All MeldaProduction plugins updated to 13.00 and public MSoundFactory beta released

Official support for: meldaproduction.com
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:D
Vojtech
MeldaProduction MSoundFactory MDrummer MCompleteBundle The best plugins in the world :D

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Having some hours on it what a pristine quality, I always tend to use it with 4x upsample and the wavetable and string modules sounds so clean and "organic", I have to say that who ever who think or say that Msoundfactory only sounds digital, maybe don't even know how to set up the synth in the way to make it analog sounding if that is what they are after?.

I had exelent results just adding necessary effects and configuring the generators and envelopes, with some more little details.

The possibility to add different generators types and the massive collection of effects (by the way doubletracker seems to make everything sounds huge, love it) makes Msoundfactory a go-to for me, is just fantastic; I would say, people shouldn't see this synth as too complex or difficult, whenever you have time to create your presets you just save it and you know you will use it later on your mix, also the way to add generators and effects is quite straightforward ironically enough for everything that is possible with modulation and more advanced options. The more I understand it, more straightforward is to create everything from scratch.

I will wait patiently for that sampler module and the different files that will be able to load and use. :)

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Do someone knows if Msoundfactory will be available like a module for MXXXcore? In such a way that I could use Msoundfactory inside MXXXcore with all the effect in the matrix like MPS?

I have watched the official MXXXcore page but it doesn't mention anything about this, so don't know, would like to know if this would be possible or not.

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Weird problem with MSoundFactory : as soon as i use one of the build-in fx in MB mode, the playback is seriously delayed. Anyone else having this ?

Plus : When changing waveform in the oscillator section presets, all previous unison settings are gone. Couldn't find a way to lock these settings.
The loudness war is over, loudness has won

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Yes some effects induce latency even at the lowest oversampling value (mainly noticed it with granular and unison) and I'm not exactly sure how MSF will deal with it.
I have some of those effects as standalone plugins and it's not a problem during audio playback thanks to the DAW's latency compensation. But when it's being played in real time (and an instrument always plays in real time) the input will be delayed.

About the unison settings I'm not sure I'm understanding the issue. When I switch between the oscillator "shape" presets, the oscillator's "unison" parameters don't change in my version. :\

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Niowiad wrote: Fri May 10, 2019 8:56 pm Yes some effects induce latency even at the lowest oversampling value (mainly noticed it with granular and unison) and I'm not exactly sure how MSF will deal with it.
I have some of those effects as standalone plugins and it's not a problem during audio playback thanks to the DAW's latency compensation. But when it's being played in real time (and an instrument always plays in real time) the input will be delayed.

About the unison settings I'm not sure I'm understanding the issue. When I switch between the oscillator "shape" presets, the oscillator's "unison" parameters don't change in my version. :\
It's a pretty big delay. Talking seconds here. And i'm talking about MB versions of the fx. Like DistortionMB and SaturatorMB. They play normally, except when i put them in Multi-Mode, or select a preset which makes use of Multi-Mode. Don't think that should happen.

Unison : Select for example Supersaw for oscillator 1. Adjust Unison settings. Choose another one (for example MS200 Saw). Unison settings gone.
I'm guessing the Unison settings are part of the wave preset, but would be nice to be able to lock your Unison settings.
The loudness war is over, loudness has won

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Thank you folks! :love:

Latency: Some of the effects are included even if they CAN (or even always do) exhibit latency. In these cases it is IMPOSSIBLE to do what they do without latency, that's just how it is. And the instrument cannot compensate for it. So if you use it, it is usable only as a parallel lane for example, or for stuff with very long attacks, where it doesn't matter. The MultiMode devices are the exact case - they all work in spectral domain and as such the latency is inevitable.
Vojtech
MeldaProduction MSoundFactory MDrummer MCompleteBundle The best plugins in the world :D

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MeldaProduction wrote: Fri May 10, 2019 9:42 pm Thank you folks! :love:

Latency: Some of the effects are included even if they CAN (or even always do) exhibit latency. In these cases it is IMPOSSIBLE to do what they do without latency, that's just how it is. And the instrument cannot compensate for it. So if you use it, it is usable only as a parallel lane for example, or for stuff with very long attacks, where it doesn't matter. The MultiMode devices are the exact case - they all work in spectral domain and as such the latency is inevitable.
This only applies to playing live, right? Also even if you use it in a parallel lane, won't the output of that lane be super delayed compared to the instrument sound?

If you were to apply those effects in serial on playback, would MSF then report the correct latency to the DAW?

Just curious.

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MeldaProduction wrote: Thu May 09, 2019 6:41 pm David: Yes, I'm now thinking that it may be a little bit too low, but hey, for a few days perhaps :)
Aaagh! I don't get paid until the end of the month! :(

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MeldaProduction wrote: Fri May 10, 2019 9:42 pm Thank you folks! :love:

Latency: Some of the effects are included even if they CAN (or even always do) exhibit latency. In these cases it is IMPOSSIBLE to do what they do without latency, that's just how it is. And the instrument cannot compensate for it. So if you use it, it is usable only as a parallel lane for example, or for stuff with very long attacks, where it doesn't matter. The MultiMode devices are the exact case - they all work in spectral domain and as such the latency is inevitable.
Okay, thanx for the answer. That's a bummer really. It's also no use for stuff with longer attacks, because the whole sound starts later, not only the effect. Maybe it's a solution to put these fx in a seperate section for parallel use only or something.

And what about the unison thing, is that a bug or missing feature ? Don't know of any synth that changes unison settings when you choose another waveform.

But apart from these things i'm pretty impressed. I can see where it is going :wink:
The loudness war is over, loudness has won

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Latency: Well, technology has its limitations. Note that this is more like physical limitation, it will never be possible to do that without latency, so... I'd suggest keeping away from the FX/settings that introduce latency. Note that the plugin cannot report it to the host, long story... So it may only be useful for some "paddy" stuff, that evolves through times and timing is not an issue.

Unison: It actually works, just checked. You are using the main oscillator presets, right? ;) So that includes ALL settings of the oscillator of course! But down there, where the actual oscillator shape is, there are other presets ;). Anyways some tutorials:

https://www.meldaproduction.com/video-t ... scillators
Vojtech
MeldaProduction MSoundFactory MDrummer MCompleteBundle The best plugins in the world :D

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rlared wrote: Fri May 10, 2019 10:16 pm
MeldaProduction wrote: Fri May 10, 2019 9:42 pm Thank you folks! :love:

Latency: Some of the effects are included even if they CAN (or even always do) exhibit latency. In these cases it is IMPOSSIBLE to do what they do without latency, that's just how it is. And the instrument cannot compensate for it. So if you use it, it is usable only as a parallel lane for example, or for stuff with very long attacks, where it doesn't matter. The MultiMode devices are the exact case - they all work in spectral domain and as such the latency is inevitable.
This only applies to playing live, right? Also even if you use it in a parallel lane, won't the output of that lane be super delayed compared to the instrument sound?

If you were to apply those effects in serial on playback, would MSF then report the correct latency to the DAW?

Just curious.
Yes it is delayed. And no there's no correct latency compensation.
The loudness war is over, loudness has won

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MeldaProduction wrote: Sat May 11, 2019 10:22 am Unison: It actually works, just checked. You are using the main oscillator presets, right? ;) So that includes ALL settings of the oscillator of course! But down there, where the actual oscillator shape is, there are other presets ;). Anyways some tutorials:

https://www.meldaproduction.com/video-t ... scillators
Yes, and that's why i asked if it could be locked. Like a lot of other functions can be locked. Feature request if you want. Would be nice if certain settings in that department (Unison, drive, filter whatever) can be locked so it adds another layer in designing :wink:

And it can be that i'm overlooking something but there seems to be no actual Unison module available with other engines than the standard oscillator. I was using the Unison effect but that one introduces latency. Is this also by design or is it gonna be added in a later stage ?
The loudness war is over, loudness has won

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There is the generalized lock feature - check utilities panel with modulators. You simply touch all parameters to lock and that's it. But there's not much besides the unisob in the oscillator module, so i quite don't know why would you use these presets instead of the shape presets.
Vojtech
MeldaProduction MSoundFactory MDrummer MCompleteBundle The best plugins in the world :D

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I have a question about oversampling in MSF.
Since the oversampling option can be found on many different places and modules besides the main option (top right corner), which value overrides which other value?

I'm not sure but it looks like each module can currently override the main setting for the plugin, this would mean they can't be controlled as a whole (especially useful to differentiate between real-time-playing and offline-rendering)?

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