Living Sky - A Cutting-Edge Spatial Reverb

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Hi,
Just before NAMM GPU Audio announced a new partnership with MNTRA and Outer Echo; with Living Sky. Living Sky is a stunning spatial reverb plugin set to redefine three-dimensional spatial audio production. The collaboration unites MNTRA's expertise in crafting immersive virtual instruments with GPU Audio's unique high-end audio processing capabilities, alongside Outer Echo's excellence in providing DSP solutions for unconventional spatial applications.



Living Sky is a limitless universe of living acoustic spaces that expands the capacity to effect and transform sound into the realms of your imagination. Within it acoustic sources become transformable spatial sound instruments that allow creators to bring their visions to life. While some reverb plugins allow for simple motion within a space, Living Sky brings motion to the space itself - creating dynamic and expressive audio processing that expands and transforms organically.

Tech Specs:
  • High project sample rate support (up to 192 kHz)
  • Up to 64 inputs/outputs
  • Extended-range ultrasonic resolution
  • Three-dimensional performable interface
  • Up to 5th-order Ambisonics resolution
  • Up to 15 simultaneous, dynamically-modulated reverb spaces
  • Hundreds of simultaneous convolution channels (powered by GPU)
MNTRA have experience working on sound for the Tomb Raider and Resident Evil series of video games, so it'll be an inspiring tool for all kinds of producers and sound designers.

Let us know what you think!

GPU Audio

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Hard to say when there are no audio examples.
"Wisdom is wisdom, regardless of the idiot who said it." -an idiot

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Lots of marketing words (silly ones at that) and a video that's not really about the product.

If I'm going to buy another reverb plugin (I'm probably not), it has to sound unique, fit my musical needs, and have an interface that's worth working with.

The times when my CPU can't handle the load of whatever it is I'm trying to do are quite rare, and every single time, it's more because I'm trying to do too much spectral processing, not because of reverb.


I'm still skeptical of real-time DSP on a GPU in general. Not sure if still true, but when NVidia was first pushing GPU compute, latency getting back to the CPU was a limiting factor. GPU compute applications like crypto typically don't care about latency. Of course if you're doing reverbs, that's your baked-in minimum predelay I suppose...

Fun thing about NVidia -- around that same time they were developing PhysX, with the intent of selling more "accelerator" cards to gamers. By the time it went to market, the card was slower than just using the CPU in the first place, thanks partly to multithreading/multicore. For some demos they intentionally slowed the code down if no PhysX card was detected...

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