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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.

Acceleration2

TL;DW: Acceleration2 is Acceleration, better! Updated for high sample rate and more extreme effect.

Acceleration2.zip(352k)

Hi! Let’s say goodbye to 2020 with an amazing plugin and another pile of 2020 awfulness! :D my video is super broken, I’m showing the plugin in a new DAW that is the most irritating open-source project I’ve ever seen, and I haven’t got the strength to deal with any of it so we’re stuck with it!

But the plugin… ah, now that worked out nice. (except, anyone using the Linux .so version PLEASE check it for me, more on that later)

If you can’t face the video (I sure can’t! But it starts working as soon as I have either the DAW or my video game onscreen, then dies as soon as it’s just the camera again) here’s what you should know about Acceleration2.

Acceleration2 is an updated version of my high-frequency limiter, Acceleration. It’s like a brightness control that doesn’t really take away apparent brightness, just glues it really hard. Acceleration limiting is what you’d use mastering to vinyl, to avoid burning out the cutting head: it will get you a nice retro tone without obviously coloring things. It is not an ’emulation’ of any specific gear: real mastering engineers are not looking for ’emulation of Neumann sound’ or anything like that, they’re looking to get the functionality of this in the most colorless way.

It’s been updated to work exactly the same at all sample rates (the previous one had issues adapting to them) and now has more intense depth of effect: if you crank it up you can make things real soft and dull. Don’t do that :) the purpose is not to do what you could do with an EQ, the purpose is to glue things and take the edge off the super-highs without harming the sparkle and air of the recording. Acceleration2 can do that real well: you might even find it useful if you’re doing very digital mixes and avoiding my other stuff like Console7. If you put this on the mix buss of an otherwise super-digital mix, you can make the highs prettier without making them any darker or duller. Do that by applying only small amounts of the Limit control.

That’s the top control, for those watching the video: Ardour may be able to do a Console-based mix and put the plugins post-fader, but it can’t draw a generic AU in such a way that you can read it, at least not if you’re dark-themed. Woopsy. Back to Logic next time, I guess. Thanks, one last dose of 2020 :D

Patreon means I can keep going even when things are terrible and ridiculous. See ya in 2021… when I’ll be launching my DIY Analog Synth project in earnest, just as soon as I’ve recovered from the holiday season, which is always pretty brutal. I’ve got a good feeling about a lot of the things that are coming, and it should be great fun when it all takes off and starts to fly. Cheers, all :)

The video game, “Clusterfluff” (no sense giving it a good name) is at https://github.com/airwindows/ClusterFluff.
Binaries for it can be downloaded at https://www.mediafire.com/folder/0t69v1b1zfatl/ClusterFluff_Binaries

DarkNoise

TL;DW: DarkNoise is an alternative method for producing bassier noise directly. Sound design stuff.

DarkNoise.zip(356k)

I don’t have reverb plugins ready for this week, because I’ve been shoveling snow all day every day to dig myself out of a blizzard! So I posted this instead :)

DarkNoise is a technical experiment, that might be useful for sound design folks, or game coders, or people coding things like algorithmic clap effects. It’s basically a way to generate noise directly that’s more midrangey, or more bassy, without having to filter it (though there’s a filter included, too!)

So how it works is: if you just generate rand() every sample, that’s white noise. (or if you use an algorithm like my dithering-to-the-floating-point, which is not crypto-grade noise but runs more CPU-efficiently). And if you take a value and add rand() to it every sample, that’s Brownian noise (something moves, but randomly) but it generates DC offset and needs to get filtered. I’ve also done clever forms of noise like VoiceOfTheStarship (there in your NewUpdates.zip download for free, try it and compare with DarkNoise) which do the brownian noise, but at regular intervals it forces the random noise always to move TOWARDS zero, suppressing the DC naturally.

This is different. I’m not sure it’s better but it’s different, and what it does is: say you’re keeping a list of values that are all random. And you’re replacing them with new random values, and you get your output by adding ’em together. Now, imagine that for each random number you put in, that tells you the next position in the list to replace. That’s DarkNoise. It has a brighter top-end than VoiceOfTheStarship, and runs just as fast, but requires you keep a big pile of numbers around. However, you don’t have to actually add them all every sample. It’s in the code, how to work around that part.

Enjoy the plugin if you like weird noise sources: again, might be sound design, maybe you’d like to gate it along with something? Gate it along with your snare and pick one of the midrangey settings and you might get a nice beefy reinforcement. Cranked way up, it gives a background noise ambience that’s like wind (heard from indoors, or being out in the wind) which can go from almost still, to thousands of miles an hour.

Attn: folks doing Rackwindows for VCV Rack, or any project like it. You might want to make up a version of this, without the AverMatrix filtering, and run it as sample and hold for use as a control voltage generator. It will let you generate random ‘voltages’ that wander over as wide a range as you like, while still keeping tiny variations on a micro-scale. High settings of raw DarkNoise output would make for a really good wandering random control voltage: again, you need to implement it as sample and hold driven, so that other modules can ‘step’ DarkNoise sample by sample. At its max, it’ll take about two thousand steps between peaks, and of course you can make it cover a much tighter range too :)

Patreon keeps not only the Console7 (i.e. exciting) plugins being developed, but also stuff like this that would never exist if all the plugins had to be saleable bangers. I’ll keep coming up with cool and accessible stuff provided I can also experiment on things too. Thank you for making that a reality :)

Console7Cascade

TL;DW: Console7Cascade is a drop-in replacement for Console7Channel that allows for MUCH higher gain.

Console7Cascade.zip(377k)

I heard you liked slamming consoles. So I put five individually ultrasonic-filtered stages of slamming into your console so you can slam console while you Console7 :D

This is pretty straightforward. It’s a drop-in replacement for Console7Channel, right down to the gain staging that works with the trim control to fit the result into the mix.

The difference is, this uses FIVE gain stages of the same processing in Console7Channel. And of course it’s always better (I’m learning) to filter more gently between individual stages, rather than try to super-filter all at once and then do all the distorting. And so, Console7Cascade is born: turns out to be a very very ‘consoley’ type of crunch.

By that I mean it seems to barely crunch at all. It just intensifies and gets REALLY LOUD. Might work as a guitar amp sim too? It worked so well for me on my drums that I might end up just using it by default for that: just all of the channels, all get Console7Cascade. You could also put it in place on a submix… or all the submixes, if you’re kind of insane. This produces a really intense tubey loud effect with very little scratchyness or grind. I’m pretty sure it’ll be kind of brutal on the CPU as it’s not only an Ultrasonic, but also five Console7Channels, each of which run two sine functions.

You might just find it was all worth it, though. Why compress when you can cascade Console7Channels?

Patreon is an appropriate response to me saying I didn’t think I was gonna top Console7 anytime soon, and then immediately doing it the very next week :) only if you’re in a position to do it, though, as I will most certainly be around next week giving more plugins, whether or not the Patreon gets bigger. Right now it’s beginning to make some of my larger plans possible; more on that as it comes into focus.

(original version before denormalization fix at Console7CascadeFirst.zip(377k))

Console7

TL;DW: Console7 is the best Console yet, with anti-alias filtering and special saturation curves!

Console7.zip(725k)

I don’t think I’ve ever made as big of a quality jump as I have with this Console. I’m seriously thinking about replacing my analog mixing board with this: that’s how nicely it sits and works and sounds. It’s all thanks to recent work with ultrasonic filtering, and a bunch of other stuff besides. If you don’t already know what Console is: it’s the Airwindows digital mix buss. You put the channel plugin on every channel, feeding directly (at unity gain) into the 2-buss where the buss plugin lives. It applies saturation and anti-saturation functions so that, for individual sounds, there is no change, but when there’s two signals interfering with each other, it makes the channels saturate easier if the buss’s ‘input impedance’ is fluctuating based on other signals coming in. You set it up, and then mix with gain trim controls or the controls on the plugins because to change the faders would violate the need for unity gain between the plugins.

That’s been the case for six previous versions of Console, and now it’s Console7. Here’s what’s new, that I didn’t have before.

Every stage of the Console system now runs ultrasonic filtering. Not ‘the Ultrasonic filter’, which is heavier in CPU and steeper: it’s a system designed and built for Console, optimised for use with Console. It’s a gentler, less phase-smeary version equivalent to the Isolator filter across the entire Console system, but set up backwards: the Channel plugins lead off with the steepest stage of filtering, causing highs to hit the saturation in a particular way. Then, on the Buss plugins, the remaining two stages use decreasing resonances, so the end result is as flat as Isolator’s fifth-order Butterworth filtering: but one stage runs before the processing, and one after. Doing this causes aliasing to be repeatedly removed at every step it might occur, rather than trying to whack it completely on input and then expecting the whole chain to be clean. You can still drop Ultrasonic in there, anyplace that you think needs extra attention… but this is actually better. Especially if you’re working at 192k (but it’s designed to be fantastic at 96k).

Every channel and the buss now gets a dedicated seed value for the dithering to the floating point buss. This might seem (and in fact is) a mighty subtle point, but it turned out to be fine to do at no cost to the CPU of the actual mix (it’s just a little extra getting done as each plugin loads). In a (real, though kind of theoretical) sense, that means every single channel produces its own dedicated noise for dithering, even though it’s just to the floating point buss. No previous Airwindows plugin has done this, but it worked so well that it’s now the new standard for how they’re built.

Every channel and the buss now has a dedicated saturation/anti-saturation algorithm that ONLY exists in Console7. It’s based off of a blend of Spiral, and Density, with the first instance of Spiral run as a ConsoleBuss algorithm, ever. They go to the trouble of blending between this new Spiral/antiSpiral sort of Console, and the Density-based one as seen in Console5 and PurestConsole, because doing this allowed a tweak in the way channels hit saturation, where the harmonics are generated in a balanced way, a smoother onset of saturation than I’ve ever had before in a plugin. Console7 channels saturate in an incredibly sweet, non-edgy way, and that’s before the ultrasonic filtering.

All the channel plugins now default to 0.772 on the gain control. That, not 1.0, is ‘unity gain’. Why? Because you can now push Console channels into the red in a special way. For the first time, the gain staging is flexible and tied to the Fader controls on the plugins (the Master control on the buss also does this in its own way, but that’s normally kept at 1.0). Unlike any previous Console, and opposite to what you get if you use the DAW faders, these channels saturate MORE as you push them, and saturate LESS if you pull them back. By the way the Density algorithm works, that means stuff tends to come forward as you nudge the gain up, and drop back into the soundstage if you pull the gain back. It opens up in a very literal way when you pull channels back, like some idealized analog console. What that means is, if you use these controls (they are smoothed for zero zipper noise) stuff will practically mix itself: the mix ought to fall into place more easily and quickly, plus if you’re whacking around the controls in some mad dubby way it ought to romp with you quite delightfully! They are simple 0-1 controls specifically to get you to set them by ear: there is no such thing as ‘dB’ with these, and even if there was, you’re adjusting the saturation curves so it’s completely down to what sounds right. I recommend using control surfaces to ride these Fader controls in the plugins: this is another way to get back to (automatable) analog console days.

All NEW. If you thought you liked Console already, you ain’t heard nothing yet! I really think this will work out for people, and I hope it’s delightful. It exists because Patreon has been there for me over the years and I didn’t have to stop doing my work and get a real job :D and so, thanks to that, you have Console7, free and open source. If you want to throw $50 a year towards me and my work, as if you were buying a perpetual license for this to use on all your machines, feel free to do so. I don’t think I’m topping this version of Console anytime soon, but I keep busy regardless and I’m sure I’ll find something to do :)

(original version before denormalization fix is at Console7First.zip(725k))

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