Xhun Audio IronAxe ver 1.8 and its road to Win64/macOS

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Hi,

IronAxe has just been updated to version 1.3.5. This update focuses on a low-level code revision on the GUI side. Moving first steps for cross-platform :)

Summary of changes:

# Improvements on the GUI side: deep low-level code revisions (now more CPU-efficient), a step forward to cross-platform.

# Minor fixes on the DSP side

Thank you for your attention,
bruno
bruno @ Xhun Audio || www.xhun-audio.com || Twitter || Instagram
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Hi everybody,

ok, ok, I admit it... making complex 'strums/phrases' on IronAxe was not so easy and quick to learn and perform - until today !

As Twitter/Facebook followers already know, IronAxe version 1.5 (available soon) will bring a new special engine called KeyStrummer. It is a full, separate operative mode the will let you perform complex strums/phrases with ease and in FULL real time, also for live usage.

A first audio preview for KeyStrummer engine can be found here:

http://www.xhun-audio.com/audio/ironaxe ... review.mp3

This audio demo is an on-the-fly recording of IronAxe ver 1.5 beta using ONLY a standard MIDI Keyboard played in real time.
No post-processing, no additional engines or 3rd party software.
Just IronAxe ver 1.5 - played 'live' with the new KeyStrummer mode, without post-processing MIDI adjustments.

If until yesterday IronAxe was the finest way to perform natural solos/arpeggios, KeyStrummer will revolutionize the way of performing authentic phrases/strums using IronAxe's physical modeling technology engine.

PS: the audio demo is the 'guitar part/track' from a funny 90's tv show theme...
bruno @ Xhun Audio || www.xhun-audio.com || Twitter || Instagram
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IronAxe version 1.5 preview - The KeyStrummer Mode

The KeyStrummer Engine lets users to perform complex Strums, Phrases and Riffs with ease and in true real-time, using only a standard MIDI Keyboard.

Image preview is posted below:

https://www.facebook.com/photo.php?fbid ... =1&theater

The selectable strums/techniques are:

# B4 - Stops all current vibrating strings

# C5 - Strum Up , with speed defined by the Strum Speed parameter

# C#5 - Strum Down , with speed defined by the Strum Speed parameter

# D5 - Strum Up , with speed set to fast strum (fixed value)

# D#5 - Strum Down , with speed set to fast strum (fixed value)

# E5 - Power Chord Strum , using palm-muting technique

# F5 - Power Chord Strum

# F#5 - Strum Up , using note-chunking technique

# G5 - Strum Down , using note-chunking technique
bruno @ Xhun Audio || www.xhun-audio.com || Twitter || Instagram
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Hi everybody,

just updated IronAxe to version 1.5. Download is available now from www.xhun-audio.com and the update is free for all registered Customers. Feel free to download the manual (included in the installer package) to learn about the new Engines and features re-mapping.

Changes in IronAxe version 1.5:

# Introducing the KeyStrummer Engine : perform complex Strums, Phrases and Riffs with ease and in true real-time, using only a standard MIDI Keyboard

# Slide Performance Mode has been redesigned, bringing different ways to achieve real-time Hammer-Ons and Pull-Offs techniques

# Perfomance Keys Engine has been re-mapped and selectable techniques have been improved

# Quick Strums (in Perfomance Keys Engine mode) have been improved and re-mapped

# Low-level code improvements for the Amp/Cabinets Section (increasing CPU/Ram efficiency)

# Partial re-design and improvements on the GUI side

# Minor fixes on the DSP signal-path side

# Further low-level, cross-platform code revisions

# A few additional presets are included (for a quick use of the KeyStrummer engine)

Thank you for your attention, I wish you a fine day,
Bruno
bruno @ Xhun Audio || www.xhun-audio.com || Twitter || Instagram
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Quite impressive, looking forward to this update !

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Please do me a favour and check your support email? I'm pre-sales, but I would pick this up tomorrow if you can fix the bug that's causing it to not load into a populated project in FL Studio. I mailed you a screenshot of the error, and more details. It's related to SynthEdit errors. Trying to get this seen as soon as possible so maybe you can fix it and I can buy it as soon as possible. :)

Excellent product...I just need this one stability fix before I can buy it. Fix that, and I'm in for sure. Already have the money ready...just need to make sure I can use it in actual projects.

Thanks!

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Fairlight2cx wrote:Please do me a favour and check your support email? I'm pre-sales, but I would pick this up tomorrow if you can fix the bug that's causing it to not load into a populated project in FL Studio. I mailed you a screenshot of the error, and more details. It's related to SynthEdit errors. Trying to get this seen as soon as possible so maybe you can fix it and I can buy it as soon as possible. :)

Excellent product...I just need this one stability fix before I can buy it. Fix that, and I'm in for sure. Already have the money ready...just need to make sure I can use it in actual projects.

Thanks!
Hi Fairlight2cx,

just replied by email, if you didn't received it yet let me know.

By the way, about your issue - it is very strange, FLStudio has full compatibility. Please be sure to install the plugin in 'Program Files (x86)' and not in 'Program Files' (reseved for 64bit apps) - I noticed that in the screenshot you sent to me. In the email I provided additional infos.
bruno @ Xhun Audio || www.xhun-audio.com || Twitter || Instagram
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I've replied privately...once with the requested information, once with the extra information about what I suspect is the problem. I'll reply here as well, because you seem like an awesomely responsive developer, and I want people to see that you're one of the good ones who takes their product support seriously.

The lack of (x86) is due to me being on WinXP 32-bit, which has no need of (or presence of) the extra (x86) directory.

The problem, near as I can tell, is that the large memory footprint (890989 KB, calculated from Iarsn TaskInfo's "Total KB" per process between a fresh load of FL Studio, and -just- loading IronAxe) is causing larger projects to exceed the 2GB of addressable RAM per process in a 32-bit OS.

Hopefully, you can reduce the memory footprint, which seems excessively large for a synthesis, rather than sample-based, plugin. It's rather prohibitive for a single plugin to take 45% of the total available memory for a DAW.

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Ok, after I spent the latest hours scanning all IronAxe parts/code lines, I reached the point.

1-
The Amp/Cab section is safe.

2-
IronAxe is a full physical modeling simulation, no 'shortcuts' are used, and this requires a *massive* use of complex delay lines. 10's of waveguide delay lines are used, only to simulate the 6 independent strings (and delay lines use memory). And each delay line is not statical, but there are dozens of algorithms with the purpose of simulate all that aspects that in the real-world cause a different behaviour of the strings 'over the time' (everything is transparent to the End-User). So a lot of stuff, and this cannot be changed. I can improve the delay lines (already planned this, also for cross-platform compatibility), but this would require time.

3-
I noticed that the stompbox 'Ambiverb' uses too much memory and CPU. Ambiverb is a resonator-based reverb, each unit (4 in total) features 2 channel 8 delay lines. So 2*8*4 delay lines + all-passes, additional damps and much more things. With all this enabled, one instance of IronAxe on 32 bit systems require additional 160 MB of memory (if your values are greater than this, try to use more generous audio buffer settings!). I think I'll disable 'Ambiverb' in next update (a reverb rewriting was already planned), because too much resources were required for something nice but not strictly necessary (by the way an alternative secondary reverb unit is also present in IronAxe, similar to Ambiverb).

In my first tryouts cutting out Ambiverb stompbox increase performances. I will post additional infos in the next weeks, after additional researches.
bruno @ Xhun Audio || www.xhun-audio.com || Twitter || Instagram
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Sounds awesome! You obviously know your stuff! You're obviously intent on making this the best it can be on all fronts, as well. I'm going to purchase it today. Thanks in advance for your continued efforts to improve an already awesome plugin, Bruno!

Also, if you're willing to add a single-button bypass for all effects (cabs/stomboxes/amps, set the room to direct) so that we can disable it all in one click after loading different presets, that would be a lot better for people like myself, who want to feed the raw instrument through external rack VSTs (OverLoud THD, Guitar Rig, or any of the other dozens out there). Your big strength is the instrument itself, which is the best sounding and most versatile on the market, as far as I'm concerned! I hope you consider and implement this one-button "effects off/bypass" feature.

Thank you again for a wonderful product (to be purchased by me today...just got paid!), and for demonstrating excellent commitment to your product with ongoing support and development. Thanks for listening and caring! So many developers don't; it's refreshing and uplifting to meet one who does!

I look forward to future versions as you get them done!

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Thank you so much for your support!

About further IronAxe improvements, I found another crucial point.
I'm going to write a new string switcher (it will work in 'MIDI Keyboard' mode), with a better poliphony management. This will have a cascade effect on many aspects of the whole simulation (talking about the E.Guitar section), and may sensibly reduce the CPU/RAM amount. It is something complex it may require time. Any update will be posted here :)
bruno @ Xhun Audio || www.xhun-audio.com || Twitter || Instagram
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Sounds awesome! Looking forward to updatess! Meanwhile, I tried IronAxe with ChordSpace Playa and TH2 last night, and it's absolutely incredible. :)

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I found a bug that I'd like addressed in the next release, if you can. It's not even really an enhancement, I consider it a bug.

If you want strumming to start at the beginning of a measure, and you put E2 in your piano roll as a long note to modify a whole pattern in your DAW, if a note that should play a chord is struck at the exact same time, it only plays a single note, not the chord. I literally have E2 and B5 backed all the way up to the beginning of the bar, they start simultaneously, and the strumming doesn't kick in until the next playable note. If I move B5 even less than 1/6 of a beat inward, it will play properly as a chord. But it's currently impossible to trigger the modifier and chord simultaneously to be on the beat that starts the pattern. If it were the first beat of a song, this means you can't start with a chord via E2 unless you move the entire song at least one beat inward. That's a tad clumsy. :(

It really needs to evaluate simultaneous inputs and scan for modifiers before acting on the rest of the notes that come in at the same time, in order to avoid this.

If you wouldn't mind... :)

Thanks!

Happy Holidays!!!

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Fairlight2cx wrote:I found a bug that I'd like addressed in the next release, if you can. It's not even really an enhancement, I consider it a bug.

If you want strumming to start at the beginning of a measure, and you put E2 in your piano roll as a long note to modify a whole pattern in your DAW, if a note that should play a chord is struck at the exact same time, it only plays a single note, not the chord. I literally have E2 and B5 backed all the way up to the beginning of the bar, they start simultaneously, and the strumming doesn't kick in until the next playable note. If I move B5 even less than 1/6 of a beat inward, it will play properly as a chord. But it's currently impossible to trigger the modifier and chord simultaneously to be on the beat that starts the pattern. If it were the first beat of a song, this means you can't start with a chord via E2 unless you move the entire song at least one beat inward. That's a tad clumsy. :(

It really needs to evaluate simultaneous inputs and scan for modifiers before acting on the rest of the notes that come in at the same time, in order to avoid this.

If you wouldn't mind... :)

Thanks!

Happy Holidays!!!
Hi, I'll check it. But I think it wouldn't be possible to make that feature without introducing additional latency (IronAxe has NO additional latency and I would defenitely keep it latency-free). That response could also be derived on how the DAW/Host handles midi-in events/data.

Sorry for my delay, I just found this message/post :)

Happy Holidays to you too :)
bruno @ Xhun Audio || www.xhun-audio.com || Twitter || Instagram
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Just so you know which host I'm hitting this in, it's FL Studio 11.0.4.

Another option would be automation clips, if chords and the other modifiers controlled by keys could be turned on/off that way, in addition to with a MIDI note. That's how you'd usually do it with most plugins. Say, the VB3 tonewheel organ's rotor speed switch is something I can use automation clips, and I can change that at the start of the bar and it takes effect immediately.

If you don't want to rework the note analysis, could you please at least give us VST parameters which we can automate so we can get chords on the first beat? :)

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