

11.Is this a Synchron Player bug or am I doing something wrong? 1/3/2022 4:17:57 AM

Friendly bump - I still have all kinds of issues with groups.  It's taking me forever to set up a template because things are linked to each other and I can't figure out how to delete the links.  When I change something in one part of the tree something changes in some other very distant part.  It's very frustrating and time-consuming...!

Is there a "delete all groups" or "disable groups" option somewhere?  I don't want to use any of that functionality and it's causing me a lot of headache.

Thanks

12.Is this a Synchron Player bug or am I doing something wrong? 12/20/2021 9:40:35 PM

OK - one says "Type | Fluttert. marc." and the other says "Type | Marcato".

So aren't they in different groups?

I changed the name of the groups to different names that are also different from each other but they're still linked.  When I change one, the other still changes.  New images attached.

Is there any to turn off the linking without changing the group name?  Changing the group name seems to have no effect.

Thanks

13.Is this a Synchron Player bug or am I doing something wrong? 12/20/2021 8:34:13 PM

I am setting up custom articulation sets using the Synchron player and I am running into odd issues where a change on one part of the tree changes something in a total different part of the tree.

For example, I have a set of artics for the brass that includes marcato long notes w/ a vibrato crossfade.  I want the crossfade assigned to CC4, which I have assigned to Dim Ctrl C.  I can assign that no problem.

However, if I then assign a flutter+marc overlay under a different part of the tree (see below) and set the control to "none", the marcato longs then also change to "none" (also see below).  They're in a completely different part of the tree and I can't figure out why they would change.

More importantly, I can't get both controls to exist at the same time.  When I change one, the other changes to match it.  So there's no way I can figure out how to use CC4 for the marcato long vibrato xfade while also using no crossfade on the flutter+marc overlay.

This has to be a bug, right?  Or am I doing something wrong?  Hopefully this makes sense - it's complicated...

Thanks,

 rgames

14.Synchron Perc III presets and patches missing in player 12/12/2021 5:03:36 PM

OK thanks.

I installed the latest eLicenser and rebooted and that seems to have done it.

Interestingly, I had to reboot before the eLicenser update would run.  It said there was something running that was using the license but there were no apps running.  So there must have been some rogue process that was messing with the licenses.

Anyway, seems to be working correctly now.

Thanks,

rgames

15.Synchron Perc III presets and patches missing in player 12/12/2021 9:13:12 AM

I just purchased the Synchron Perc bundle and everything shows up fine except for the Perc III presets and patches: they're missing.

I confirmed the license is on my dongle and the files are installed in the specified directory but none of the Perc III presets/patches appear in the player.

I re-downloaded and re-installed the Perc III files but that didn't fix the problem. I also deleted all Synchron Percussion directories from the database and then re-added them.  As before, the Perc I and II presets/patches appeared just fine but the Perc III presets/patches are still missing.

Anybody have any ideas on what do do?

Thanks,

rgames

16.Which version of VE Pro 6 works with Synchron Player? 8/10/2021 3:08:15 AM

I understand that support for VE Pro 6 has ended but from what I can see on the forum there were some versions that were compatible with the Synchron player.

I have the latest version installed but the Synchron player does not appear.  Prior to that I was using 6.0.??? and it didn't work with Synchron player either.  All of my directories are correctly specified in VE Pro so it appears that somewhere between 6.0 and 6.5 there was a version that worked with the Synchron player.

So - which versions of VE Pro were compatible with Synchron player and where can I get them?

Thanks,

rgames

17.Average rate of dropouts when using VE Pro over network? 12/10/2018 3:02:03 PM

Friendly bump!

Anyone have current recommendations for network hardware to get < 10 ms total latency on 2-3 machines using Ethernet?

As mentioned in the first post I've tried both onboard Intel and separate Intel CT Desktop cards (https://www.amazon.com/Intel-EXPI9301CT-Gigabit-Desktop-Adapter/dp/B001CXWWBE) and I just can't get low latency like I had a while back.  I've also tried three different gigabit switches (Netgear, Linksys and Cisco).

Thanks,

rgames

18.Average rate of dropouts when using VE Pro over network? 12/1/2018 2:42:07 PM

Originally Posted by: patmaddox Go to Quoted Post

I use VEP on a single machine, so I'm not in your situation.

But, I get crackles whenever my WIFI is on. Disabling WIFI clears it up for me.

Yes - good point.  WiFi can be a cause of such problems.  I should have mentioned that mine is disabled so it's not the problem for me.  But thanks for the reply!

Anyone else have any ideas?

Thanks,

rgames

19.Average rate of dropouts when using VE Pro over network? 11/29/2018 4:33:31 AM

I've been running VE Pro over the network for years and it used to run just fine all day with no dropouts.  But over the past year or two I've noticed that my dropout rate is now something like 20 per hour.  By "dropout" I mean a click or pop or crackle in the audio that causes an ASIO spike in Cubase.  The frequency varies of course but it's definitely worse now than it was five years ago.

Of course my hardware and software have changed and I've just dealt with it but I decided to see if I can get back to the zero-dropout setup I had five years ago.  I'm running the latest versions of VE Pro and the behavior is the same in both Cubase 9.0.40 and 10.0.  I have a master and 2-3 slaves (depending on the project).  The spikes are not affected by buffer sizes on the sound card or VE Pro.

The problem is definitely related to VE Pro because I can disconnet all VE Pro instances and the project will sit there for hours with no spikes.  So it's clearly not a problem with the master machine.  But as soon as I connect a VE Pro instance over the network I start to get spikes on the ASIO meter at the rate mentioned above.  They're not constant but they are annoying when they appear every few minutes.  And they didn't use to occur so it seems I should be able to do something to make them go away.

Here's what I've tried:

- Put all machines on a dedicated network with a dedicated switch and no internet connection (my old setup that had no problems used a router that handled all internet traffic including WiFi)

- Used on-board Intel and dedicated Intel gigabit network adapters

- Disabled power saving features on the network cards

- Disabled interrupt moderation on the network cards

- Set interrupt moderation rate to off on the network cards

None of these changes has any effect.  The droput rate is the same.

So here's my question: is anyone getting zero dropouts with a 2-3 machine setup that uses VE Pro over Ethernet?  Maybe that's just too much to ask these days - I don't know.

If not, what else might I try to get back to zero dropouts?

Thanks in advance,

rgames

20.Memory unloading problem after switching to VEP 6 12/27/2016 2:09:11 PM

I seem to recall discussion of this issue a few years ago but I'm not sure if there was ever a solution.

I have two Win10 slave machines and both will load up my VE Pro instruments then, after 5-10 min, spontaneously unload a large chunk of memory.  I hadn't notices this behavior until switching to VEP 6 (I recently upgraded from 5).  For example, one slave loads up to about 45 GB of VI Pro/Kontakt/EW Play instruments then quickly drops down to 36 GB after a few minutes.  You can load up the Windows Task Manager and watch the memory usage - rising during load, flat for 5-10 minutes then a 9 GB drop over about 10-20 seconds.

The problem is that I'd like to load some more samples on that machine but I start to get crackles/pops if I load it up more at the start, presumably becuase it's starting to run out of memory.  So I'd really like to have that extra 9 GB available.

Any thoughts on what to do about this odd behavior?  As I mentioned, I never noticed this with VEP 5 but my switch to 6 also corresponded with adding some new libraries and increasing my RAM usage.

Thanks in advance,

rgames

21.Will VE Pro check for updates automatically? 1/26/2013 1:18:58 AM

+1 to Jeff's comment - I'm in eactly the same boat.  I boot up my slaves and never look at them, so having a dialog box sitting there waiting for a response is a big pain.  Projects hang when you try to load them...

Please provide the option to disable the update check.  I'm surprised there aren't more comments about this - lots of folks never touch their slaves.  This behavior forces us to do so.  It's annoying!  Stop it!  :)

rgames

22.Every few days, VEP5 hangs on load on master and two slaves 12/17/2012 3:55:40 PM

This started happening when I upgraded to VEP5.  Every few days, the 64-bit VEP5 server hangs when loading my metaframes on three different machines (one DAW and two slaves).  They all happen at exactly the same time, so it seems that the software is doing some type of scheduled activity that causes it to hang up.

I had been running the earlier versions of VEP on those machines for about 18 months with no issues.

Any help?

Thanks,

rgames

23.Dimension Strings - How to create separate Vln I and Vln II sections? 11/28/2012 4:56:25 PM

Looks like someone else tried to ask this but the post is blank.

If I want a Vln I section with 8 players and a Vln II section with 8 players, I will, of course, have a phasing problem in unison lines.  How are folks dealing with that in Dimension Strings?  Is there any way to do the old transpose trick?  What other processing are folks using to get around the phasing issue?

Thanks,

rgames

24.Installed latest VE Pro 4 and VI Pro 2 - old template won't load, can't see VI Pro interface 11/24/2012 5:13:05 PM

Well that's a bummer.  I guess VEP 4 has been around for a while... I did the VEP 5 upgrade and, indeed, it works fine.  Too bad I have no interest in the VEP 5 added features :)

For anyone else who comes across this thread, I down-graded to the previous VE Instruments Pro 2 version and it worked fine in VEP 4.  My guess, though, is that we won't see any more support for VEP 4 past that one, so anyone on VEP 4 who wants VI Pro updates will have to go to VEP 5.

rgames

25.Installed latest VE Pro 4 and VI Pro 2 - old template won't load, can't see VI Pro interface 11/24/2012 5:56:43 AM

Bought dimension strings and did the latest updates for VE Pro 4 and Vi Pro 2.  Now I can't load my previous template and I can't see VI Pro 2 interface when I click on a VI Pro 2 channel.

I can load the VE Pro 4 server (64 bit) and add a new instance.  I can then add Kontakt and Play channels with no problem but when I click the "Add VI Pro Channel" button, I get a new channel but I can't see the interface - it stays stuck on the mixer view.

I installed VE Pro 4 first and VI Pro 2 second, if that matters.

Any help?  Really looking forward to using DS, and the rest of my template...

Thanks,

rgames

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