Well I'm not sure if all that would really be necessary. Maybe a couple of the parameters are very problematic, but I think most of them could be glitchless with much less trouble. For instance, I think Aether is the only reverb I've used where tweaking the EQ parameters during playback results in discontinuities, so I'd imagine those can be programmed glitchless without bending backwards.Breeze wrote:But compute requirements of this would be extraordinary, much greater than a simple reverb because what would be required is no less than a off-line high-speed rendering of what the input signal would have created with the altered parameters and a smooth morphing of that result with the current results. In essence you'd have to quick travel into the past and fast forward to the current state and transition smoothly from one to the other.
Yeah, I've done this but the results are something different. Crossfading between, say, a reverb with large space and a reverb with a small space ends up sounding like a crossfade between two spaces. It can be fairly convincing for creating an impression of transitioning from one room/space to another (stepping from a tunnel to the street), but not much more than that. With actually automatable reverb you could much more, say, an impression of a space increasing or decreasing in size...But in the meantime, something like that would be possible by simply crossfading of acoustic space; you could kind of do that by using several instances of Aether and crossfading from one to another. Technically 2C could do something like that by muting the current input and feeding a second engine with the new parameters, but your compute goes up for every engine instance.
