Maschine 2 vst3 more than 16 midi channel ?

Discussion in 'Maschine' started by VincentCool, May 21, 2022.

  1. BEAT16

    BEAT16 Audiosexual

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    Ignore projects that have more than 16 midi channels.I would simply delete them.
     
  2. clone

    clone Audiosexual

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    I think he is trying to use a separate Midi channel to control each sample inside a plugin instance. So Midi channel 1 = Kick Drum sample. 2= snare, etc. How else could you possibly need that many channels using only software and a Maschine?

    On a Computer with a MIDI I/O device, your DAW will show it as Ports. Each port can Carry it's own 16 channels in and out separately to address multi-timbral devices which may get connected.
     
    Last edited: May 24, 2022
  3. NekomimiMan

    NekomimiMan Member

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    I am an aging hardware-only user. With all respect due, I probably have synthesizers older than many of the members here... anyway, it might be useful creating split keyboard patches if you feel limited by the constraints of the MIDI protocol's 16-channels per-cable setup.
     
  4. secretworld

    secretworld Producer

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    Maschine VST3 just has one midi port just as the vst2 version. I am sure cause cubase shows extra ports if they are there and maschine vst3 just shows 01. Maybe in the future they will add it. Kontakt vst3 has 4 ports, Vienna ensemble pro vst3 has 16 ports. And yes for the non believers I am talking about ports not midi channels.
     
  5. juggz143

    juggz143 Kapellmeister

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    What he's saying doesn't make sense.... I have a template where I have machine controlled by S1, BUT if you are making sessions in S1 that are controlling machine, you wouldn't have projects in maschine, it would just be the S1 session would recall all the settings in maschine.

    Are you trying to open existing machine projects??? Which is not a good idea in any daw unless you are ONLY routing the audio out... Because in that case you have 2 programs clashing with overlapping functionality, you have to decide which daw you want to be "in-charge" of certain things and thus sacrifice that thing in the other daw. :dunno:
     
  6. juggz143

    juggz143 Kapellmeister

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    Fellas this is absolutely doable as demonstrated below
    If you are familiar with S1 and familiar with Maschine then this shot should show that the corresponding named 16 tracks/channels/lanes/whatever you want to call them all have their own midi track in S1 and all the audio has its own channel in the console with 1 instance of Maschine. I've personally never needed more than the 16 channels tho because I'll add additional instruments and audio tracks in S1 directly.

    Edit: Also want to mention that the 8 drum tracks actually have sounds loaded but the instrument names are just suggestions I can use maschine to load any sound/vst/whatever in 9-16

    Edit 2 lol: Also I would never use maschine's midi page in this scenario, all midi would come from S1 events. Which is why I'm confused why he would open a regular maschine project it would create a conflict. Screenshot (3)c.png
     
    Last edited: May 24, 2022
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  7. SineWave

    SineWave Audiosexual

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    True! I never used more than a couple of MIDI channels on my E4XT, but at the back of my mind I remembered something about having 2 MIDI ports. Nevermind. Thanks for correction. :wink: My S3200 also uses just one MIDI port.
     
  8. clone

    clone Audiosexual

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    It's a very silly wasteful way to use your MIDI channels. Those two Maschine instances could be controlled by 2 Midi channels. Each Pad/Cell/Note should be assigned to it's own KEY, not a channel of it's own.
     
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  9. juggz143

    juggz143 Kapellmeister

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    Only 1 instance
    & not if you want to be able to play more than one note per instrument or pitch your drums, which is a common technique for trap hihats :dunno:

    If I assign each pad to a note then you can only play c3 on that pad/track... not very useful for melodic instruments. The way I have it allows you to use any instrument on any track.
     
    Last edited: May 25, 2022
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