Go contact itch.io support or talk to the discord server about it. For mac anyways please pleas mac i literally showed goose to all my friends and now i really really want a medow please mac mac mac os mac os ac os mac mac mac mac os mac os thank u sm u literally gave life to my computer ok bye dont forget to get it on mac please. 2014-08-31: Faster Fast Fourier Transform 2012-09-23: Spek 0.8.0 Released 2011-08-17: Spek and Lion 2011-04-24: Spek 0.7 Released 2011-03-16: Spek status update Contribute. Spek is free and open source software licensed under GPLv3. The project is written in C, the code is available on GitHub. Report bugs and request new features on the issue tracker. 46,501 likes 90 talking about this. Portail des communes de France: nos coups de coeur sur les routes de France. Les infos, chiffres, immobilier, hotels & le Mag https://www.communes.com.
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Good Demo (played 1.0.4).
Exceptional work on the letter-tile layout. I tried everything reasonably possible for comical effect. Liked the shake, mouse-tail and any of the animated UI effects. A+ character blinking.
In terms of feedback, the ending could use a bit of punch towards what is to come. It sets up the premise and mechanics well, but I wasn't left with a 'I gotta know what happens next' kind of feeling. A stinger or preview might help (especially if crowdfunding is coming, with the demo as a tool).
Also, using the 'X' button to clear 'words-in-progress' wasn't ideal. I tended to try and click on preselected letters in order to 'de-select' or 'go back to' certain letters in my 'word-in-progress'.
Finally, a real nit-pick, a still image of everyone at the séance table might help pull people into the illusion. Thinking along the lines of Ace Attorney's courtroom shots with all the characters in frame. Seeing the constant table turn left me with this uncanny valley feeling of 'is there 4 or 5 people at the table'.
Thanks for playing! Happy to hear my 'make almost every English word a valid response' shtick didn't go to waste.
Un-select is coming - it just didn't make it in time for this first demo; the 'X' was something of a stop gap. I'm also thinking about what other content can/should be shown in our second demo to give a better idea of what's coming later in the story, though I'm not 100% decided as there are some budget considerations here.
Absolutely lovely so far. Really great, clear characters that won me over pretty fast. Only Molly ended up a bit forgettable. The dialogue was interesting, with enough held back that I got found myself dropping into a puzzle solving mindset pretty quickly. Being able to hear their 'thoughts' added an extra dimension that was appreciated beyond the hints for the puzzles.
The puzzles themselves were very straightforward. I spent some extra time hunting through the boards for alternate words, but the words I ended up picking each go got accepted without any issues. The narrative structure around the puzzles gives them a really weird feeling - like, the player is almost definitely an impostor here, providing the answers we're allowed to provide by the board. I'm not sure what to take from that. Is it that Zarah sets up boards knowing the answer that'll be possible? Is it that we're supposed to be Eli? It was definitely intriguing. Even in the short segment, I felt a bit guilty deceiving the characters!
I didn't have any issues with running the game, and my machine is on the older side. All the transitions seemed smooth. Only technical feedback:
- The sound when you hover over a letter is harsh and unpleasant, particularly when held
- When the game window is behind another window, hovering the mouse over the locations the UI elements would be triggers their associated sounds
- The screen shake seems very wild, and the mouse-trail in particular creates a giant jagged mess that looks unintended.
Looking forward to see where this goes!
Glad you had fun! This feedback is great, too; you're not the only person to mention the shaking and hover sound are more noticeable/harsh than I'd anticipated. I'll have a look!
I finished the demo, here's my feedback:
Overall? I liked it! I look forward to the full game.
I played the 1.0.2 Windows version and I did run into two bugs: At various points the screen would start shaking incredibly wildly and I'd need to wait for the shaking to simmer down before I could proceed again, this seemed to happen whenever the game made a loud thwack sound and I assume there is meant to just be a minor screen shake instead. This even happens during the post-séance scene at the café.
The game would sometimes also take incredibly long to load the next scene, AFAIK this happens every time the background art changes, like after the séance, when Cass takes a picture, or when Tessa leaves the café. It's load eventually, but it took a very long time.
The writing in the game reminds me more of AA than the ZE series. Tessa being the skeptic prosecutor/defense attorney, Ari the defendant, Cass and Molly as quirky witnesses and Zarah as the... judge? This isn't a criticism, I like both ZE and AA myself, so the sense of familiarity was a good thing for me. I'm sure things will be more divergent as more and longer cases are added, the ending of the demo certainly gives me the impression it will.
The journal is a nice feature, mostly for the flavour aspect. It helps with getting more in Tessa's headspace.
It was fun trying to look for silly inputs to give when the cards appear on the table, I'm very glad there was a reaction for 'POG'. There was one bit where there were a lot of 3-letter words you could form, and only some got a reaction. I'm not sure if I just ran out of Zarah's patience for my antics or only some combinations yield a special result. Generally the hardest solutions were the shortest words.
The section where there was no right solution had me spending more time than I wish I had spent looking for a word to form, I wasn't expecting the game to make me 'present evidence' without me having the proper evidence to present.
Tessa is best girl.
Glad you had fun! AA was definitely a bit of influence here, so I'm happy to hear that shone through.
If you don't mind answering a few questions (which could help get to the bottom of the technical issues):
- Did the game seem like it was chugging, or did performance seem relatively normal other than the long pauses/shakes?
- Maybe weird one, but did the 'text speed' slider in settings work for you? Would you say the text was unnaturally fast/slow?
Feel free to respond here or Discord/Reddit; whichever you prefer.
Other than the pauses and shakes, the performance was normal. Nothing going too fast, slow or being choppy.
I didn't actually adjust the text speed slider, the default speed seemed alright to me. The only option I adjusted was turn down the master volume to about 80%.
A friend of mine also played the game, and for him turning off flashing effects and table rotation seemed to help with the long pauses.
Thank you very much! That's going to help narrow it down. I'll make the pauses skippable in the next build in case any one else runs into this.
Some feedback:
Under 'Features,' you call this a 'kinetic novel.' My understanding is that this term is for visual novels with no branching paths or interactive elements, which I don't believe applies to this game. You probably don't want to give people the wrong idea.
You might want to add 'Interactive Fiction' as a genre for this game. All visual novels inherently fall under that category I think, but you probably want this game to show up for people searching by the 'interactive fiction' genre specifically.
The text speed setting doesn't seem to work. It's painfully slow and can't be made faster. Also, the settings controls are not very responsive. The game as a whole seems to be rather laggy.
I did encounter issues with the journal. I didn't see any changes to it after the final update notification for it appeared, and I tried flipping through it to see if the update was on a previous page, but the lag was really bad. And once I tried using the First and Last buttons, then any of the navigation buttons made the page stick to the mouse in its turning animation, without being able to release it. Things got more messed up from there.
It's common convention for text history to be triggered by scrolling up. I would suggest implementing this for your game for ease of use.
Hey, thanks for the feedback (and thanks for playing)!
Regarding the technical issues (in general), were you playing on Mac or PC? I've been getting some reports from Mac players that the text speed option isn't working, so it'd be nice to isolate that if possible.
And noted regarding the tags; I'll get those fixed up. I always took 'kinetic novel' to mean 'no major branching' but hey, I'm probably wrong!
I hope you had fun in spite of the issues!
I'm playing on a PC, actually.
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I did enjoy playing, even if the lag and text speed issues dampened that a bit. I'm interested in seeing the rest of the story, though it'll be hard to retain that interest if there are really long gaps between releases.
The game description says it's broken up into 'five huge chapters,' and this demo is the entire first chapter, I take it? But it didn't feel 'huge' at all, to be honest. It seemed like it barely scratched the surface of the full story. A lot of it was just predictable dialog, and I even anticipated that the death was an accident as soon as 'snag' was communicated. It seemed strange that no one even considered the literal meaning until later on. Though I suppose Zarah (intentionally?) steered them away from that conclusion. The tree branch being broken was also immediately obvious, at least to me. Hopefully the future chapters are less predictable.
It does feel like the game is setting up some interesting reveals, at least, with the way Cass seems so unbothered by their friend's death and apparently hadn't spoken to anyone in a while, or the mentions of Elise's bad home situation, or how the DnD party includes an unaccounted-for rogue or paladin (whichever one Ari isn't), or how Zarah was thinking that Tessa doesn't know her friends very well (though no idea what she's basing that off of, or why she was opposed to the suggestion that the death wasn't suicide). If any of these were given explanations, then I guess I missed them.
However, I feel like there's a disconnect with the core game mechanic. We're playing as the spirit being called, but we don't have any of the knowledge the spirit is supposed to have, and we have to guess at the answers based on the options the spell cards give us and the character thoughts. The former makes it seem like Zarah (or some other force) is directly manipulating what the spirit is saying, or at least can say, which doesn't seem intended, and the latter makes it seem like we're not the intended spirit at all, and are simply providing believable answers because of an unanticipated thought-reading ability.
The latter might be an interesting twist, and the possibility of it being the wrong spirit is even mentioned, but you'd think Zarah would be aware that spirits could read thoughts and fake identity that way (or does she in fact know and is misleading everyone?), and we're not presented with any possible motive for a different spirit to do this, especially if they're only supposed to be able to be contacted once. If you really are meant to be playing as the intended spirit (Elise in this case), then it just doesn't feel very much like we are. Giving the spirit (you) some internal dialog would certainly help with this, but I have to assume there's a reason you didn't include this.
Another thing is that it can be frustrating to be given a board of spell cards and not know if you're wasting time trying to find an answer because you're actually locked into giving no valid answer, due to plot-required noise or the question being faulty. Hopefully that doesn't keep happening throughout the game. I also don't understand why some words were underlined even when they didn't seem to relate to any spell card answer options or journal entries. One example that comes to mind is 'crack,' from Tessa's thought.
Sorry if I'm being too critical. Hopefully you find this feedback helpful.
Nope, this is great! All appreciated. Dang, PC huh? I don't think an itch comment thread is the best for troubleshooting, but I'd be interested in knowing your OS/specs in the Discord.
One thing I might ask you, though, is to maybe move the spoilery bits 'below the fold' of your comment (or move it to the Discord, even), just for anyone who hasn't yet played.
Regarding the story/structure/plot devices, I obviously can't say too much about this until the full game is out, but I don't think you have anything to worry about. Think of it like a Phoenix Wright game, if that helps: early chapters are shorter, simpler, and have mysteries that are easier to deduce, but grow in length and complexity over the course of the game.
January 29th 2020 : The plugin probably doesn’t work by default in macOS 10.15 (Catalina.) I currently have no plans to test, debug and fix that. (I don’t have Catalina or the needed development tools installed on my Mac.) You can still try if it happens to work, of course. Unfortunately, it’s likely that going forward my softwares won’t be compatible with Apple’s latest operating systems. 😦
(February 26th 2019 : updated to version 1.2.4)
PaulXStretch – VST2/AU Plugin for extreme time stretching and other spectral processing of audio
This plugin is based on the PaulStretch algorithm. (Paul’s Extreme Time Stretch, originally developed by Nasca Octavian Paul.)
No manual or demonstration video exists at the moment, but some information follows :
The plugin is only suitable for radical transformation of sounds. It is not suitable at all for subtle time or pitch corrections and such. Ambient music and sound design are probably the most suitable use cases.
The plugin can either load an existing audio file from disk to process or it can capture audio from the plugin inputs. (The capture mode is started/stopped with the “Capture” parameter.)
The plugin will require the DAW audio engine to be running on the track it is inserted on. How that is achieved in various hosts is specific to those hosts. Some hosts will just immediately start running the plugin, in other hosts one may need to record/input monitor enable the track or something else needs to be done.
The plugin has lots of latency, that isn’t reported to the host as it likely can’t be properly compensated for, anyway.
Host automation does work, but in a laggy fashion and likely not completely deterministically. (Different play runs may produce different results.) This unfortunately can’t be helped much. The algorithm can only change the processing parameters between fully processed FFT blocks.
Lots of thanks to everyone who has donated so far! 🙂 👍
I have tested that the plugin loads and runs in :
Windows : Cockos Reaper 5, Ableton Live Lite 10, FL Studio, Plogue Bidule, JUCE plugin host (which may indicate it works in Tracktion/Waveform).
Mac Os : Cockos Reaper 5 (VST), Ableton Live Lite 10 (VST), Apple GarageBand (AU), Plogue Bidule (VST).
The plugin may well work in other hosts, but I am not able to test and debug with all of them.
There may be problems when doing offline rendering/export in Cubase. A workaround to get the plugin output into a final mix is to record the output of the plugin in real time by some means into an audio track and bypassing/removing the plugin before doing offline exports. (This may be a sensible workflow in other hosts too…)
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Downloads :
v1.2.4 Windows 64 bit VST2, for Windows 7 or newer :
v1.2.4 Mac Os 64 bit VST2 and AudioUnit, for OS-X 10.9-10.13 (10.14 may work, 10.15 Catalina is not likely to work but you can always try) :
No Linux build yet, but will hopefully appear at some point. Support for 32 bit, Windows XP/Vista and Mac OS-X versions older than 10.9 is not in the plans. (People are of course free to attempt building for those platforms from source code but no attempt has been made in the source code to be compatible with those.)
Source code hosted at :
Change history :
02-26-2019 1.2.4
-Changed Import file button to show/hide an overlaid file browser for audio files. (This seems to be the only
technically correct way to browse for the files.)
-Fix the Capture parameter. (Recalling it when undoing and loading project should now be ignored,
while still allowing automation and MIDI learn.)
01-17-2019 1.2.3
-Captured audio buffers can optionally be saved as files on disk for later recall.
-The captured audio will be saved in :
On Windows : “C:UsersYourUserNameAppDataRoamingPaulXStretch3paulxstretchaudiocaptures”
On macOs : “/Users/YourUserName/Library/Application Support/PaulXStretch3/paulxstretchaudiocaptures”
-Added varispeed (resampling speed change) feature when spectral stretch engine is bypassed
-Added shortcut key (may not work properly in all plugin formats and hosts) :
“I” to open file import dialog
-Attempt to prevent capture enabled state from being recalled when undoing in the host
07-09-2018 1.2.2
-Add option to mute audio when capturing audio
-Automatically adjust play range after capturing to captured length
-Moved Free Filter parameters from the main parameters GUI to the Free Filter tab page
06-01-2018 1.2.1
-Added looping enabled parameter
-Added GUI button and parameter to rewind to beginning of selected play range
-Flush old stretched audio faster when source audio is changed
-Fix play range not being recalled properly when loading host project
07-05-2018 1.2.0
-Changed “Octaves” module to “Ratios”. The Ratios module has more shifters than the previous Octaves module and allows changing the pitch ratios (and the shifters mix) in a separate tabbed page in the GUI.
-Spectral module enabled parameters changed to target named modules instead of chain slots
-Save and restore some additional settings
04-01-2018 1.1.2
-Rebuilt with latest JUCE to fix parameter automation issue for example in Ableton Live
-Optimization in calculation of transformed free filter envelope
03-21-2018 1.1.1
-Removed testing code that wasn’t supposed to be left in for 1.1.0
03-21-2018 1.1.0
-Added free filter spectral processing module
*Yellow envelope line is the editable envelope, blue line is the envelope transformed with the free filter plugin parameters, used for the audio processing. (These are initially overlapped, tweak the free filter parameters to see them separated.)
*Click on envelope view to add point
*Alt-click on envelope point to remove point
*Alt-drag envelope line to change curvature
*Drag envelope line to move line up/down
*Right-click envelope view to show additional actions/options
-Made spectral module on/off states plugin parameters
-Fixed bug with the number of harmonics parameter not getting saved and recalled.
-Fixed bugs with calculations involving samplerate
02-23-2018 1.0.2
-Added stretch processing bypass parameter (to play the original sound looped like it is passed into the stretcher)
-Show approximate stretched output duration in info label (only valid if the stretch amount is not automated in the host)
-Waveform selection can be moved by dragging the selection top area
-Smoothed playback with fades when changing waveform selection (doesn’t work ideally, fixing later…)
-Fixes for the waveform graphics disappearing unexpectedly (this probably still isn’t entirely fixed, though)
02-16-2018 1.0.1
02-09-2018 1.0.0
-Control/Command click on waveform seeks (if click within active play range)
-Moved prebuffering amount menu to prebuffering meter (click to show)
-Added dummy parameter to tell the host the plugin state has changed when importing files etc.
(May not work properly for undo etc on all hosts.)
-Removed the factory presets as they are not really that useful
02-02-2018 1.0.0 preview 5
-Added buttons to enable/disable spectral processing modules
-Restored ability to set capture buffer length (via the settings menu)
-Seek to play range beginning when audio file imported
-No longer seeks to beginning of play range when changing FFT size
-Fixes to waveform display issues
-Double click on waveform selects whole waveform
-Double click on slider resets parameter to default value
-Show prebuffering ready amount graphically instead of text
-Highlight related parameters when spectral processing module clicked in the module chain
01-05-2018 1.0.0 preview 4
-Added reset parameters (except main volume and input pass through) command to settings menu
-Added option to settings menu to ignore loading imported audio file when recalling state
-Added support for dropping audio files to GUI (available functionality depends on host, many will simply
provide the file name of the source of audio file, so audio clip/event/item specific audio won’t be imported)
-Removed an unnecessary level of buffering (doesn’t reduce latency but should help a bit with CPU usage)
-Added About window
12-23-2017 1.0.0 preview 3
-Added parameter to set audio input capture buffer length (up to 120 seconds)
-Added parameter allow passing through audio from plugin input
-Inverted the number of harmonics parameter active range
-Added button to show settings menu
-Fix bug when offline rendering in host
-Allow setting background prebuffering amount in settings, including none.
(None is mostly useful in case the plugin doesn’t detect the host is offline rendering.
For real time playback none is likely only going to work with small FFT sizes.)
-Slightly better GUI layout but still mostly just 2 columns of sliders
-Remember last file import folder
-Added detection of invalid audio output sample values (infinities, NaN)
12-17-2017 1.0.0 preview 2b
-Fix buffer channel count issue, seems to make AU validation pass consistently
12-17-2017 1.0.0 preview 2
-Report only 2 input channels to host
-Fixes for using potentially invalid sample rates in internal initializations and calculations
-File import dialog allows importing file formats supported by JUCE, not just .wav
12-15-2017 1.0.0 preview 1
-Very early public release. Various issues present.