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Since the response to this plugin has been overwhelmingly quiet, I'm going to assume that the general public didn't really like the somewhat subtle distortion with fairly nasty overload if you tried to go beyond the "sweet spot". So I figure, what the heck, let's try again and took it back to the drawing board.
So 1.0 is here (since I'm fairly convinced I'm not going to do any more major changes), and unlike the previous versions, it now becomes smeary (not sure about big though) as you apply more resonance and drive. It's a whole lot more predictable too. Might even be useful as a distortion device now.xoxos wrote: for some reason i have the impression that the general public prefer big smeary things that get louder when you apply resonance and drive.
Download from the website or enjoy the lovely graphics:

Unlike the previous versions, it will now distort whatever you feed it, as long as you feed it with high-enough amplitude (which is not very high if you set the drive to maximum). Unlike the previous versions, the morphed responses keep their shapes much better when you feed it something with very high amplitude.
The linear model is practically unchanged, so with minimum drive (and sane input level) it should behave more or less exactly like the previous version. As soon as drive is increased though, it will sound fairly different.
Apologizes to those (assuming any) who liked the original model better (feel free to keep your old versions as vintage treasure).
---- THE FOLLOWING KEPT FOR ARCHIVAL PURPOSES ----
Ok, this is very much beta [edit: can probably be considered more or less stable now] quality stuff right now, but I need some bug reports [edit: still welcome]. I admit this was made rather quickly (total development time about a week or so) but I thought it makes for a good tech-test and might be useful too.
The screenshot: [see above]
The download link. <-
(edit: still works, but now there's that website too)
The plugin itself is a simple filter with morphing LP->notch->HP response, which can be cross-faded with a bandpass response and the final result can be further cross-faded with the dry input. It's designed for manual foolery (or automation) so no envelope followers or LFOs or anything, sorry. Does have full parameter smoothing though (which someone already claimed a bit sluggish so comments on this and I just about might make it a bit less aggressive).
I could claim the filter to be modified Chamberlin SVF but it's been modified so much it's really not very much the same filter anymore.
The "safe" Q-range maps 100% resonance to 75% of the "full" range, such that random tweaking of the knobs should not result in accidental ear damage. With "full" range it goes for self-oscillation (though it's fairly weak without input signal). The saturation (which is controllable with the drive control) is in the resonance path only, so this isn't really a very good distortion device.
Oh and.. just because the "wet mix" is a knob, doesn't mean it might not actually make sense to bind it to a button on a MIDI controller (that's what I do).
As usual, we're 32-bit Windows VST format and you need a CPU with minimum of SSE2. We're back to the old GDI-only drawing code (and ugly GDI text and all that stuff) since obviously the OpenGL approach still needs more work.
edit: Small update 2011-06-27 since there was a slight mistake in coefficient calculation; might or might not sound slight better now.


