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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.

Cabs2

TL;DW: Cabs2 uses really phasey filters to be a speaker cabinet simulator.

Cabs2 in Airwindows Consolidated under ‘Amp Sims’ (CLAP, AU, VST3, LV2)
Cabs2.zip (496k) standalone(AU, VST2)

There’s been many ways I’ve tried to do speaker sounds. Impulse responses, dynamic modifications of them, filtering, loudness factors… lots of things to try. This is the second Cabs plugin but not even the second time I’ve tried this.

This is the first time I ended up wanting to put it in a Console plugin and build it into the mixing desk, for every channel, though.

Cabs2 follows the line of experimentation PointyGuitar began. It started with PointyGuitar, delivering an interesting amplike tone entirely in the box. Set that up right and it’s very Airwindows: a pungent, intense tone that’s not produced by ANY of the normal means for doing such a thing. It all comes out of a very poorly behaved filter (AngleFilter, specifically) that gets stacked up to make a strange sort of hyper-saturation that repeatedly filters between gain stages using the same method I use on SmoothEQ2 and the recent PearEQ. PointyGuitar was that used on the most unhinged, raw filter code I could make. The same code was used in the speaker simulation for PointyGuitar.

PointyDeluxe went even harder. Those filters can go crazy if adjacent bands are too different, and PointyGuitar actually has twice the filter bands you’d think it does: there are buffer bands between the ones you use, smoothing the behavior. So PointyDeluxe takes away everything else and just gives you the bands, even if the sound’s going to go crazy, and it removes the speaker simulating and tries to do it all with the one algorithm. PointyDeluxe is a monster, and either the worst sounding junk you could imagine, or the best brutal industrial metal sound you could imagine. This is because, when you distort the way PointyDeluxe does, you’re hypersaturating a certain frequency range but that brings out all the other frequencies as well, until the result is the most mix-filling, dense, full-range sound ever. Two guitars and there’s no room for anything else, automatically.

Cabs2 is another pivot. Yes, you can 100 percent run it after PointyDeluxe and have a speaker-cabinet style tone again. It will roll highs like a speaker if you set it just right, and reshape bass like a big cabinet which will fatten it up and move some more air, and both of these are why you’d use a cabinet simulator… though in fact Cabs2 really is not a speaker model at all. What it’s doing is showing you how the phase gets really messy and nonlinear when you’re running into a real live speaker. It does all that phase messiness just from what kind of filter it is. If you always made filters to be ‘correct’ you’d never stumble across it in a million years.

But… what if you just started using it for everything?

And that’s where it started showing its stuff. You see, exactly modeling a speaker cab is complicated. It’s not simply an EQ curve, sure, but it’s also about as complicated as simulating a live room, only tiny. These things honk and resonate and buzz and the cones break up in bell mode resonances you don’t even get in a room, and when they do they burn up energy in physical distortion that affects the length of the resonance and its character. This is why I’ve been thinking in terms of trying to design a mix speaker that’s more NS-10-ey than NS-10s: if you accept that the breakup modes of the flat-sided cone are part of how that classic mix speaker ‘gets out of the way’ of the sound so quickly, you can imagine other ways to do that.

Meanwhile, Cabs2 is just a bandpass (a lowpass up high, and a highpass down low). But it’s a bandpass that screws up the phase in both places, always to steepen the cutoff at all costs… but without any of the resonances or other behaviors from a real speaker. It’s like a purified cab sim without the cab: just the essence, through a weird algorithm that shall we say is not phase linear. A ‘bad EQ’ in the way a speaker is a ‘bad EQ’.

We can use the heck out of this.

So, now you don’t have to put PointyGuitar on non-guitar-related things to shape the sound in this way. When ConsoleX came out, it had (and has) lowpass and highpass filters based on my Isolator filter, which is purely a biquad-designed ‘real’ filter for isolating frequencies without totally screwing them up. It’s not phase-linear or anything, but Isolator is still relatively ‘nice’. Cabs2 is not. It’s kind of messy, but in a good way. I think it’s very likely that if you want to go for highpasses and lowpasses in mix, you might want to not only cut away the frequencies but also transition in that speakerlike way, the colorful way. And I think it’ll work great for any situation in mix where you’re trying to sit something in the mix and have it feel right.

This is finding its way into ConsoleX2, but I’m doing all I can to invent ConsoleH first: let me know if this speaker-y textural thing is also what you’d want for a hiphop Console, try it on stuff. I’ve not yet decided whether the highpass/lowpass role in that should be this type of filter, or something more radical like a BezEQ concept where it’s gritty and reeks of bad digital. I feel like I can get enough abrasion into ConsoleH in other ways and maybe I should use this to unleash totally different textures. Hope you like it!

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.

kAlienSpaceship

TL;DW: kAlienSpaceship is an unreal realistic reverb.

kAlienSpaceship in Airwindows Consolidated under ‘Reverb’ (CLAP, AU, VST3, LV2)
kAlienSpaceship.zip (614k) standalone(AU, VST2)

Though I’ve got a lot of other irons in the fire, my work on reverbs is ramping up something fierce. I’m going through millions of possibilities with a genetic algorithm, then turning around and rendering out dozens (hundreds!) of possibilities, mostly in the area of small spaces like kStation because they seem to lend themselves to what I’m doing.

And then there’s kAlienSpaceship. If I can top this one, I will, but the work’s going in the other direction at the moment, so it’s time to put out the mothership.

This one works like recent reverbs do: it’s got the same controls such as a DeRez and a Filter control that are both Bezier undersampling, and both two-way controls with ‘brightest or highest sample rate’ at the center, left for stepped and ‘good sounding’ tones, and right for an edgier, stranger take. Moving DeRez to the right can produce a ‘pitch dive’ effect while the effect is still running: move it to the left to cleanly shift the entire reverb down in pitch and make it even more massive in size.

The intention here is to make an ‘unreal realistic’ reverb. Not a giant real-world room or hall, but more like an imaginary space… indeed, a spaceship. It’s so vast it doesn’t come off like a real room, but neither does it have the abstractness of something like Galactic. Instead it suggests strange geometries, unusual shapes. It was designed back when I was still debugging Bezier Undersampling, and had an odd alien quality, but it’s up to speed with my current work so there’s a realism factor too. It’s synthetic and realistic, pristine but quirky. Not as much as the earlier reverb that acted like there was a slapback integrated into the reverb, but enough to produce a real character.

Use kAlienSpaceship if you’re looking for a very big hall or stadium, or if you’re doing a synthetic thing and want to gloss it up with deep shimmery ambience, or if you need to expand something out into seemingly infinite space. You can set it to be many kinds of realistic, but it’ll also go way beyond that into spaces that bear no relation to reality. I find it to have a fun imaginary quality that sits well with artificial sounds, but you needn’t stop there. Hope you like the new spaceship to go play music in! :)

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.

PearEQ

TL;DW: PearEQ is a six-band Pear-based graphic EQ.

PearEQ in Airwindows Consolidated under ‘Filter’ (CLAP, AU, VST3, LV2)
PearEQ.zip (505k) standalone(AU, VST2)

Turns out Pear wasn’t done, even though it’s been around for years. Pear, Pear2 for more nonlinearity, ConsoleMC and MD, ConsoleLA… all based on my filter derived from the Holt filter. I’ve done it by itself, I’ve stacked it up in the traditional way for making a steep multipole filter, I’ve taken those and made multi-band units nineteen Pear filters deep.

And all of that was before I started fooling with AngleEQ, which is incapable of doing what Pear or a biquad filter can do. Angle screws up the phase so thoroughly that if you generate a rolled-off filtered crossover, and subtract the filtered part from dry, the result still has just as much bass as before.

So, the trick was reconstructing the original sound out of however many bands you have, EACH pole of the filter. Seemingly a pointless endeavor, but when you do that… suddenly the weird filter is able to filter both ways. So what happens if you do that to a biquad filter that was already able to do both things?

You get SmoothEQ2. That’s what I did to make the hyper-flexible filter with tilty shelves. And that’s great, and Pear was just sitting there, waiting for me to try it.

PearEQ combines an intensely natural, analog-sounding character around the sharpness of the filter edges, with a steepness otherwise unavailable to that kind of sound. It’s a completely different sound from any other way you’d get that Q factor. You can take any biquad filter (for instance, any DAW standard filter) and crank up the steepness, and you’ll get that sharp of a crossover… with obvious resonance, and it’ll sound totally different. You can construct an isolator filter out of biquads and it’ll still act different: Pear produces an increasingly steep drop-off into the stopband, and biquads won’t. It’s just different, and PearEQ lets you use that differentness either for great subtlety and natural tone… or to rip and boost frequencies WAY more than you should.

Go right ahead, and I’ll keep working on more out of all this, as it comes together and shows its usefulness :)

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.

kStation

TL;DW: kStation is a realistic small room modeled after David Bowie’s vocal reverb.

kStation in Airwindows Consolidated under ‘Reverb’ (CLAP, AU, VST3, LV2)
kStation.zip (608k) standalone(AU, VST2)

Turns out I’m getting asked for smaller reverbs for a reason.

Comparatively small spaces can merge with a sound in an interesting way. Rather than adding a sustain, the reverb can turn into part of the tone, thickening and glamorizing it to the point that, if you listened to just the dry signal, it’d be a bit shocking… especially if it was recorded in a dead place like a studio or under a tent of blankets or what have you.

This is kStation, another extension of Airwindows reverbs in the direction I’m going. It takes everything you had in kGuitarHall2, the unusual midrange depth that comes across even on a cellphone, the ability to position your source in the virtual room, and it brings it to a tiny space that acts like a room, but isn’t inspired by one.

Because it’s inspired by David Bowie’s vocal sound on Station To Station, and that’s probably one of the very first digital reverbs.

No effort is being made to emulate vintage digital reverb things. None. There’s a kind of darkness out of those old discrete converter circuits: that’s handled instead by Bezier undersampling and filtering. You can get funny overtones by setting kStation’s filter over 0.5 (like the undersampling, the Bezier filter goes two ways) but they aren’t vintage-digital overtones, they’re something else, something new. You get depth but it’s not from modeling an antique reverb, it’s from where Airwindows algorithm development is going.

It’s a unique algorithm, generated to do just this, and it’s there to merge with your vocal (or whatever else you wish) and sound like a hit record. Specifically, it wants to give you the richness and sumptuousness of Bowie circa Station To Station. You’ll have to sing or it won’t work, but this and perhaps some Silken (also a nice trick for that stuff) and you can get a giant head start.

There’ll be more, but this one is gonna come in real handy. I hope you like it :)

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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