New things from Unfiltered Audio

VST, AU, AAX, CLAP, etc. Plugin Virtual Effects Discussion
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tl wrote:At first great thanks for the Sandman Pro update. It helped a lot concerning usability on my rather old machine.
But still your plugins especially Sandman Pro and Fault are CPU-hungry in comparison with other plugins
so I was wondering if and how much your plugins are oversampled internally...
At which rate does the modulation system work?
Host samplerate or lesser?
We've received reports of Sandman Pro having massive CPU spikes in specific versions of Pro Tools and are looking into it. Between Sandman Pro 1.0 and 1.0.1, we identified and fixed a major denormal bug that was causing runaway CPU use when reducing the number of active taps in Multi-Tap mode. We don't believe that it's a denormal bug that is causing the Pro Tools issue, as the other denormal bugs have been consistent between formats. We've heard that PT is less forgiving of memory allocation on the audio thread, so we are looking into that to make sure we haven't made a mistake somewhere. Fault's 1.1 update includes the denormal fix (and modulation system updates). It is currently in the Release Candidate phase.

Sandman Pro and Fault are not oversampled internally. The upcoming updates for Dent and Indent (in beta) add in variable oversampling (the user can choose between 1x, 2x, and 4x in the options menu). The modulation system works at a fraction of the speed of the sampling rate.

Our biggest bottleneck is our interpolator code. We tested a number of interpolation algorithms for our controls, and we ended up choosing a fairly expensive algorithm because of its sound quality.

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@thelizard, any news on SpecOps?

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218 wrote:@thelizard, any news on SpecOps?
Fine, I'll finally answer this :hihi:

We cleared our design hurdle that blocked us for a while. We're cleaning up the interface, ironing out the effects list, and massaging the control-feel. We're planning on sending in the alpha build next week. Here's a teaser:
Screenshot 2017-06-10 14.39.34.png
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This looks like another insta-buy for me.
Will it allow very high FFT sizes like GRM Evolution (65536) ?

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wowsers, Some bits of that GUI have me quite excited also!
Exponent->Filters, Geometry, Freezers, effects and Glitchers...
Sounds like a plugin with a lot of tricks up its sleeve!
Hypnagog (Experimental Electronica) |
Terrafractyl (Psytrance) |Kinematic Records (Label)

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Wanterkeelt wrote:This looks like another insta-buy for me.
Will it allow very high FFT sizes like GRM Evolution (65536) ?
Our current build has 128-8192. It's easy for us to expand the size, though. I'll look into expanding the maximum rate, especially since some users will probably have higher sampling rates on their end.

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Terrafractyl wrote:wowsers, Some bits of that GUI have me quite excited also!
Exponent->Filters, Geometry, Freezers, effects and Glitchers...
Sounds like a plugin with a lot of tricks up its sleeve!
That drop-down menu currently has 30 effects, and we're working on squeezing a few more in before alpha. The Freezers category is my favorite. It includes various methods of slowing down frequency regions of the signal. Combine that with modulation...

The Exponent effect raises each bin's magnitude to a power between 1 and 3. Essentially, it rapidly reduces the magnitude of less intense frequency bins while slowly reducing the intensity of the loudest bins. It's basically a contrast effect that accentuates the loudest frequencies in a signal.

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:hyper:

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Super exciting to see a monster frequency domain plugin in the works. Can't wait to give it go.

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thelizard wrote:
Wanterkeelt wrote:This looks like another insta-buy for me.
Will it allow very high FFT sizes like GRM Evolution (65536) ?
Our current build has 128-8192. It's easy for us to expand the size, though. I'll look into expanding the maximum rate, especially since some users will probably have higher sampling rates on their end.

That's great news. Excellent for smearing/blurring sounds.

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thelizard wrote:
Terrafractyl wrote:wowsers, Some bits of that GUI have me quite excited also!
Exponent->Filters, Geometry, Freezers, effects and Glitchers...
Sounds like a plugin with a lot of tricks up its sleeve!
That drop-down menu currently has 30 effects, and we're working on squeezing a few more in before alpha. The Freezers category is my favorite. It includes various methods of slowing down frequency regions of the signal. Combine that with modulation...

The Exponent effect raises each bin's magnitude to a power between 1 and 3. Essentially, it rapidly reduces the magnitude of less intense frequency bins while slowly reducing the intensity of the loudest bins. It's basically a contrast effect that accentuates the loudest frequencies in a signal.
:o
:love:
:party:
:clap:
Hypnagog (Experimental Electronica) |
Terrafractyl (Psytrance) |Kinematic Records (Label)

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Looks incredibly interesting :hyper:

Please make everything synchronizable - like the Glitchy Reverse and delays etc. SW lacked this.

Did you manage to do the "Per-module region targeting" and can we have several modules/processors/effects in one instance of the plugin?

And that updated audio demo you mentioned? :D

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thelizard wrote:
Wanterkeelt wrote:This looks like another insta-buy for me.
Will it allow very high FFT sizes like GRM Evolution (65536) ?
Our current build has 128-8192. It's easy for us to expand the size, though. I'll look into expanding the maximum rate, especially since some users will probably have higher sampling rates on their end.
If you haven't played with Evolution it's a key feature.

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@ghettosynth: yes definitely! I mentioned in a post that we've quadrupled the maximum STFT size for SpecOps. I love the GRM tools. GRM Delay in particular influenced the design of Sandman Pro's Multi-tap mode.

@Soarer: Yes, SpecOps now has three simultaneous regional effects. There are now something like 35 possible effects per-slot, plus a master Geometry and Analysis Speed section. There's also a full-featured spectral compander on the output.

Are you asking about tempo-syncing effects? Everything in SpecOps works in the frequency domain, meaning that it analyzes complete buffers of data at a time and acts upon them as a whole. As a side effect, the concept of tempo disappears when working with these effects. That being said, each of the effects has been tuned to work well with our modulation system. You can get tempo-synced effects by modulating the effects with tempo-synced LFOs/step sequencers/etc.

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thelizard wrote:@ghettosynth: yes definitely! I mentioned in a post that we've quadrupled the maximum STFT size for SpecOps. I love the GRM tools. GRM Delay in particular influenced the design of Sandman Pro's Multi-tap mode.

@Soarer: Yes, SpecOps now has three simultaneous regional effects. There are now something like 35 possible effects per-slot, plus a master Geometry and Analysis Speed section. There's also a full-featured spectral compander on the output.

Simply fantastic :). I think that now that SpectrumWorx is dead, we'll finally have a tool to replace/complement it.

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