DUNE2 vs Sylenth1

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Dune2 or Sylenth1?

Dune2
179
74%
Sylenth1
64
26%
 
Total votes: 243

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DUNE 3$199.00Buy Sylenth1

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As soon as you need advanced features in DUNE 2.5 like wavetables, FM and MSEGs the comparison to Sylenth1 is pointless anyway.

In the Mod matrix also all 3 Oscs are available as mod sources so you could do audio rate modulations using the Oscs.

DUNE 2.5 also has zero delay feedback filters (for example the new XP filters) while Sylenth1 does not use this technology yet AFAIK.
Ingo Weidner
Win 10 Home 64-bit / mobile i7-7700HQ 2.8 GHz / 16GB RAM //
Live 10 Suite / Cubase Pro 9.5 / Pro Tools Ultimate 2021 // NI Komplete Kontrol S61 Mk1

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Ingonator wrote:As soon as you need advanced features in DUNE 2.5 like wavetables, FM and MSEGs the comparison to Sylenth1 is pointless anyway.

In the Mod matrix also all 3 Oscs are available as mod sources so you could do audio rate modulations using the Oscs.

DUNE 2.5 also has zero delay feedback filters (for example the new XP filters) while Sylenth1 does not use this technology yet AFAIK.
What is the advantage off zero delay feedback filters?

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Coockie1176ln wrote:
Ingonator wrote:As soon as you need advanced features in DUNE 2.5 like wavetables, FM and MSEGs the comparison to Sylenth1 is pointless anyway.

In the Mod matrix also all 3 Oscs are available as mod sources so you could do audio rate modulations using the Oscs.

DUNE 2.5 also has zero delay feedback filters (for example the new XP filters) while Sylenth1 does not use this technology yet AFAIK.
What is the advantage off zero delay feedback filters?
https://www.xils-lab.com/pages/Zero-Del ... lters.html

(for instance...)

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Coockie1176ln wrote:
Ingonator wrote:As soon as you need advanced features in DUNE 2.5 like wavetables, FM and MSEGs the comparison to Sylenth1 is pointless anyway.

In the Mod matrix also all 3 Oscs are available as mod sources so you could do audio rate modulations using the Oscs.

DUNE 2.5 also has zero delay feedback filters (for example the new XP filters) while Sylenth1 does not use this technology yet AFAIK.
What is the advantage off zero delay feedback filters?
At extreme settings like self-oscillation or filter FM most "old" non-zdf filters will craeate artifacts or unwanted noise.

For example old Minimoog emulations at pure filter self-oscillation without the Oscs used (if those old plugins are even capable of this...) create a noisy output while with a proper zero delay feedback filter like e.g. the Minimoog in Diva, Monark and The Legend create a more or ess pure Sinewave without noise.
Filter FM in the old plugins could sound not so nice too or at least not like in the real thing.

Overall zero-delay feedback filters seem to sound closer to real analog filter, also at extreme settings.

FWIW in DUNE 2 you could use all 3 Oscs as a mod source for the Cutoff to create Filter FM.
Ingo Weidner
Win 10 Home 64-bit / mobile i7-7700HQ 2.8 GHz / 16GB RAM //
Live 10 Suite / Cubase Pro 9.5 / Pro Tools Ultimate 2021 // NI Komplete Kontrol S61 Mk1

Post

Ingonator wrote:
Coockie1176ln wrote:
Ingonator wrote:As soon as you need advanced features in DUNE 2.5 like wavetables, FM and MSEGs the comparison to Sylenth1 is pointless anyway.

In the Mod matrix also all 3 Oscs are available as mod sources so you could do audio rate modulations using the Oscs.

DUNE 2.5 also has zero delay feedback filters (for example the new XP filters) while Sylenth1 does not use this technology yet AFAIK.
What is the advantage off zero delay feedback filters?
At extreme settings like self-oscillation or filter FM most "old" non-zdf filters will craeate artifacts or unwanted noise.

For example old Minimoog emulations at pure filter self-oscillation without the Oscs used (if those old plugins are even capable of this...) create a noisy output while with a proper zero delay feedback filter like e.g. the Minimoog in Diva, Monark and The Legend create a more or ess pure Sinewave without noise.
Filter FM in the old plugins could sound not so nice too or at least not like in the real thing.

Overall zero-delay feedback filters seem to sound closer to real analog filter, also at extreme settings.

FWIW in DUNE 2 you could use all 3 Oscs as a mod source for the Cutoff to create Filter FM.
Dune 2 can really make that modular madness (and in unison mode even more as some modulars offer).

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I thought Hive was the Sylenth1 killer....?

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AnX wrote:I thought Hive was the Sylenth1 killer....?
Yes. On KVR. :P

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chk071 wrote:
AnX wrote:I thought Hive was the Sylenth1 killer....?
Yes. On KVR. :P
On KVR objects may appear larger than they are. :)
This entire forum is wading through predictions, opinions, barely formed thoughts, drama, and whining. If you don't enjoy that, why are you here? :D ShawnG

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C-note wrote:Obviously, since Sylenth1 is unique and not like all the rest even in name, plugs like Dune and Zebra need to have additional search parameters to differentiate the musical instrument from a Film or an animal.
I remember I wanted to check something about Dune 2's GUI months ago, so I entered Dune 2 in Google image search, but got lots of weird images, but none of the synth :D

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Gamma-UT wrote:I've clipped a very short sample from Ajja's Bebopper and isolated one bass hit as well as a single k-b-b-b beat with only minimal background FX (a short spy-squelch on the third and fourth of the 16th notes). The waveform is below. I look at that and wonder whether that's straight out of a synth or has made a small diversion via a sampler or it's been printed and aligned in the DAW's own timeline.

Either way, careful use of phase for the waveform seems to be the key to this one much more than envelope shape in order to get the hard attack from the falling sawtooth waveform at the beginning of each note (and possibly without an ultrafast attack looking at the height of that first peak). My guess is a short release for the final full cycle so that the bass mostly gets out of the way for the next hit, using some very careful control over MIDI timing if it's done straight from the synth.
bebopper-kbquarter.png
bebopper-beat.zip
Full track:
Nice track, although not my kind of psy. No idea what he may use for the bass but it sounds good, sure.

Btw, I know that PsiloCybian uses DuneCM for his basses, but he resamples it. In his tutorial he applies heavy compression to the sound he has made in Dune and then bounces a 16th note and puts it into a sampler, which obviously removes any retirgger issues but the process itself is more tedious than what I would like to use myself (I mean what if I want to open the filter on the bass a bit when I'm adding more synths to the track).'

I've made some psybass patches in Dune2 a while back. If someone could check them out and tell me what I'm doing wrong this would be great

http://www.filedropper.com/dunebasses
You may think you can fly ... but you better not try

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Yeah, guess folks still resample their basslines like they always did, today there's maybe not much need for it, but one guys preference and so on.
This entire forum is wading through predictions, opinions, barely formed thoughts, drama, and whining. If you don't enjoy that, why are you here? :D ShawnG

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This is clearly not my preference. I never do this.
You may think you can fly ... but you better not try

Post

Ingonator wrote:
Coockie1176ln wrote:
Ingonator wrote:As soon as you need advanced features in DUNE 2.5 like wavetables, FM and MSEGs the comparison to Sylenth1 is pointless anyway.

In the Mod matrix also all 3 Oscs are available as mod sources so you could do audio rate modulations using the Oscs.

DUNE 2.5 also has zero delay feedback filters (for example the new XP filters) while Sylenth1 does not use this technology yet AFAIK.
What is the advantage off zero delay feedback filters?
At extreme settings like self-oscillation or filter FM most "old" non-zdf filters will craeate artifacts or unwanted noise.

For example old Minimoog emulations at pure filter self-oscillation without the Oscs used (if those old plugins are even capable of this...) create a noisy output while with a proper zero delay feedback filter like e.g. the Minimoog in Diva, Monark and The Legend create a more or ess pure Sinewave without noise.
Filter FM in the old plugins could sound not so nice too or at least not like in the real thing.

Overall zero-delay feedback filters seem to sound closer to real analog filter, also at extreme settings.

FWIW in DUNE 2 you could use all 3 Oscs as a mod source for the Cutoff to create Filter FM.

I just learned why Spire sounds so dirty to me.

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<delete>
Last edited by egbert101 on Tue Feb 06, 2018 11:19 am, edited 1 time in total.
<list your stupid gear here>

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Ingonator wrote: At extreme settings like self-oscillation or filter FM most "old" non-zdf filters will craeate artifacts or unwanted noise.

For example old Minimoog emulations at pure filter self-oscillation without the Oscs used (if those old plugins are even capable of this...) create a noisy output while with a proper zero delay feedback filter like e.g. the Minimoog in Diva, Monark and The Legend create a more or ess pure Sinewave without noise.
Filter FM in the old plugins could sound not so nice too or at least not like in the real thing.

Overall zero-delay feedback filters seem to sound closer to real analog filter, also at extreme settings.

FWIW in DUNE 2 you could use all 3 Oscs as a mod source for the Cutoff to create Filter FM.
Was just trying self-oscillation in S1, it does pretty well without 0df filters, sings like a bird when modulating the sine wave :)

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