* In addition to the original environment, we've added 5 new environments. Select between these environments under the World tab in the Settings menu, even while a song is playing back. The first three environments, DeepPurple (original), NeonGrid, and BlackVoid offer the best performance for more complex arrangements. The other three, FogPillars, TangerineMoon, and WarmFlicker are more atmospheric, but come with a slightly higher performance overhead.
The currently selected environment is saved along with the song, and the last selected environment is set as the default when starting a new composition, or when loading earlier songs without environment information (eg. the included demo songs).
** The default 1st person HMD view for the monitor mirror has been replaced with a stabilized 1st person view. Select between the stabilized and unstabilized 1st person with "0" (unstabilized) and "1" (stabilized) on the keyboard numpad, or in the number row above the qwerty keys. Note that some objects visible in the HMD view are intentionally not displayed in the stabilized view - these objects include other audience cameras and xFader channel ring notes and BPM labels.
*** Any audience cameras placed in a song are now saved along with the song data. By default, the view will change randomly between any placed audience cams and the stabilized 1st person view, but this automatic behavior can be overridden by an operator for live performances. Audience cams are mapped to the keyboard keys "2" through "9", or on the numpad keys in the order that they were added to the song. Use the up and down arrow keys to dolly the cam forward and back. Use the left and right arrows to move the cam left and right if the cam is not set to follow the performer, or to orbit the performer if the cam is set to follow. To return to the automatic switching behavior after using the operator keys, hit "a" on the keyboard. For all operator controls to work, make sure that the mirror display has focus (click on the screen).
Release Notes - V.0.5.9.2
added the ability to lock the play/stop button*
added the option (under Settings/General) to have the beam selector remember the last used length and width
added new demo songs "Minimalium" and "Sugarfly"
* In live performance situations it's critical not to accidentally stop or start the sequencer. To prevent this, we've added the ability to lock the play/stop button (pressing down on the trackpad on the Vive controller, and clicking down on the thumbstick on Oculus Touch). To do so, bring the mallet head of the one controller into the play/stop button on the other controller and pull the trigger. NOTE: this replaces the earlier implementation where the same action provided another way to stop and start the sequencer.
Release Notes - V.0.5.9.1
bugfix: after saving a song, the new song title is not displayed when first opening the load menu
bugfix: allow special characters_ and - in file names
bugfix: hitting save with changed file name from vr-keyboard reverts to old name unless hitting enter on keyboard first
bugfix: vr-keyboard text in save dialog disappears when viewed from certain angles
Release Notes - V.0.5.9.0
added xFader - 2-channel mixer with crossfader*
added new demo song "Converging" to showcase the xFader
added option to turn off positional sound in settings
*
positional sound and 3D audio options are now saved on a per-song basis
* The xFader controller provides a two-channel mixer with master effects. It vastly improves Lyra's flexibilty when it comes to controlling the mix, and opens the door to DJ-style mixing of complete songs. Assign nodes, import nodes, or node chains to either the red or yellow channel, and smoothly fade the mix between the two channels.
To assign items to a channel, take a channel ring from either the yellow or red rotating ring models atop the xFader, and place the item to assign inside the ring. To remove it from the channel ring, change to the edit tool, and hover the mallet over the item, then pull the trigger when the eject icon appears.
Notes:
trigger and stop playback of nodes in a channel ring by tapping the node
triggering and stopping are executed on bar boundaries, meaning playback is always in sync
triggering of channel rings are mutually exclusive for that channel, ie. tapping a node in a yellow channel ring will stop playback of any other yellow channel rings
the currently active channel ring will blink white and bounce on the beat
Known issues:
when any swing is applied (ie. the swing setting is higher than 0), nodes in channel rings don't trigger on the beat correctly
** When performing live or when using the xFader with complete songs eg. when DJing, it may appropriate to switch off positional sound in the settings menu. When positional sound is switched off, the sound field no longer updates to reflect the position of the HMD.
Notes:
Release Notes - V.0.5.8.1
small visual update to player avatar (blinking yellow eyes)
bugfix: metronome is not switched off after ending a node recording in clone mode
bugfix: lighting on flower menu
Release Notes - V.0.5.8.0
Oculus Rift & Touch support*
Hypereal Pano & Sens support
virtual keyboard for entering song titles when saving
* While it's been possible to use the Rift & Touch previously, it required a number of work-arounds that were not ideal. This version aims to address those issues by adding support for the Touch controller's thumbsticks. Here's a quick guide:
start/stop the sequencer by clicking down on the thumbstick
use the thumbstick in edit mode to adjust parameters
use the thumbstick to adjust the length and width of the selection beam (hold the grip button to access the beam)
point the selection beam at the ground to teleport - adjust the teleport marker distance by using the thumbstick, and teleport to the location by releasing the grip button
call the main menu by pressing the "B" button on the right Touch controller, or the "Y" button on the left controller
double-click either of those buttons to hide the main menu
Release Notes - V.0.5.7.1
bugfix: taking nodes from the library can unintentionally create a DK1
bugfix: missing avatar glasses
Release Notes - V.0.5.7.0
added DK1 single drum pad controller instrument
bugfix: when saving DK9 and DK1 controller instruments, note numbers that have been changed on the pads are saved too
Release Notes - V.0.5.6.0
one-shot import nodes can now be used like instrument nodes*
bugfix: nodes attached to controller instruments do not bump each other out when controllers are stacked
* With this update one-shot import nodes receive a number of super powers. It is intended to allow users to bring in instrument samples and to use them in the same way as instrument nodes. It is now possible to assign one-shot import nodes to controller instruments, and to adjust the pitch on them either in edit mode or while cloning.
To create a one-shot import node, create an import node via the import menu as usual. Use the edit tool to switch off looping on the import node. You will notice that the shape of the node changes to differentiate it from a looping import node. You'll also notice that the edit UI updates to show options only available for one-shot import nodes.
On the right hand side, a pitch button will appear allowing the pitch to be set (the same as on an instrument node). Note that you can also adjust the pitch while cloning, or by using controller instruments.
On the bottom left, the beat button is also replaced with a root note button. When importing melodic sounds to be used like instrument nodes, take care to set the root note of the imported sample to match the pitch of the sample. This will ensure that notes are pitched correctly relative to other instrument nodes.
There are a number of sources for instrument samples that can be used in LyraVR. One great place to look is Freesound.org . Do a search for instrument multisamples (eg. keywords "guitar" and "multisample"). Single notes of a specific instrument work best with Lyra's controller instruments. Often the pitch of the sample will be noted in its title, making it easy to set the correct root note for the sample.
When using samples from the internet, just take care to note any licensing info that accompanies the sample - on Freesound.org many samples are made available under Creative Commons licenses. There are a number of different CC licences, so make sure what rights are assigned to you when using the sample.
Release Notes - V.0.5.5.0
imported loops automatically sync to the current song tempo*
* When bringing audio loops into a song via the import menu, LyraVR will now automatically adjust the playback speed so that the loop plays back in sync with the current BPM. It means drum loops become a lot more versatile since they can be used across a broad range of tempos. Adjusting the playback speed does affect the pitch, however, so this be less useful for music loops. Pitch shifting and pitch preservation will be added in a future update during the Early Access period.
In order to adjust the playback speed, LyraVR will make its best guess at the number of beats in the loop. It is possible to set the number of beats manually by using the edit tool on the import node. Experiment by doubling and halving the number of beats to play back the loop at half or double the speed.