Dark Lady PM guitar/bass vsti

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well this is for me exactly what happens when a thread was started in Sun Oct 08, 2006 and now nearly one year later no alpha or beta have been bring into this thread .....
My question will be why don't people show the preview of their forthcoming synths just one month before the release?
It just get people to be exhausted , and people talking about a synth they never tried !
Anyway why the hell am i talking about a forthcoming plugin when the plugin itself have to be coded in c++ now ?
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Organising a protest march this Friday Schlesische Strasse 28 ,10997 Berlin, Germany

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I'm not a pro dev, just a hobbyist. it's not a business. I'm sorry it takes so long, but I'm alone, and unfortunately, I have other responsabilities which delay evrything all the time...
But I think a release of the current version (SE, not C++) might be released within the next monthes. I need to find a good way to do it, and to make it clear that cpu is not the lowest ;-)

MaliceX:
Yes, it has a slap sound. There's a slap setting so that you can set a treshold above which a slap is triggered instead of finger or plectrum.

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Mad. :D

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Mokafix wrote:In fact, the impulse isn't synthesised. It is a very very short sample. Then it's sent into the string model.

Here are two files :
Guitar_pickingtest.mp3
Bass_pickingtest.mp3

The guitar is a picked strat with bridge pickup, the bass is a fingered Jazz bass with bridge pickup too. Both are picked right on the pickup.

I sequenced the midi in reaper, and randomised it by hand (notes velocity, positions, lengths). You can hear the way the sound vary for each stroke without any change in the impulse.

For the third part in the guitar file I just copied the same pattern for each string, and offset it a bit to simulate chord striking, so it's all donward chords.
Thanks, the guitar chord strokes sounds particulary good. Are you willing to implement alternate picking?

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The picking here is completely written (I used the multichannel mode which works so well in Reaper).

The plugin is a bass, so it has no chord mode.
I once did a chord mode for the guitar version, but it was still buggy, so I removed it from the bass, as it isn't as necessary for bass as it is for guitar. If I can make it work better, maybe I might make an update for the bass with it later (the chord mode I designed works along with a huge .txt files editable library. The main issues I had were latency due to library reading and chord recognition function).

For the information, although I plan to make a SE release of the bass, the guitar (same plugin, with 6 strings, 3 pickups on GUI, a chord mode, and probaly other slight differences) is another story, as SE feedback path implies a roof in the pitch which isn't too much of a problem with bass, but definitely is with guitar. (example : 2ms latency = B5 roof note. 4ms = B4, etc). B5 isn't in the bass range (E2 to G5 with standard EADG tuning), but B4 is. This is also something I'll need to be clear about when releasing it.
A C++ version would completely solve that roof issue.

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As long it's still possible to strum 4 full notes on the high ends, all is awesome.

One doesn't normally hear the bass played as a guitar.

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Just wondering...any news on this awesome new guitar plugin?

I've been salivating for months. I just love that LP and Strat sound. And acoustic guitar is also probably very possible with this plugin, just simulate the body/soundhole of the acoustic guitar with impulses, not sure how it's done.

Revitar 2 sounds nice, but this one is also great. Especially for electric guitars. Revitar 2 sounds better for acoustic guitars, especially, but the electric simulation is also quite good.

But I can't wait for this one to come out. Should give us more options as to what sort of sound we can get.

Paired up with something like Revalver MKII we should have an entire arsenal of guitar sounds at our fingertips.

I've heard the roof issue in SE is a bitch to deal with, so it'd be nice if this issue could be solved within SE, so that you'll be able to finish the plugin without having to worry too much about porting it to C++.

I can't see why SE can't be fixed with regards to the roof issue.

Ben

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I was about to post here, so you give me the occasion.
To answer your questions:
- SE can't be fixed, as the "roof" isn't a bug but just the fact that SE works with a buffer and not sample to sample, so when you make a feedback path, there's a latency that depends on your audio settings.
So the only solution is C++.
- Yes, as you said acoustic isn't a big deal. I started to work on it already. The body model is very basic, so there's a lot of room for improvement and sofistication. Here is an attempt with a banjo and a guitar:

http://mokafix.chez-alice.fr/banjomix.mp3

Note that I really customised the plugin for the banjo, so that hand position and tuning corresponds to the reality, even for the 5th shorter string (I won't enter boring details, but in that aspect it really works like the real thing).

It indeed works nice with amp sims.

http://mokafix.chez-alice.fr/heroinmix.mp3

There'll be plenty of features, all being relevant guitar wise.




Ok, so here are the news:

I might have found someone to code it. :D
So I won't update this thread from now on, as the plugin will start a new developement cycle where I'm not the only one involved.
Maybe I might pass by and say hello, but don't expect to see any beta or woring demo poping up here.

Is it good news or bad news?
+ the plugin will be reliable
- it'll delay the release
+ but at least the plugin will actually be released :wink:
+ it'll be more stable, cpu efficient, and probably be improved soundwise too.

Even if it takes time, even if you buy other plugs (real strat for instance), when this one is out, you might still find room for it because it'll offer amazing features, most of which can't be obtained with samplers.


I have to thank you all here, because you helped me a lot to keep going with that thing. I know I caused a lot of frustration here (and keep doing it), but understand that I really don't want to release something that could be so much better than it is now (even though I made demos with it, which might make you think "gimme! gimme!" it's almost unusable for live playing in it's current state).

Special thanks to Genetic junk, Gregjazz, Asseca and Brent for their help.

I worked completely alone on it until now, had no guitar with me and had to rely on samples provided by gentle guitar players from KVR; moreover, I have no actual friends interested in this matter, so this thread was my only contact for feedback and critics about my work.

So thank you all for caring about this plugin. :)

It'll be released one day, I swear! :P

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So, when is it scheduled for release?












:wink: :wink: :D :D
If you can't beat your computer at chess, try kick-boxing.

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As always, very impressive audio examples, Mokafix. Good news about the C++ version really happening, will be following this with great interest.

/Yoss

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So how goes the progress with this?
If this is an emu of electric bass, would it be possible for it to emulate acoustic bass guitar/guitarron ?

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I spent some times making demos to check the sound quality, and put them together in a kind of "best of". It's only covers again (I'm sorry I'm not a composer :()
You can play and try to guess all those tracks names (answers are in the video file info):

http://fr.youtube.com/watch?v=yJQRQoiCIDU

all the guitars and bass are Dark Lady.
The midis have almost no extra editing except channels numbers and some mutings (mod wheel).
I hope you like it.

;)

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I love both the guitar and the bass. :love:

The guitar sounds very versatile, seems it's at home both with lead and rhythm work - the strums sound pretty convincing to me. There was a hint of "machine gun effect" in the Duelling Banjos snippet. How does the instrument handle fast, repeating notes with the same (or close to the same) velocity, is there some randomness programmed into the response?

/Yoss

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Yes, the machine gun effect happens.
For now, it depends on midi edition, but'll probably add some randomness inside the plugin to avoid this.
So when it sounds like machine gun, it's because I was lazy editing the midi and altering the mengths and positions. :D
(the randomness in sound depends on lengths and positions more than on velocity).


I forgot to tell something about the very high pitched notes you can hear on some demos:
as you know I have a pitch roof issue due to synthedit.
So to do those demos, I had to tune the guitar and the midi track 2 octaves down, and to slow the tempo down (x 0.25). Then I could rise the pitch of the audio file obtained by 2 octaves, which put it back to the correct tempo too.
That's how I had to do it to get those notes, which is the reason why it really needs to be C++ed.

But when it can reach those notes in real ltime, it'll sound like on those demos.

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I suppose the 'guitar' rendition's got its own tone suitable for a "cheaper" guitar sound. (I like it. :P) The bass is spot on, however though have there been any demos for slapping sounds? :D

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