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Tranzient News

Hotfix release 0.01.01.02

Minor fixes:

  • Camera brightness added to camera settings
  • Menu system restyled in flat style more consistent with VR apps
  • Avatar recorder highlight no longer full height
  • Camera screen hit test size made shallower
  • Click the joystick to go faster on Oculus, click both sticks will go doubly fast
  • Fixed Wraith Avatar thumbs and fingers
  • Secondary trig now works with electronic kits
  • Fixed some VFX items not pulsing on trigger (they would play continuously when triggered)

VST3 Plugin Support is here!

VST3 Support is now active


What does this mean?

VST3 support means you can use any VST3 compatible plugin in Tranzient. This is for both audio effects and virtual instruments/synths.

The UI for the plugin is mirrored and can be controlled directly from VR. In addition, plugin parameters can be loop recorded and mapped directly to 3D motion controls for expressive performance.

In multiplayer, any users that have the same plugins installed will also see them in the session.

See https://www.kvraudio.com/plugins/windows/vst3-plugins/instruments/effects/free/most-popular for a list of free VST plugins.

[h3]Additional features and fixes[/h3]

  • Settings popups are now pinnable
  • Arm controls are hidden in the camera output
  • Avatar animations are restricted for the user's view only, but still visible in the camera and to other users in multiplayer. This means fewer obstructions to the user's view when moving around.
  • Synth notes are now directly programmable into the step sequencer
  • Camera can optionally run on rails with user-configurable speed, scale and position
  • Audio FX bypass state is now saved and loaded with the session
  • Mixer/plugin clock is now paused when HMD is taken off
  • The Desktop window mirror can now be controlled from VR
  • Clip browser smaller/easier to read
  • Discord button in settings added to link directly to the Tranzient Discord invite.
  • Fixed 3D control from motion controllers not mapping to scene audio FX parameters
  • WASAPI exclusive mode audio driver support added - Works at 240 samples for Oculus (5ms), 256 samples with the Vive for low latency performance.
  • VST3 audio FX available on internal synth
  • Optionally physically modelled cables can be turned on so routing between the step sequencer and instruments easier to understand.
  • Save/Load session now saves and loads global key and scale
  • Choosing a user audio folder no longer pauses the game rendering


Hotfix 0.01.00.74

  • Camera output to desktop tuned for less noise and glare
  • Fixed load with smooth headcam making avatar head doubled when switching back to camera view
  • Increased joystick tolerance for snap turning so that Oculus Link is more responsive
  • Sitting mode is now set manually in settings. This used to change automatically but causes issues with users close to sitting height (height was jumping around)
  • Fixed Settings stuck visible when switching to enable flying off on clients
  • Improved unreal avatars so avatar bodies don't come into view when walking.

Hotfix

v 0.01.00.66

  • Audio processing distributed evenly over available cores, previously it would move to the next core when the current one is saturated
  • Fixed some issues with building scenes/songs from step sequencer loops of differing lengths
  • Dragging oneshots together now creates a kit
  • Dragging loops together still makes a scene
  • Fixed click due to garbage collection. When lots of sounds were allocated and then freed, there could be a click when garbage collected. Now garbage collection occurs more frequently.
  • World now fades in and out on loading sessions (including audio fadein/out)
  • Fixed a bug where disabled/enabling an audio effect during play caused the wrong audio effect name to be displayed
  • Fixed volume not being applied on clone and load clips.

Hotfix - loading performance improved

v0.01.00.65
  • Loading of step sequencer UI now spread so that the frame rate is unaffected on big sessions.
  • Demo menu attached to player no longer shown in demo room
  • Hold up on adding and removing step sequencers to scenes now fixed.