ValhallaVintageVerb 1.7.1. Two new reverb modes (Chaotic Hall, Chaotic Chamber)
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tropicalontour tropicalontour https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=207157
- KVRist
- 494 posts since 11 May, 2009
Infallible rule of thumb: Always go with what sounds good to you.
Doesn't matter if it's analogue/digital, expensive/cheap.
Doesn't matter if it's analogue/digital, expensive/cheap.
My music is a fusion of jazz and funk. It's called "Junk"
- KVRAF
- 2138 posts since 8 Feb, 2007
And another one :tropicalontour wrote:Infallible rule of thumb: Always go with what sounds good to you.
Doesn't matter if it's analogue/digital, expensive/cheap.
Do not try to hear what you are not (passively) hearing.
If it sounds good, it IS good. if you constantly seek for a "BETTER", quit making music and go to the beach or somethin... (I wonder if in the old days they used to compare - ALL THE TIME - the Lex vs TC vs AKG vs Roland ..)
Professional technicians are assessed by the abilities they possess.
Amateur technicians are assessed by the tools they possess - and the amount of those tools, with an obvious preference to the latest hyped ones.
(Gabe Dumbbell)
Amateur technicians are assessed by the tools they possess - and the amount of those tools, with an obvious preference to the latest hyped ones.
(Gabe Dumbbell)
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- KVRist
- 426 posts since 27 Sep, 2005
Well, there are 2 components of subjectivity in reverb sound perception by sound engineer. 1 - the sound. 2. GUI, developer name, price, reviews and other inrelevant to sound stuff. And blind tests is a good (the only?) way to remove these "type 2" subjectivities from the comparison.mandolarian wrote: A blind test for a reverb? Is there an objective international standard for reverb testing? Removing subjectivity from a creative tool, renders it useless, for me.
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We want them to change the signal. We can only argue which plugin distorted the signal best, in our opinion. Viva La Subjectivity!
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- KVRAF
- 2973 posts since 10 Sep, 2003 from Karlskoga, Stockholm, Sweden
Yet you make ostfront's choice sound bad somehow? Or is that just how you express yourself?
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Sampleconstruct Sampleconstruct https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=191286
- KVRAF
- 16151 posts since 12 Oct, 2008 from Here and there
Gasoline!Caine123 wrote:what do i use if i want to simulate a camp fire in the outside? for example in a forest at night?
- KVRAF
- 25420 posts since 3 Feb, 2005 from in the wilds
I think the wood is the important componentSampleconstruct wrote:Gasoline!Caine123 wrote:what do i use if i want to simulate a camp fire in the outside? for example in a forest at night?
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Sampleconstruct Sampleconstruct https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=191286
- KVRAF
- 16151 posts since 12 Oct, 2008 from Here and there
Ahh, matches thenpdxindy wrote:I think the wood is the important componentSampleconstruct wrote:Gasoline!Caine123 wrote:what do i use if i want to simulate a camp fire in the outside? for example in a forest at night?
- KVRAF
- Topic Starter
- 3426 posts since 15 Nov, 2006 from Pacific NW
Sampleconstruct wrote:Ahh, matches thenpdxindy wrote:I think the wood is the important componentSampleconstruct wrote:Gasoline!Caine123 wrote:what do i use if i want to simulate a camp fire in the outside? for example in a forest at night?
A forest is essentially a feed-forward reverb. Enclosed rooms have sound waves that bounce back and forth, so the sound can be approximated with recursive delay lines. In a forest, there is a lot more empty space, and the odds that a sound will bounce off of a tree, then off of another tree, then back to the listener, are much lower than the odds of hearing wall bounces in a room. So the best way to simulate a forest is to get an impulse response of a forest.
Sean Costello
- KVRAF
- Topic Starter
- 3426 posts since 15 Nov, 2006 from Pacific NW
I should have a new beta available to test by the end of the day. The 1.0.1b11 release of ValhallaVintageVerb has the following changes:
- a few bug fixes for enhanced stability
- NEW REVERB MODE: Sanctuary.
Sanctuary is loosely inspired by the EMT250. With the Size set to 0% and the Attack set to 0%, the early reflections should be similar to an EMT250. There are a LOT of differences with the EMT250, though, the big one being that Sanctuary is not a "constant density" algorithm. The initial tap pattern and spatialization is similar to the EMT250, but the echo density builds over time.
In addition, I am using a somewhat different modulation technique than the EMT250. The examples of the EMT250 I have heard have a preset chorus depth, and totally randomized modulation. This works well when you have a maximum decay limited to 4.5 seconds, but when you increase the decay, and have modulation rate/depth controls in there, the randomized modulation can sound seasick. I used a "detuning" modulation, that preserves the pitch of the decay better, and also adds a lot of stereo width (the latter is due to a modulation technique I've never tried before, that I'm pretty excited about).
Please send me an email or PM (with your email address) if you are a user of the non-demo ValhallaVintageVerb plugin, and you want to test the new beta. I figure that a new reverb mode will get more people testing this, which will help ensure that the bug fixes I put in there are working.
Sean Costello
- a few bug fixes for enhanced stability
- NEW REVERB MODE: Sanctuary.
Sanctuary is loosely inspired by the EMT250. With the Size set to 0% and the Attack set to 0%, the early reflections should be similar to an EMT250. There are a LOT of differences with the EMT250, though, the big one being that Sanctuary is not a "constant density" algorithm. The initial tap pattern and spatialization is similar to the EMT250, but the echo density builds over time.
In addition, I am using a somewhat different modulation technique than the EMT250. The examples of the EMT250 I have heard have a preset chorus depth, and totally randomized modulation. This works well when you have a maximum decay limited to 4.5 seconds, but when you increase the decay, and have modulation rate/depth controls in there, the randomized modulation can sound seasick. I used a "detuning" modulation, that preserves the pitch of the decay better, and also adds a lot of stereo width (the latter is due to a modulation technique I've never tried before, that I'm pretty excited about).
Please send me an email or PM (with your email address) if you are a user of the non-demo ValhallaVintageVerb plugin, and you want to test the new beta. I figure that a new reverb mode will get more people testing this, which will help ensure that the bug fixes I put in there are working.
Sean Costello
- KVRian
- 1360 posts since 29 Apr, 2012 from Paris
Ahah I remember a previous post where you stated that this update won't contain any new reverb mode. Seems you are too much of a reverb-maniac Sean...valhallasound wrote:I should have a new beta available to test by the end of the day. The 1.0.1b11 release of ValhallaVintageVerb has the following changes:
- a few bug fixes for enhanced stability
- NEW REVERB MODE: Sanctuary.
Sanctuary is loosely inspired by the EMT250. With the Size set to 0% and the Attack set to 0%, the early reflections should be similar to an EMT250. There are a LOT of differences with the EMT250, though, the big one being that Sanctuary is not a "constant density" algorithm. The initial tap pattern and spatialization is similar to the EMT250, but the echo density builds over time.
In addition, I am using a somewhat different modulation technique than the EMT250. The examples of the EMT250 I have heard have a preset chorus depth, and totally randomized modulation. This works well when you have a maximum decay limited to 4.5 seconds, but when you increase the decay, and have modulation rate/depth controls in there, the randomized modulation can sound seasick. I used a "detuning" modulation, that preserves the pitch of the decay better, and also adds a lot of stereo width (the latter is due to a modulation technique I've never tried before, that I'm pretty excited about).
Please send me an email or PM (with your email address) if you are a user of the non-demo ValhallaVintageVerb plugin, and you want to test the new beta. I figure that a new reverb mode will get more people testing this, which will help ensure that the bug fixes I put in there are working.
Sean Costello
Thanks a lot for your amazing work ! (I'd be glad to test it, I'm gonna PM'd you right now)
- KVRAF
- Topic Starter
- 3426 posts since 15 Nov, 2006 from Pacific NW
The 1.0.1b5/b7 updates didn't contain a new reverb mode. This one does.Endor-8o8 wrote: Ahah I remember a previous post where you stated that this update won't contain any new reverb mode. Seems you are too much of a reverb-maniac Sean...
Sean Costello
- KVRian
- 1360 posts since 29 Apr, 2012 from Paris
So glad it does !!valhallasound wrote:The 1.0.1b5/b7 updates didn't contain a new reverb mode. This one does.Endor-8o8 wrote: Ahah I remember a previous post where you stated that this update won't contain any new reverb mode. Seems you are too much of a reverb-maniac Sean...
Sean Costello
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Sampleconstruct Sampleconstruct https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=191286
- KVRAF
- 16151 posts since 12 Oct, 2008 from Here and there
Testing VVVs new Sactuary algo with VSL Overdrive Guitar:
http://soundcloud.com/sampleconstruct/o ... tar-in-vvv
Great addition, Sean!
http://soundcloud.com/sampleconstruct/o ... tar-in-vvv
Great addition, Sean!
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- KVRAF
- 4205 posts since 21 Oct, 2001 from my bolthole in the south pacific
Fabulous demo, SC. Great work, Sean.Sampleconstruct wrote:Testing VVVs new Sactuary algo with VSL Overdrive Guitar:
http://soundcloud.com/sampleconstruct/o ... tar-in-vvv
Great addition, Sean!