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ValhallaRoom version 1.1.0 released. New reverb mode (LV-426), 64-bit OSX VST.
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bangzero
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PostPosted: Thu Mar 29, 2012 8:14 pm reply with quote
jensa wrote:
I was the guy/criminal reporting about the Mute bug in Reaper to Sean.[...]

thanks for the details jensa, and for the clear report to Cockos. definitely good guy stuff. looks like Reaper's automation system is a bit simple. glad a fix is on the dev radar. enjoy! /dan
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hibidy
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PostPosted: Thu Mar 29, 2012 8:44 pm reply with quote
karrikuh wrote:
Hi,

I found an issue with VR (which probably also applies to VÜM, didn't check):

1. Create a track in REAPER with some audio and a VR instance set to a very long reverb time. For better demonstration of the issue, leave a few seconds of silence at the beginning.
2. Start playback until audio starts.
3. Stop playback. The reverb tail will continue (which is fine)
4. Quickly call "render project".
5. The resulting rendered audio will contain the left-over reverb tail from project playback!

I would bet the same issue appears in other hosts too.

I also know how to fix this, at least for VST:
you have to implement the "resume" method which gets called whenever playback starts. Here you should clear all your buffers. I actually stumbled over this issue in the development of my personal delay effect so I could verify that the fix does work!


I have this with delays and other things too. I'll try and go some again tonight because I think I have a workaround. Reaper, she ain't perfect.
^ Joined: 20 Dec 2005  Member: #91716  
hibidy
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PostPosted: Fri Mar 30, 2012 1:49 pm reply with quote
hibidy wrote:
karrikuh wrote:
Hi,

I found an issue with VR (which probably also applies to VÜM, didn't check):

1. Create a track in REAPER with some audio and a VR instance set to a very long reverb time. For better demonstration of the issue, leave a few seconds of silence at the beginning.
2. Start playback until audio starts.
3. Stop playback. The reverb tail will continue (which is fine)
4. Quickly call "render project".
5. The resulting rendered audio will contain the left-over reverb tail from project playback!

I would bet the same issue appears in other hosts too.

I also know how to fix this, at least for VST:
you have to implement the "resume" method which gets called whenever playback starts. Here you should clear all your buffers. I actually stumbled over this issue in the development of my personal delay effect so I could verify that the fix does work!


I have this with delays and other things too. I'll try and go some again tonight because I think I have a workaround. Reaper, she ain't perfect.


It does it with RP verb too
^ Joined: 20 Dec 2005  Member: #91716  
valhallasound
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PostPosted: Sat Mar 31, 2012 8:28 pm reply with quote
karrikuh wrote:
Hi,

I found an issue with VR (which probably also applies to VÜM, didn't check):

1. Create a track in REAPER with some audio and a VR instance set to a very long reverb time. For better demonstration of the issue, leave a few seconds of silence at the beginning.
2. Start playback until audio starts.
3. Stop playback. The reverb tail will continue (which is fine)
4. Quickly call "render project".
5. The resulting rendered audio will contain the left-over reverb tail from project playback!

I would bet the same issue appears in other hosts too.

I also know how to fix this, at least for VST:
you have to implement the "resume" method which gets called whenever playback starts. Here you should clear all your buffers. I actually stumbled over this issue in the development of my personal delay effect so I could verify that the fix does work!


I just figured out where resume() is called in the Juce VST wrapper code. It looks like the wrapper implementation of resume() calls the AudioProcessor::prepareToPlay() function. I am thinking that if I call my reset() function within prepareToPlay(), it will solve this problem - but it needs some testing.

A quick question: Is this with both VSTs and AU, or have you found this with VST only? If you are on Windows, it would be VST by default.

Sean Costello
^ Joined: 14 Nov 2006  Member: #128465  Location: Pacific NW
valhallasound
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PostPosted: Sat Mar 31, 2012 8:31 pm reply with quote
I'm back to work on the VRoom update - the fingertip has healed enough for some typing. The bugs I am addressing:

- clearing data in the buffer when starting playback from the beginning in Reaper
- window resizing error in Digital Performer
- Pro Tools mono->stereo bypass bug

Any other bugs, just let me know, and I'll see what I can do.

Sean Costello
^ Joined: 14 Nov 2006  Member: #128465  Location: Pacific NW
hibidy
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PostPosted: Sat Mar 31, 2012 8:47 pm reply with quote
Sean, RP verb did the above too. I don't have any other verbs to test with long tails but I know I've had issues with tails doubling back on my in the past in the reap.

I put a thread out over at reaper about it and got a whopping ZERO responses so.....not sure where you can go with it but either RP and yours (uber/room) are the only two or it's a reaper thing.

Just some info.......
^ Joined: 20 Dec 2005  Member: #91716  
karrikuh
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PostPosted: Sat Mar 31, 2012 10:53 pm reply with quote
hibidy wrote:
Sean, RP verb did the above too. I don't have any other verbs to test with long tails but I know I've had issues with tails doubling back on my in the past in the reap.

I put a thread out over at reaper about it and got a whopping ZERO responses so.....not sure where you can go with it but either RP and yours (uber/room) are the only two or it's a reaper thing.

Just some info.......

I don't think it's a REAPER thing ... it's the responsibility of the plugin to properly reset state on playback start.
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karrikuh
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PostPosted: Sat Mar 31, 2012 10:58 pm reply with quote
valhallasound wrote:

I just figured out where resume() is called in the Juce VST wrapper code. It looks like the wrapper implementation of resume() calls the AudioProcessor::prepareToPlay() function. I am thinking that if I call my reset() function within prepareToPlay(), it will solve this problem - but it needs some testing.

A quick question: Is this with both VSTs and AU, or have you found this with VST only? If you are on Windows, it would be VST by default.

Sean Costello

Sean, thanks so much for looking into this! To answer your question: I'm on Windows, so could test VST only.

Also, I didn't check other hosts. But I wonder how other hosts would be able to not expose this misbehavior.
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hibidy
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PostPosted: Sat Mar 31, 2012 10:58 pm reply with quote
Cool, at any rate obviously Sean is on the case.

I know that I've had that issue in reap before though. I haven't tested long delays, what the hell.........I'm bored........I'll give that a whirl.

I think only RP verb and VR/Ubermod are my only "long" tail verbs though. Reverberate doesn't seem to do that or reflecktor but those are convo......so no real surprise.
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hibidy
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PostPosted: Sat Mar 31, 2012 11:09 pm reply with quote
Ah, a quick test.

Nomad "echos" at full feedback........nada.
Nomad "tempo delay.......nada
RP delay, issue (like the verb)
Ubermod pingpong......ISSUE!
Ricochet (AD) slight issue...but not as dramatic

Hummm. Well, don't know what to say. Luckily Sean is on the case so we will see.
^ Joined: 20 Dec 2005  Member: #91716  
valhallasound
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PostPosted: Fri Apr 06, 2012 7:00 pm reply with quote
The 1.1.0 (beta 1) update of ValhallaRoom is now available for beta testing on OSX. The changes:

- 64-bit VST for OSX. This works well in Cubase 6. It doesn't work properly in Reaper, so use the 64-bit Audio Units in there. It is essentially a Cubase solution, but I think that Cubase is the only 64-bit VST host on OSX that doesn't also run AU.

- New reverb mode: LV-426. In keeping with the Alien theme, this is a deep dark space verb. It is kind of a cross between Nostromo and Narcissus, but with a far higher earlier echo density than either of those reverbs. The LATE LowMult/Xover and LATE HighMult/Xover filters have been moved to a location where they act as tone controls. Values of LowMult less than 1.0 allow you to dial in reverbs with less low frequency energy, and the LowXover control being used to adjust the crossover freq of the low cut/boost.

Bug fixes:

- Mono->stereo bypass bug in Pro Tools fixed
- Window resizing bug fixed in Digital Performer
- The memory clearing function is now called when resume() is called (or whatever the cross platform version of this in the Juce code is)

Send me an email or PM if you are a ValhallaRoom owner, and you want to try the OSX beta.

I'll get on the Windows build early next week. I made some changes under the hood that should allow for better optimizations of the 32-bit Windows plugins, by fully enabling the SSE2 code.

Sean Costello
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Sampleconstruct
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PostPosted: Fri Apr 06, 2012 9:00 pm reply with quote
What a great addition this new mode is, Sean - instant space delight - here is a first quick and dirty test, all instruments spaced out by the same instance of VRoom on a Bus:
http://soundcloud.com/sampleconstruct/426-warp-testing-vroom

Here is the preset:
<ValhallaRoom pluginVersion="1.1.0b1" presetName="426 Warp" mix="1" predelay="0.0302000009" decay="0.347247243" HighCut="0.437583894" earlyLateMix="0.736999989" lateSize="0.200000003" lateCross="0.189999998" lateModRate="0.0262626261" lateModDepth="1" RTBassMultiply="0.400000006" RTXover="0.139393941" RTHighMultiply="0.655555546" RTHighXover="0.311409384" earlySize="0.148248255" earlyCross="0.620000005" earlyModRate="0.216161624" earlyModDepth="0.589999974" earlySend="0.620000005" diffusion="0.600000024" type="0.916666687"/>
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Sampleconstruct
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PostPosted: Sat Apr 07, 2012 1:39 am reply with quote
2 more tests:
A soprano sax arpeggio I recorded some days ago in a small church (played in a sampler for this track) with a medium 426 setting:
http://soundcloud.com/sampleconstruct/426-medium-testing-vro om

and a long wash on a distorted guitar patch from my Alchemy Bank Warped Strings:
http://soundcloud.com/sampleconstruct/426-wash-testing-vroom


Da presets:
<ValhallaRoom pluginVersion="1.1.0b1" presetName="426 medium" mix="1" predelay="0.0571999997" decay="0.0833833814" HighCut="0.442281872" earlyLateMix="0.805999994" lateSize="0.620000005" lateCross="0.289999992" lateModRate="0.0909090936" lateModDepth="0.0900000036" RTBassMultiply="0.273333341" RTXover="0.0787878782" RTHighMultiply="0.74444443" RTHighXover="0.530201316" earlySize="0.00980980974" earlyCross="0.639999986" earlyModRate="0.0909090936" earlyModDepth="1" earlySend="0.449999988" diffusion="0.660000026" type="0.916666687"/>

<ValhallaRoom pluginVersion="1.1.0b1" presetName="426 Warp huge" mix="1" predelay="0.0861999989" decay="0.185985982" HighCut="0.396644294" earlyLateMix="0.617999971" lateSize="0.769999981" lateCross="0.829999983" lateModRate="0" lateModDepth="0.720000029" RTBassMultiply="0.639999986" RTXover="0.0787878782" RTHighMultiply="0.400000006" RTHighXover="0.242281884" earlySize="0.00980980974" earlyCross="0.639999986" earlyModRate="0.0444444455" earlyModDepth="0.810000002" earlySend="0.449999988" diffusion="0.660000026" type="0.916666687"/>
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valhallasound
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PostPosted: Sat Apr 07, 2012 11:36 am reply with quote
I played the first Sampleconstruct example for my wife last night. Her comment was "this makes all the work and debugging worthwhile, doesn't it?" It really does.

Sean Costello
^ Joined: 14 Nov 2006  Member: #128465  Location: Pacific NW
Sampleconstruct
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PostPosted: Sat Apr 07, 2012 11:47 am reply with quote
valhallasound wrote:
I played the first Sampleconstruct example for my wife last night. Her comment was "this makes all the work and debugging worthwhile, doesn't it?" It really does.

Sean Costello


That's beautiful... Love
^ Joined: 12 Oct 2008  Member: #191286  Location: Here and there
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