Meet the biggest miRack update yet, version 1.60

November 13, 2019

130+ new modules (most notably there are sampler and recorder modules now), user interface, usability, and MIDI improvements in this update.

New Modules

NYSTHI

A collection of 100+ modules. Advanced samplers and recorders, oscillators, effects, utilities and a scope - modules for every need, many of which have visual design you won't find anywhere else.

Geodesics

Unique modules loosely inspired by astronomic events and physical theories. "The goal is just to see how science can inspire us to create new music."

MSM

13 new MSM modules - many of them add interesting new outputs, parameters and modes to standard modules.

Turning Machine and more

Turning Machine by Stellare Modular - a random looping sequencer, based on the amazing Music Thing's Turing Machine Eurorack module by Tom Whitwell.

cf PLAY and PLAYER samplers - these are simple modules when you don't need advanced functionality of NYSTHI samplers.

Notes (found in the end of Basics list) - add short notes to a patch. It's resizable so can also be used as a spacer between other modules.

As always, thanks to all module developers!

App Features

  • Added virtual MIDI port option to MIDI modules to simplify MIDI routing into miRack. Specifically, miRack can be selected as MIDI destination in AUM.

  • Added indication when a module is being or ready to be moved, e.g. after touching and holding for long enough.

  • More predictable module moving, smoother zooming, and other improvements to touch handling.

  • Improved rendering of module lights (borders, antialiasing).

  • Reorganised items in module menus to reduce vertical space they take and to prevent destructive items to be touched accidentally.

  • Module menus (and context menus for module components that provide them) can be shown with double tap in addition to two-finger touch.

FIXES

  • Fixed parameter value smoothing (when adjusting knobs), removes audio artefacts in some cases when adjusting knobs.

  • Fixed Delete menu item missing for "placeholder" modules (e.g. when opening VCV Rack patches and some modules are not available in miRack).

  • Fixed wrong module sometimes being added to the rack after double tapping empty space in module browser.

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miRack + Patchstorage = ❤️

October 17, 2019

miRack has been added to Patchstorage! Patchstorage is a place to share patches, presets and projects for audio and video software and hardware. Please see below for some notes regarding uploading and downloading miRack patches to and from Patchstorage.

  1. As currently miRack uses a folder-based format, you have to zip it first to upload and unzip after download. This is very easy on iOS 13 though, just touch and hold a patch in Files app and compress, then upload via browser. I will move to a file-based in one of the next updates, so this will be easier.

  2. You have to provide an image for each patch you upload, so I suggest just make a screenshot and use it, this is pretty easy too. In future there hopefully will be an API so that Patchstorage will be accessible from within the app.

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miRack version 1.06 is out

October 17, 2019


Valley modules

MODULES

  • Valley - Plateau, Interzone, Topograph & µGraph. Thanks to ValleyAudio and Mutable Instruments for the work and for allowing it to be used in miRack.

FEATURES

  • Home button in document browser to jump to miRack patch folder - on iCloud, if enabled, local otherwise.

  • Audio buffer size configurable in Advanced Settings in Tools menu (Background Audio switch moved there, too).

  • CPU Meter (enabled in settings).

  • Uniformely formatted in-app manuals for modules accessible from their menus and from the module browser. The manuals may not be available for all modules at the moment, this will be addressed in future updates.

  • Quick Help for UI controls - shown on the first launch and from Tools menu.

BUG FIXES

  • Dark Mode issues fixed in various places.

  • Fixed the now separate Sheep module becoming Tides when reset from its menu.

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What’s new in miRack v1.03

October 2, 2019


Patch by VCV Rack Ideas channel

MODULES

  • Added HetrickCV module pack.
  • Modules based on Fundamental plugin source code are now called Basics.

APP NEWS

  • Added support for loading patch files that became archived during sharing.
  • Tweaked pan and zoom behaviour to avoid unwanted accidental zooming when panning.

BUGFIXES

  • Fixed stray lights appearing to the right of Impromptu Modular Foundry module.
  • Fixed Impromptu Modular SemiModular Synth panel not appearing.
  • Fixed Mental Buttons module causing crash when added.

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miRack 1.0 is available on the App Store

September 17, 2019

miRack is a Eurorack-style modular synthesizer. It aims to provide user experience and audio quality close to those of the real Eurorack hardware.

miRack is based on VCV Rack by Andrew Belt and started in 2018 as a fork optimized for single-board computers (e.g. Raspberry Pi), touch-based devices and web. Now it's available on iOS.

The app comes with a growing collection of open-source modules that are being created by third-party developers for VCV Rack and adapted for mobile devices by miRack team.

Supports Core MIDI input and background audio mode.

Newer devices are recommended for better performance. Modules may vary greatly in CPU usage, the size of the patch your device is able run will depend on the modules used.

See previous post for full release notes for the first release. Contact support if you have any issues or suggestions. The first update is already in development and can be expected soon with some bugfixes, new features and more modules.

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Version 1.0 of miRack is finalised and here’s what it will have

September 17, 2019

Module packs (with number of modules): Audible Instruments (16), Autodafe (2), Autodafe Drums (2), Befaco (7), Bogaudio (70), cf (23), Stochasm (1), ESeries (1), Frozen Wasteland (17), Fundamental (18), Impromptu Modular (15), JW (14), Koralfx (7), Mental (25), mscHack (25), MSM (8), Squinky Labs (15), SynthKit (13).

VCV Rack users should be familiar with all of these module packs, others can follow the links to see what they contain.

Core MIDI input and background audio. You can connect a hardware MIDI controller or another iOS app. MIDI works the Eurorack way - instead of assigning MIDI controls directly to knobs and sliders, you use one of the MIDI input modules and wire it to CV inputs of other modules.

What to expect in the upcoming updates:

  • More modules. The modules listed above is just the first batch.

  • CPU meter. miRack is pretty CPU-intensive, so it's good to know how close to the hardware limits you are.

  • Undo / redo 🙂

  • Different colours for cables. This was removed long time ago for performance reasons, but shouldn't be a problem now.

  • Multitouch support. Currently you can simultaneously operate only one on-screen module control.

  • Audio recording module / IAA / Audio Bus support. This is the most requested feature and I'm investigating the possibilities of getting audio out of miRack without compromising its performance.

  • Multichannel audio output. Currently only stereo output is available but adding more channels is planned and requested for interfacing with Eurorack modules like ES-8.

Known issues:

  • VU meter doesn't work in Befaco Spring Reverb module.

  • Bogaudio Analyzer / Analyzer XL modules seem to have issues and may or may not work for you.

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miRack is coming to iOS

September 13, 2019

miRack started as a fork of VCV Rack - a Eurorack-style modular software synthesiser. The goal was to fix the performance issues, add multithreaded audio processing (which VCV Rack didn't have at that time), and ultimately to make it usable on single-board computers like Raspberry Pi and ASUS Tinker Board. This version is available at mi-rack/Rack GitHub repo, along with a web version that was made available later using Emscripten technology. I even tried prototyping some hardware that would be based on Tinker Board, have a touch screen and some number of encoder knobs to be mapped to virtual knobs on screen, but that project didn't go very well.

However it was clear that a touch screen is much better suited for dragging virtual cables between modules and for using knobs and other controls than a mouse, and also that there's no need to build hardware when there are iPads with big screens and fast CPUs.

Unfortunately, due to a mistake during early performance tests (which made them show performance on iPad worse than on Tinker Board), I abandoned that idea. Only recently I fixed the error, redone the tests and started porting miRack to iOS.

Now the work is done, and miRack will soon be available on the App Store.

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SoundGrid is back on the App Store

June 9, 2019

SoundGrid was one of the first matrix sequencers for iOS, released back in 2009. I haven't updated it in a while (well, for many years, that is). Several times I was going to publish an update but never had time because doing it properly would require not just updating for the new devices and screen sizes, but also supporting inter-app audio, MIDI and other stuff that didn't exist back then.

Recently looking again at all the tracks people shared within the app and published on SoundCloud, I thought it would be a shame if all that go to waste. So I decided to make SoundGrid available on the AppStore again at least in its original form without any new features if I don't have time for them. And so I did.

Also here's an old playlist with some of the tracks composed in SoundGrid, more can be found using this search.

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May 17, 2019

A screenshot to demonstrate the map rendering improvements I mentioned in the last post.

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Application version 2.12 and other news

May 14, 2019

Dwarf Fortress Remote for iOS version 2.12 has been released. This update fixes a crash when trying to change settings of a siege engine building. Also you can now configure how many announcements are visible at the bottom of the screen at once and how fast they scroll. And lastly, it fixes a problem on iPads where the game is not paused when you navigate away from the map screen to other screens (this could have caused random issues because of the game state changing when it's not expected to).

Now on to the other news. As everyone probably heard by now, Dwarf Fortress is coming to Steam with enhanced graphics and professionally made tileset. This means big changes both for TWBT and for DF Remote. Hopefully the game will have all of the TWBT features out of the box so the latter won't be required anymore, which is good as I lately didn't have enough time to work on in anyway.

For DF Remote it's a bit more complicated. Obviously, it will need to be updated for all the internal graphics-related changes in DF code. But also all the same graphics features will have to be added to DF Remote application so that it does not look any worse than what people get on desktop (which so far was a simple thing to do). I won't be able to use the official tileset as it will only be in and for the paid Steam/itch.io version, and I don't expect there to be as many community tilesets as there are now if the official one will be good enough. So a new tileset will have to be created specifically for DF Remote.

It's still a long way until it all happens, but already I feel it's time to improve both graphics in the application and its user interface.

First of all, DF Remote application will get most of the remaining TWBT features it doesn't yet have. This includes "multilayered" rendering where item, building and unit tiles have transparent background and rendered on top of the floor tiles instead of replacing them. And also the ability for items and buildings to have certain parts of their tiles not affected by their material colour (in other words, pillows always stay white and weapons on weapon racks don't get wooden colour). I decided not to implement full support for TWBT overrides but the will be a lot of fixes and additions to the tileset (meaning the default Spacefox tileset).

As for the user interface, I started with improving usability in iPad, but then implemented what is going to be the main change - a fully configurable map screen UI. All of the buttons and menus that appear on the map screen will be described in an XML file, so that they can be repositioned, removed, or new buttons and menus added. If you ever wanted to move stuff around or to have extra buttons to quickly open certain screens, switch to certain designation mode or place certain buildings - you will be able to add them.

Another UI addition is "shortcuts" - buttons for frequently used building actions that appear next to OK/Cancel buttons when a building is selected. For example, to lock/unlock a door, pull a lever or to resize a room without opening a full building information screen.

Last but not least, I do remember that the world information/missions screen is still unavailable, and I am working on it too.

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