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sircuit wrote:
Deprecation of OpenGL and OpenCL

Apps built using OpenGL and OpenCL will continue to run in macOS 10.14, but these legacy technologies are deprecated in macOS 10.14. Games and graphics-intensive apps that use OpenGL should now adopt Metal.


via Apple: https://developer.apple.com/macos/whats ... landopencl
Problem is apps that are built to run in both macOS and Windows cannot be based on Metal, AFAIK. We saw what happened to the developer of that modular that based his app in Metal. When he tried to port it to Windows, he failed, and abandoned the project.
Fernando (FMR)

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Probably porting from Metal is complicated (Apple tends to build proprietary stuff). However, the reverse is not true. Vulkan offers MoltenVK which does exactly this: graphics translation to Apple's Metal. It's crazy that in 2018, with DX12 and Vulkan we have new apps that use OpenGL/CL. Avenger, for example, is basically a game that runs the shittiest graphics API available. Rapid is not that bad but still stresses the video card. If Apple doesn't push things forward, by 2020 we'll all need 1080 TIs only to run windowed plug-ins.

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:lol: :lol: :lol: :lol: :lol: :lol: Apple, the innovative company that pushes technology forward - said no one ever :wink:

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I'd think the most important thing for Apple is to do it different. That way, they not only provide incompatibility with other tech, but, also has a never ending stream of people claiming that Apple does everything so much better than anyone else.

Sorry, can't help but being sarcastic. ;) I think there's a true point to it though.

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mike_the_ranger wrote::lol: :lol: :lol: :lol: :lol: :lol: Apple, the innovative company that pushes technology forward - said no one ever :wink:
Remember who pushed for high speed ports from FireWire to Thunderbolt, HiDPI displays or NVMe SSDs. Metal is just Apple's version of Microsoft's DirectX. The same way as a graphic-intensive app should be written using DirectX on Windows, the same way the app should be written using Metal in macOS. We are talking about OpenGL being inefficient and slow, not about how innovative Apple is.

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rapid - 180 EUR and NFR?

bit too much i would say....

was it on sale ever?

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deejay2 wrote:rapid - 180 EUR and NFR?

bit too much i would say....

was it on sale ever?
I think it was at 50% last Christmas or so, but then, when I was going to buy it, I was being charged VAT (I have a VAT registered ID). I exchanged e-mails with the developer, but he insisted it had to be that way, so I gave up on buying (again).
Fernando (FMR)

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ok lets wait for Christmas then, 90eur would be acceptable

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starflakeprj wrote:Ok, I fold. I don't know anything about Mirko's history, but in case he hasn't been coding before, I don't think he have learned coding FX modules in the last half year. This is why I'm leaning more to that he has been co-developing the plugin by designing the FX's, and how they should function/being laid out, and not by coding.
Doesn't know, that my story is so importand. :-D Okay let me tell you:

I am my own little company and work as sounddesigner and developer. I created XPs for different companies like ReFX, Vengeance, Parawave, Access,...
Four years ago, I studied computer science. So computer science and sound design are my passion. ;-) Yes I coded a lot of stuff for vengeance and parawave you don't know. For Example, the Vengeance Homepage, Midi-Wars (the little game in avenger when you own the 8-Bit XP), the V-Verb and some other stuff.
For Parawave I developed all the FX and the inserts for the osc and other stuff.

I think I have to finish my webpage where I can list all my work. :-D

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Mirko R. wrote:
starflakeprj wrote:Ok, I fold. I don't know anything about Mirko's history, but in case he hasn't been coding before, I don't think he have learned coding FX modules in the last half year. This is why I'm leaning more to that he has been co-developing the plugin by designing the FX's, and how they should function/being laid out, and not by coding.
Doesn't know, that my story is so importand. :-D Okay let me tell you:

I am my own little company and work as sounddesigner and developer. I created XPs for different companies like ReFX, Vengeance, Parawave, Access,...
Four years ago, I studied computer science. So computer science and sound design are my passion. ;-) Yes I coded a lot of stuff for vengeance and parawave you don't know. For Example, the Vengeance Homepage, Midi-Wars (the little game in avenger when you own the 8-Bit XP), the V-Verb and some other stuff.
For Parawave I developed all the FX and the inserts for the osc and other stuff.

I think I have to finish my webpage where I can list all my work. :-D
But first, can we have the Hardstyle expansion please? :) :pray:

By the way, who did the vocals for this demo? Is it you? I like his voice. :tu:


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Mirko R. wrote:
starflakeprj wrote:Ok, I fold. I don't know anything about Mirko's history, but in case he hasn't been coding before, I don't think he have learned coding FX modules in the last half year. This is why I'm leaning more to that he has been co-developing the plugin by designing the FX's, and how they should function/being laid out, and not by coding.
Doesn't know, that my story is so importand. :-D Okay let me tell you:

I am my own little company and work as sounddesigner and developer. I created XPs for different companies like ReFX, Vengeance, Parawave, Access,...
Four years ago, I studied computer science. So computer science and sound design are my passion. ;-) Yes I coded a lot of stuff for vengeance and parawave you don't know. For Example, the Vengeance Homepage, Midi-Wars (the little game in avenger when you own the 8-Bit XP), the V-Verb and some other stuff.
For Parawave I developed all the FX and the inserts for the osc and other stuff.

I think I have to finish my webpage where I can list all my work. :-D
Very interesting, I love hearing stories like this, and sorry for the misjudgement :)

Yeah, you should update your website with this kind of information, might be good for future business, who knows :)

Thanks for sharing.
Mac Mini M4 Pro | 14 Cores (10P/4E) | 48GB RAM | Studio One | Reason | Bitwig Studio | Logic Pro | FL Studio | Cubase Pro | Waveform | Reaper | Renoise | ~1000 VSTs/AUs | ~350 REs

Post

sircuit wrote:
Deprecation of OpenGL and OpenCL

Apps built using OpenGL and OpenCL will continue to run in macOS 10.14, but these legacy technologies are deprecated in macOS 10.14. Games and graphics-intensive apps that use OpenGL should now adopt Metal.


via Apple: https://developer.apple.com/macos/whats ... landopencl
Thanks for the notice. Yeah, of course they pulled this off. Annoying, but not a surprise, right? :)
No worries, it will take a few years until it's enforced. Until it's available without problems, there is no reason to adapt immediately. The CPU renderer will always be there as fallback. There is enough abstraction in Rapid's drawing code. It doesn't rely heavily on OpenGL specific functionality. More like: Draw a Texture here at this position, and so on. It will adapt eventually when it's necessary.

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August 3, 2018
parawave wrote: It should be ready in about a week. Please bare with us, a few days longer or sooner don't matter. It keeps improving, and that's the important thing, right? :)

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Any news on the GUI?

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I am satisfied with the GUI, but I hope for these.
  - Mouse wheel correspondence for all parameters
- User subfolder such as Modulator and Effect Presets
  - Save Modulation Routing Preset
  - Add a different Unison mode
  - Copy and paste filter section
  - Improvement of Wavetable browser
  - Display of Midi file menu (ARP)
The dead Z3TA + 2 synth ARP preset was to choose from a large number of midi files.
It was very convenient for making sounds.

Wishing is free 8)

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