GPU Audio - Meet the Devs

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Hi all,
We recently spoke to Nick Batt on his Meet The Devs series; explaining a little about GPU Audio, where we're at, where we're going and what the future might bring.

As a taster, here's what Nick had to say: "It's absolutely ridicuous amounts of power that we wouldnt have even dreamt of years ago"



We'd love to hear your thoughts on what GPU Audio can bring. What would you like to see made using it?

Have a super week,

Chris

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I'd love to see you all collaborate with NoiseAsh for their Neve style equalizer emulations and Volko Audio for the API style EQ emus. Arturia for their compressor quality.

If I could "bake in" those effects while recording, a lot of time could be saved.

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AudioGuy720 wrote: Mon Aug 08, 2022 11:55 pm I'd love to see you all collaborate with NoiseAsh for their Neve style equalizer emulations and Volko Audio for the API style EQ emus. Arturia for their compressor quality.

If I could "bake in" those effects while recording, a lot of time could be saved.
Thanks for the suggestion, we'll certainly be speaking to some top developers. I'll add those to our list!

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GPUAudio wrote: Mon Aug 08, 2022 2:22 pm We'd love to hear your thoughts on what GPU Audio can bring.
Lots of fan cycles. ;)

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I think it'd be amazing if you could provide lots of different small, low-level plugins, that end-users would be able to chain together in a wrapper that offloads those plugins to the GPU. That way the user can make complex patches, without using many system resources that are not spent on creating cool sounds.

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OSWProduction wrote: Sat Aug 13, 2022 12:38 am I think it'd be amazing if you could provide lots of different small, low-level plugins, that end-users would be able to chain together in a wrapper that offloads those plugins to the GPU. That way the user can make complex patches, without using many system resources that are not spent on creating cool sounds.
Thats a really cool idea - like a little modular system?! What kind of modules would you like to see there? I'd personally have to have a step sequencer, a comb filter, and some kind of clock/audio divider.

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chk071 wrote: Thu Aug 11, 2022 9:56 am
GPUAudio wrote: Mon Aug 08, 2022 2:22 pm We'd love to hear your thoughts on what GPU Audio can bring.
Lots of fan cycles. ;)
Haha :help:

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GPUAudio wrote: Thu Aug 18, 2022 9:45 am
OSWProduction wrote: Sat Aug 13, 2022 12:38 am I think it'd be amazing if you could provide lots of different small, low-level plugins, that end-users would be able to chain together in a wrapper that offloads those plugins to the GPU. That way the user can make complex patches, without using many system resources that are not spent on creating cool sounds.
Thats a really cool idea - like a little modular system?! What kind of modules would you like to see there? I'd personally have to have a step sequencer, a comb filter, and some kind of clock/audio divider.
Oh WOW, what a coincidence! I was literally just watching your talk at NAMM22 with SonicState while I saw the notification of your reply! I'll be totally honest: I was optimistic, but also a bit skeptical at the same time when I was looking around for information about GPU Audio, some clickbaity articles by various magazines etc., but after seeing your presentation at NAMM I am pretty convinced we are in good hands! :lol:

So, my ideal GPU Audio plugin would be kind of similar to Kilohearts Snap Heap:
Image

As you can see, with Snap Heap you can create very intricate and complex patches, made from small modules, with crazy routing, splitting frequencies, envelopes and other modulators, and some macros to make workable presets.

With this plugin, or a similar one, you can replace entire plugin chains, by a single one, with instant recall by loading a preset, and in the absolute best case scenario: it would be offloaded to the GPU :pray: .

As to what modules to actually include?
My preference, in order of personal importance would be:
- Good Mid/Side splitter > to process these separately within the plugin
- Good Multiband filter / splitter > be able to do multiband processing within the plugin
With these two modules + a good way to route the signals, the groundwork for an amazingly versatile tool is laid. Then for the actual processing it would be nice to have:
- Selection of filters
- Simple 3 pole EQ with lowshelf, midbell, highshelf
- Distortion
- Stereotool to set wideness or set signal to mono
- Delay
- Reverb
- A chorus/flanger/phaser (could be all at the same time)

Everything on top of this would simply be icing on the cake! :roll:

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