Theoretically but, my Axe can't handle anywhere near that many. I seem to be ok with 4-5 but any more and one will drop out when I am playing live. (running Axe FX II original)24 total modifiers............You can see a list of all modifiers here........
View attachment 32617
What you assign the modifiers to will greatly affect the way things work. Some parameters require far more computational power when you alter them to recompute the transfer functions.Theoretically but, my Axe can't handle anywhere near that many. I seem to be ok with 4-5 but any more and one will drop out when I am playing live. (running Axe FX II original)
Hey Ian, Is there any other way to know when you have reached this limit? does this limit show up as excessive CPU in the CPU% indicator?What you assign the modifiers to will greatly affect the way things work. Some parameters require far more computational power when you alter them to recompute the transfer functions.
Afaik: no. It's not easily understood by the CPU meter because the CPU load is only incurred when you alter the parameter. Trial and error is really the only way to do it. Attach a modifier to a parameter and then change it while watching the CPU meter on the hardware (Axe-Edit's CPU meter isn't fast enough to view the load spikes).Hey Ian, Is there any other way to know when you have reached this limit? does this limit show up as excessive CPU in the CPU% indicator?
Thanks! That must be what's happening!What you assign the modifiers to will greatly affect the way things work. Some parameters require far more computational power when you alter them to recompute the transfer functions.