LTspice - BigMuff sim
- KVRian
- 1209 posts since 28 Jun, 2005
@Chris and Ivan:
The Z3=0.82702295; did the trick,
Waiting for the HQ mode now
The Z3=0.82702295; did the trick,
Waiting for the HQ mode now
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- KVRian
- 628 posts since 18 May, 2010
It's an environment for writing plugin code in C. It's available as a VST and AU, and the thread is in this same forum actually: http://www.kvraudio.com/forum/viewtopic ... 3&t=402054
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- KVRian
- 573 posts since 1 Jan, 2013 from Denmark
I would love to see it Post - or perhaps create a pull request: https://bitbucket.org/Mayae/ape-snippetsFLWrd wrote:I've translated it to code that runs in APE. Is anyone interested?
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- KVRian
- 628 posts since 18 May, 2010
Here it is. I've included the link to this page and the original code. Have fun.Mayae wrote:I would love to see it Post - or perhaps create a pull request: https://bitbucket.org/Mayae/ape-snippetsFLWrd wrote:I've translated it to code that runs in APE. Is anyone interested?
BTW: APE doesn't like to save presets in Logic X. When I open them, the original limiter.c template is there instead. It does offer to replace "template.c" whenever I close the project, though.
Edit: z3 is now initialized properly.
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Last edited by FLWrd on Sun Feb 07, 2016 9:25 pm, edited 1 time in total.
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- KVRian
- 573 posts since 1 Jan, 2013 from Denmark
Cool thanks, i like it . Do you+OP mind if I include it in the repository?FLWrd wrote:Here it is. I've included the link to this page and the original code. Have fun.Mayae wrote:I would love to see it Post - or perhaps create a pull request: https://bitbucket.org/Mayae/ape-snippetsFLWrd wrote:I've translated it to code that runs in APE. Is anyone interested?
BTW: APE doesn't like to save presets in Logic X. When I open them, the original limiter.c template is there instead. It does offer to replace "template.c" whenever I close the project, though.
I'll take a look at the preset handling in Logic, not sure how it's handled. I can see it's buggy in Live, as well.
e: as per the click when starting, you set the z7 state to 0.827 and not z3. quick fix (also, IMO, including all digits of 0.82702295 completely removes it).
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- KVRer
- 1 posts since 8 Feb, 2016
Hi,
I'd like to try converting some simple audio circuits to C++ using this technique.
Are there any good tutorials on LTSpice -> C++?
Chris - can you outline the steps you took?
I'd like to try converting some simple audio circuits to C++ using this technique.
Are there any good tutorials on LTSpice -> C++?
Chris - can you outline the steps you took?
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- KVRian
- 653 posts since 4 Apr, 2010
Guitar playing involves a lot of pitch bending and vibrato. That's where you'll hear it—the harmonics bending down as you bend the note up.Chris-S wrote:I'm not sure if it's worth the effort to include some HQ (oversampling option).
It's clear that the distortion introduces some aliasing, but is the human ear able to notice those aliased harmonics between all the non-aliased harmonics?
Chris
But the good news is that while greater distortion yields greater aliasing, the in increase in distortion masks it to some degree. So you don't need as high of an oversampling factor as it would seem just looking at aliasing magnitude.
My audio DSP blog: earlevel.com
- KVRAF
- Topic Starter
- 3055 posts since 10 Nov, 2013 from Germany
It's not a one-to-one implementation, of course.gleeom wrote: Are there any good tutorials on LTSpice -> C++?
Chris - can you outline the steps you took?
I simply analysed the single stages and converted the responses to kubic-spline-modelled waveshapers.
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- KVRian
- 833 posts since 21 Feb, 2006 from FI
Do you mean similar methods shown at https://github.com/ValdemarOrn/SharpSoundPlugins ?Chris-S wrote:It's not a one-to-one implementation, of course.gleeom wrote: Are there any good tutorials on LTSpice -> C++?
Chris - can you outline the steps you took?
I simply analysed the single stages and converted the responses to kubic-spline-modelled waveshapers.
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- KVRian
- 1379 posts since 26 Apr, 2004 from UK
Actually, you could squiz the two wave shapers in just one.Chris-S wrote:It's not a one-to-one implementation, of course.gleeom wrote: Are there any good tutorials on LTSpice -> C++?
Chris - can you outline the steps you took?
I simply analysed the single stages and converted the responses to kubic-spline-modelled waveshapers.
You don't have the time dependency, so it's easier to do and only requires to compute the coefficients as if the condensators are disconnected. The sound may not be the same, but who would notice the difference?
- KVRAF
- Topic Starter
- 3055 posts since 10 Nov, 2013 from Germany
I'm not sure, waveshaping is a non linear operation.Miles1981 wrote:Actually, you could squiz the two wave shapers in just one.
So I don't think that F1->WS1->F2->WS2->F3->WS3->F4 is replacable by F->WS->F.
(WS=Waveshaper, F=Filter).