Ensoniq DP/4 Emulation Incoming!

VST, AU, AAX, CLAP, etc. Plugin Virtual Effects Discussion
Post Reply New Topic
RELATED
PRODUCTS

Post

plexuss wrote: Wed Mar 04, 2026 3:07 am
Aloysius wrote: Tue Mar 03, 2026 4:29 pm FFS lads.

It’s obvious the developer put a huge amount of time and effort into this project. The demo sounds fantastic, and you can tell a lot of care and expertise went into building it.[snip...}
Suck it up buttercup, people are free to say what they want within the constraints of the rules.
That’s a strange take. You say everyone is free to share their opinion within the rules, yet when someone disagrees with you, you dismiss them as a “buttercup.” Which is it?
This is the same method MJ used when he was working on Anthony Marinelli's Thriller.

Post

Aloysius wrote: Wed Mar 04, 2026 4:45 am
plexuss wrote: Wed Mar 04, 2026 3:07 am
Aloysius wrote: Tue Mar 03, 2026 4:29 pm FFS lads.

It’s obvious the developer put a huge amount of time and effort into this project. The demo sounds fantastic, and you can tell a lot of care and expertise went into building it.[snip...}
Suck it up buttercup, people are free to say what they want within the constraints of the rules.
That’s a strange take. You say everyone is free to share their opinion within the rules, yet when someone disagrees with you, you dismiss them as a “buttercup.” Which is it?
Both. Cope. Troll.

Post

Hi everyone, John from Temecula DSP here. I saw the discussion and wanted to jump in and say hello! First off, thanks for the excitement around DEEP/4. The original hardware is a beast, and recreating it was a massive passion project.

I wanted to hop in to address some of the comments regarding my development process and my use of AI, as I've always aimed to be 100% transparent about how I work.

I saw the comment asking "painstaking for who, exactly?"—which is a completely fair question! To clarify: the painstaking part is the human element. I have 25 years of experience in reverse engineering, circuit analysis, and programming. A.I. has given me the leverage to combine my talents and scale out my ideas without needing a team to do it with. Prior to starting my own independent company, I worked for an Audio/Visual company developing media supply chain software.

For DEEP/4, I manually analyzed the original 24-bit fixed-point architecture and the ES5510 DSP engines to ensure a mathematically accurate 1:1 match. That architecture design and analysis was entirely manual labor. For the Stargate (one of my other plugins), I actually created a model in Logisim of the DSP schematic and had Claude write a Python model to prove it out. I traced every single wire myself on that schematic and verified all the Python. You can read a blog post about my findings here: https://www.temeculadsp.com/journal/ana ... argate-626

Regarding the AI side (and the "vibe coding" comments): Once that rigorous human engineering is done, I use Claude essentially as a highly advanced compiler. It translates my architectural design into code syntax. It condenses what would be a year of typing into months, which allows me to focus purely on the audio fidelity and exact behavior of the emulation. It still requires an expert architect to direct it, verify it, line-by-line, and refine it. It's a modern workflow that allows a solo dev to bring a massive 43-algorithm project like the DP/4 to life at an accessible price.

Finally, as with any complex 1.0 software release, edge cases and bugs in different DAWs can happen—whether the syntax was typed by a human or generated by an AI assistant. I am actively supporting this release, so if you run into any weird behaviors or feedback loops, please drop a note here or contact me directly so I can get them squashed!

Thanks again for the interest, and I’m happy to answer any questions you guys have about the plugin or the development process.

Cheers,
John

Post

Hi John, you might want to join the TUS Discord, we've been discussing Deep/4 there and they proposed a solution for the 16kHz cutoff.

Post

TemeculaDSP wrote: Wed Mar 04, 2026 5:32 am Hi everyone, John from Temecula DSP here. I saw the discussion and wanted to jump in and say hello! First off, thanks for the excitement around DEEP/4. The original hardware is a beast, and recreating it was a massive passion project.

I wanted to hop in to address some of the comments regarding my development process and my use of AI, as I've always aimed to be 100% transparent about how I work.

I saw the comment asking "painstaking for who, exactly?"—which is a completely fair question! To clarify: the painstaking part is the human element. I have 25 years of experience in reverse engineering, circuit analysis, and programming. A.I. has given me the leverage to combine my talents and scale out my ideas without needing a team to do it with. Prior to starting my own independent company, I worked for an Audio/Visual company developing media supply chain software.

For DEEP/4, I manually analyzed the original 24-bit fixed-point architecture and the ES5510 DSP engines to ensure a mathematically accurate 1:1 match. That architecture design and analysis was entirely manual labor. For the Stargate (one of my other plugins), I actually created a model in Logisim of the DSP schematic and had Claude write a Python model to prove it out. I traced every single wire myself on that schematic and verified all the Python. You can read a blog post about my findings here: https://www.temeculadsp.com/journal/ana ... argate-626

Regarding the AI side (and the "vibe coding" comments): Once that rigorous human engineering is done, I use Claude essentially as a highly advanced compiler. It translates my architectural design into code syntax. It condenses what would be a year of typing into months, which allows me to focus purely on the audio fidelity and exact behavior of the emulation. It still requires an expert architect to direct it, verify it, line-by-line, and refine it. It's a modern workflow that allows a solo dev to bring a massive 43-algorithm project like the DP/4 to life at an accessible price.

Finally, as with any complex 1.0 software release, edge cases and bugs in different DAWs can happen—whether the syntax was typed by a human or generated by an AI assistant. I am actively supporting this release, so if you run into any weird behaviors or feedback loops, please drop a note here or contact me directly so I can get them squashed!

Thanks again for the interest, and I’m happy to answer any questions you guys have about the plugin or the development process.

Cheers,
John
Thanks for chiming in. I appreciate the extra detail about how it was made. Sounds like a reasonable approach to solving problems. I’m not a programmer by any means so when Ai is mentioned it’s nice to know how it was used.

Post

Uncle E wrote: Wed Mar 04, 2026 6:11 am Hi John, you might want to join the TUS Discord, we've been discussing Deep/4 there and they proposed a solution for the 16kHz cutoff.
Thank you for the invite! I will do that.

Post

Aloysius wrote: Tue Mar 03, 2026 4:29 pm FFS lads.

It’s obvious the developer put a huge amount of time and effort into this project. The demo sounds fantastic, and you can tell a lot of care and expertise went into building it.

It’s hard not to feel for someone who’s invested so much into bringing something to market, only to have the wind taken out of their sails by a careless post. Whatever people’s intentions were, moments like this can have real consequences for someone who’s put in serious work.
Thank you for the kind words and support! Seeing posts like this mean a lot!
Last edited by TemeculaDSP on Wed Mar 04, 2026 8:08 am, edited 1 time in total.

Post

John, while we have you, why no sync button? I was surprised since your other plugins have it.

Post

Uncle E wrote: Wed Mar 04, 2026 7:40 am John, while we have you, why no sync button? I was surprised since your other plugins have it.
It's coming!

Post

The developer doesn't even own a DP/4. This was him on GS :
To give you some context on the QA process: I worked with two beta testers who own the hardware, sending audio samples back and forth to verify the sound, and I also had physical access to a DP/4 myself for a limited amount of time.
The loudness war is over, loudness has won

Post

dionenoid wrote: Wed Mar 04, 2026 12:15 pm The developer doesn't even own a DP/4.
And...? In what way do you consider this relevant?

Post

Bit accurate?
32Khz or 44.1Khz?
Intel Core2 Quad CPU + 4 GIG RAM

Post

dionenoid wrote: Wed Mar 04, 2026 12:15 pm The developer doesn't even own a DP/4. This was him on GS :
To give you some context on the QA process: I worked with two beta testers who own the hardware, sending audio samples back and forth to verify the sound, and I also had physical access to a DP/4 myself for a limited amount of time.
OMG! gasp (honestly, wtf?)

Post

dionenoid wrote: Wed Mar 04, 2026 12:15 pm The developer doesn't even own a DP/4. This was him on GS :
To give you some context on the QA process: I worked with two beta testers who own the hardware, sending audio samples back and forth to verify the sound, and I also had physical access to a DP/4 myself for a limited amount of time.
Shocking, I appreciate the honesty but if he was that hard up surely he could have purchased one and sold it once development was finished.

Post

RobGee wrote: Wed Mar 04, 2026 2:58 pm
dionenoid wrote: Wed Mar 04, 2026 12:15 pm The developer doesn't even own a DP/4. This was him on GS :
To give you some context on the QA process: I worked with two beta testers who own the hardware, sending audio samples back and forth to verify the sound, and I also had physical access to a DP/4 myself for a limited amount of time.
Shocking, I appreciate the honesty but if he was that hard up surely he could have purchased one and sold it once development was finished.
How is this shocking? What does this have to do with being hard up? When IK made Sunset Sound, they didn't buy the studio. This take is weird. But whatever.

Post Reply

Return to “Effects”