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Chris

Hi! I've got a new plugin you can have! These plugins come in Mac AU, and Mac, Windows and Linux VST. They are state of the art sound, have no DRM, and have totally minimal generic interface so you focus on your sounds.

LRConvolve

TL;DW: LRConvolve multiplies each channel by the other!

LRConvolve in Airwindows Consolidated under ‘Utility’ (CLAP, AU, VST3, LV2)
LRConvolve.zip (483k) standalone(AU, VST2)

This experiment created a monster. And yet it’s so simple…

The idea was, can you convolve one channel by the other. L convolves R. And, since multiplication is commutative, R can convolve L right back! And what do you get when you do this?

Swedish Chef from Hell, apparently! See the example video (or convolve any vocal with a simple 1k sine tone in the other channel). But why is it doing this terrible thing?

When you use a sine wave as one of the channels, it is multiplying the one by the other. (Technically I have a method for taking the square root of the result so it doesn’t simply change the density of the sound too much: this is not complicated, it’s just making sure the positives and negatives are still what they ‘should’ be.) And when you’re modulating the polarity of a vocal track at audio rates… you can get very weird distortions of the tonality and vowels.

It gets worse: if you use lower tones, you can go full Dalek. That’s because this is a nasty form of a ring modulator, when you ask it to be. I’ll be working on some more variations, it’ll give me something to do :)

But what happens when you get bolder? For instance, convolve drums with a heavy guitar, or a race car? Not what you’d think. Remember, polarity flips at the frequency of whatever normal sound you feed in. If there’s silence, everything will go silent. But if there’s noisy drum sounds, it’ll turn everything noisy: you won’t hear the guitar, and then if the guitar’s midrangey, you also won’t hear the bass on the drums. It really hybridizes the sound to become the worst of both worlds, and this particular version is specialized to find the most extreme combination of both sounds, which will bring out the noisiest aspects of both. If you had a track that was just positive (or negative) control voltages or envelopes, you would indeed get a normal VCA out of this. …but what fun is that?

This plugin has no controls and will show up as a blank space, possibly with its name written on it. All you do is run one thing into one side, and something else into the other (perhaps with track routing: it’s simple to do in Reaper, just send to a track with this on it). If you send mono to it, you will get an odd sound which is the sound full-wave rectified, because the negative wave times negative wave equals positive (because of the square root, no other change happens). If you send a completely out of phase signal to it, you get the sound full-wave rectified only to the negative side (note that it doesn’t clip off the sections of audio being rectified, so you can’t ‘split’ into positive and negative waves this way, they would sum to ‘no audio’).

There will be offshoots of this that are more normal. This is just the raw craziness of it in its purest form. If this is the plugin for you, you know who you are! And are probably already playing with it and not listening to me anymore.

So, carry on, and I’ll come up with some more variations that do different things :)

Airwindows Consolidated Download
Most recent VCV Rack Module
download 64 Bit Windows VSTs.zip
download Signed M1/Intel Mac AUs.dmg
download Signed M1/Intel Mac VSTs.dmg
download LinuxVSTs.zip
download LinuxARMVSTs.zip for the Pi
download Retro 32 Bit Windows VSTs.zip
download Retro PPC/32/64 Mac AUs.zip
download Retro PPC/32/64 Mac VSTs.zip
Mediafire Backup of all downloads
All this is free and open source under the MIT license, brought to you by my Patreon.

kGuitarHall

TL;DW: kGuitarHall accentuates loud midrange skronk!

kGuitarHall in Airwindows Consolidated under ‘Reverb’ (CLAP, AU, VST3, LV2)
kGuitarHall.zip (609k) standalone(AU, VST2)

What if reverb, but skronk?

kGuitarHall exists to pursue a particular sound experience I had: when I was a kid, the first concert I ever saw was at a hockey rink, at which Night Ranger played. The whole story’s a wild one but for the purposes of kGuitarHall, the important part is that they played so loud the air crackled. A lot of that had to do with how echoey the place was… and I’ve never found any reverb to convey that sensation.

This is my attempt to do that sensation, but as a plugin.

Skronk is a word that’s barely made it into any dictionary: I think the music critic Lester Bangs made it up. Wiktionary describes it as “A raw, discordant sound produced with electric guitars.” You’ve just seen me include it as a slider on the plugin, Mastering: it’s sort of the upper midrange between the air band and the next band down on the Kalman filter. It corresponds to ‘fire’ in the Stonefire plugin, and that’s another hint. But simple EQ, even of the most strident upper midranges, won’t get you Skronk.

So, kGuitarHall draws on my experience evolving kCathedral to essentially go the other direction. A ridiculous number of reverb algorithms got generated, measured and tested, to zero in on which ones would produce the most aggressive, saturated tone in the noisy midrange where guitars talk. It’s a balancing act between maximum loudness (which also contributes to how sonorous the reverb tones can be) and just plain unpleasant metallic tonalities. This is independent of ‘feedback’, by the way: it’s exploring how the actual reverb algorithm is constructed, and seeking a different ‘color’ than just ‘clean and pure and free of overtones’.

It’d be pretty useless without Discontinuity (the Top dB slider) which, importantly, is inside the reverb’s regeneration, not simply on the output. And it’d be pretty ear-splitting… without DeRez, which is able to use Bezier curves to make an interesting-sounding undersampling of the system. That not only makes the reverb work at all sample rates with about the same cost in CPU… but also lets you drop it down to subterranean, vast spaces that barely have any treble or upper mids at all.

And when you do that, the skronk is pitched down as well, and turns into strange cavernous sounds as the ‘room size’ and maximum sustain expands. So, if the ear-splittyness of kGuitarHall doesn’t float your boat, you can drown in a sea of reverb with a selection of distinct tone characters by using Derez to darken everything up.

kGuitarHall is an experiment, after some years spent trying not to allow metallic skronky reverbs to happen. I don’t know if you’ll like or hate it, but I feel certain it’ll get a strong response either way. So, if there’s one person who’s like ‘oh cool, just what I needed!’, then, are you stuck with having that skronk option available?

Trick question. I am that person. Enjoy or totally avoid kGuitarHall as you see fit :)

Airwindows Consolidated Download
Most recent VCV Rack Module
download 64 Bit Windows VSTs.zip
download Signed M1/Intel Mac AUs.dmg
download Signed M1/Intel Mac VSTs.dmg
download LinuxVSTs.zip
download LinuxARMVSTs.zip for the Pi
download Retro 32 Bit Windows VSTs.zip
download Retro PPC/32/64 Mac AUs.zip
download Retro PPC/32/64 Mac VSTs.zip
Mediafire Backup of all downloads
All this is free and open source under the MIT license, brought to you by my Patreon.

Mastering

TL;DW: Mastering is Airwindows style, and can do things nothing else can!

Mastering in Airwindows Consolidated under ‘Subtlety’ (CLAP, AU, VST3, LV2)
Mastering.zip (602k) standalone(AU, VST2)

This plugin was a wild beast when I started working on it: it’s now tamed to the point where I don’t think you can do lots of harm by accident with it. It began as FOUR bands of Kalman filtering complete with the treble management available in Air4, and I had to run one of the bands backwards to make it work (as far as the direction you moved the control), and it constantly tried to do huge tone-obliterating things with the tiniest movements of the bands against each other.

Soon sorted THAT out. Meet Airwindows Mastering. You’re meant to use it with Meter, to adjust stuff in the ‘peak clouds’ that wouldn’t be immediately obvious to the ear. This isn’t ‘an EQ and a limiter/clipper/etc’.

The top control is Glue. It defaults to zero. You can turn it up to handle the most brutal unpleasant super-highs, but it’s meant to be used around the middle, where it will moderate the ‘red spikes’ high treble can give you, controlling them without entirely making them go away. The idea is that you still want variation in those, rather than just ‘clipping’ them all to one point.

Scope is like Air4, or the air band on ConsoleX. It’s named that, because it’s how you control the amount of super-fine detail on things. If you crank this, everything will seem like it’s under a micro-Scope. In case you don’t want that, you can safely turn it down to retain ‘highs’ but tame just the glitter. This works in conjunction with Glue.

Skronk and Girth are sort of like ‘tone’ controls, except they are relative to the lower sub-lows band, also done with Kalman filters, which moves separately in conjunction with these. The way it works, if you boost Girth stuff gets way bigger and fuller, to where it’ll immediately start filling your peaks region with bassy information. If you cut it, it doesn’t seem to remove the bass, but the whole texture of it changes and becomes more leaned out and sparse, without in any way lessening bass impact. Girth is specifically about the sensation of over-fatness or lack of it. Skronk is that, but for aggressive high mids. Cut Skronk and things get a lot more polite. Boost it, and the thickness steps back a bit to allow the aggression to step out. This is not really about frequencies, it’s about the interactions with the Kalman filters which don’t just stick to certain frequencies (get too lively with these and you’ll hear an unusual grind to the sound that’s probably best avoided: middle settings are best)

And you might think you know what Drive is, but NOPE. In fact, it started out as Airwindows ‘Zoom’, and then stopped even being anything like that. Drive ended up being a simplified, cleaner form of Zoom that governs, not an output stage, but a trim amount for the individual Zoom controls on EACH other control. Namely, Scope, Skronk and Girth (the subs are left clean as they are what Girth hinges off).

So the adjustments to these three controls also affect the subtler forms of Zoom on them, and Drive lets you offset each of those a little more, to finetune the effect. It will also end up boosting, or cutting, the overall level a bit. However, bear in mind this ties in with the three controls above it, so if things are getting over-dense, over-girthy, if Skronk is getting too aggressive, you can use Drive to pull everything back a little. If you’re getting a sound, but it’s just slamming things too hard, you can dial in the optimal ‘peak cloud’ keeping everything pretty well maxed but not as just a featureless line of smashed audio.

This is not for loudenating. This is for getting your PEAKS to slam in exactly the optimum way, which in fact will make your stuff hit harder relative to loudenated stuff that has been normalized down to matched volume. In a replay gain situation you can do some damage with this if you know what you’re doing, and if Meter is showing you where every peak is getting to, and whether they’re bassy or loud or bright.

Lastly, Dither lets you bypass (for instance, if you’re using a later dither to do 16 bit CD audio: this only does 24 bit dither for modern day work), or use Dark (same as Monitoring2), or Ten Nines (same as Monitoring3), or TPDFWide, PaulWide, or Not Just Another Dither (same as the original Monitoring). It’s more or less in order of ‘liveliness’, and since it’s 24 bit it’s entirely subliminal and you can’t really do any harm with it. If you’ve got a favorite, choose that, or try to get a sense of what suits a given project or track. Other adjustments will have more effect, but you get to choose among Dark/TenNines/TPDFWide/PaulWide/NJAD/Bypass as inspiration for your other adjustments. It’s like Ditherbox, but up to date. If you don’t want to be fancy and you’re producing 24 bit output, just use TPDFWide, which is regulation TPDF that just happens to resist picking random values that act like it’s mono dither :)

This is not mastering as you know it, but it’s Airwindows Mastering. I’m confident this will work for me (I won’t be trying to master over headphones in real world use, though!) and if you were interested in getting things bent to your will in Airwindows Meter, you’ll find this surprisingly effective. Have fun!

Airwindows Consolidated Download
Most recent VCV Rack Module
download 64 Bit Windows VSTs.zip
download Signed M1/Intel Mac AUs.dmg
download Signed M1/Intel Mac VSTs.dmg
download LinuxVSTs.zip
download LinuxARMVSTs.zip for the Pi
download Retro 32 Bit Windows VSTs.zip
download Retro PPC/32/64 Mac AUs.zip
download Retro PPC/32/64 Mac VSTs.zip
Mediafire Backup of all downloads
All this is free and open source under the MIT license, brought to you by my Patreon.

BiquadHiLo

TL;DW: BiquadHiLo is the highpass and lowpass filter in ConsoleX.

BiquadHiLo in Airwindows Consolidated under ‘Biquads’ (CLAP, AU, VST3, LV2)
BiquadHiLo.zip (510k) standalone(AU, VST2)

Pretty straightforward: this is effectively the same thing as the highpass and lowpass used in ConsoleX. Except, in practice it’s absolutely not, because in ConsoleX both of these are distributed filters. That means as signal hits the Stonefire section with dynamics, it will have hit some of the highpassing and lowpassing, but not all of it: some of it will happen after the dynamics. Some of it will happen after the four-band parametric EQ, which is somewhat nonlinear. The lowpass in particular gets to work as a distributed filter against aliasing, especially if you’re running at high sample rate.

But here it’s just those filters as a one-piece unit.

That also means you can use it as those filters, but in a much more lightweight form than in ConsoleX. I’m hoping ConsoleX is working out for people (it will be a while before I’m finished explaining all that, and getting it working on everybody’s DAW, if that’s even possible!). But though it is prettier and a lot fancier, it’s way more complicated.

In the video I made, I demonstrate how you might be running something like a guitar into virtual tape (ToTape8 in this case) and from there into ConsoleX. But there are some things you simply can’t do when processing the sound AFTER the tape. Sometimes there’s a reason to shape the sound going in front of the tape, so it can hit those harmonics harder with less extra frequencies flying around… and BiquadHiLo can work for ‘trapping in’ a sound like that so it can hit tape even harder and produce a really direct, clear sound.

And of course you can use ConsoleXPre for exactly that purpose and have all the EQs or even dynamics going, both in front of and after the tape, but much like you have access to three bands of the parametric EQ in ‘Parametric’, and have the dynamics in ‘StoneFireComp’, you have the additional filters in BiquadHiLo.

If all goes well I can have the ‘mastering’ (a very airwindowsized take on mastering) plugin by next week, but while I work on more fixes for ConsoleX, here’s a spare filter to have :)

Airwindows Consolidated Download
Most recent VCV Rack Module
download 64 Bit Windows VSTs.zip
download Signed M1/Intel Mac AUs.dmg
download Signed M1/Intel Mac VSTs.dmg
download LinuxVSTs.zip
download LinuxARMVSTs.zip for the Pi
download Retro 32 Bit Windows VSTs.zip
download Retro PPC/32/64 Mac AUs.zip
download Retro PPC/32/64 Mac VSTs.zip
Mediafire Backup of all downloads
All this is free and open source under the MIT license, brought to you by my Patreon.

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