NEW Studio One v3 updates incoming.

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LawrenceF wrote:I wasn't disputing what you said. I was only adding what I think it does overall, which may also involve the actual daw summing engine.

Not sure why we would argue if part of that can be done in VST2 ... or why that would matter. It is what it is. I suppose eventually a plugin developer with the SDK for it can speak to that in more detail, how much of what's happening or what's possible there is possible with VST or not. At this point... it's kinda irrelevant because (afaik) nobody here has the SDK for it yet.

Keep in mind that the first plugin, The Console Shaper, is not really implying it's using the total functionality of what may be possible with other MixFX. It's just the first thing for it. We'll have to wait and see where it goes otherwise.

But sorry. My post was not meant to argue with anything anyone said.
sorry, me neither, just trying to be very specific about what I meant.

the reason I brought it up was because, even if this is a proprietary/closed plugin format, as it would seem to be, then I suspect it'll re-kickstart the 'I want more analogue flaws in my digital toys' brigade. ;) And there's only two possible ways any developer impetus of that goes; implementing it in the 'open' formats, or everyone winds up with their own closed, redundant alternative(*)
Obviously, IMO the former option is better for plugin devs and punters.

(* Estimated timelines for that btw is Sonar Prochannel V2 by the end of 2016, Reaper the week after, and Avid in PT15.)
An idiot on Set Theory:
"In some cases there is an object called red that contains everything that is red. In much the same way a pot is a plate."

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trimph1 wrote:
Blue Phase Music wrote:Hey, all...It's free. :shrug:
You're new here, right? :lol:
:clap:
Blue Phase Music

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mholloway wrote: And that's fine, I'm not trying to be mean -- it just is what it is. Obviously there is a continued audience for all this 'analog emulation' business, and if it works for people, it works for them.

For my tastes, it's both uninteresting and unnecessary, but that's just an opinion / set of needs+interests, I get that.
I get where you're coming from and I respect your opinion.

However, I'm willing to bet that you use and benefit from a lot of "analog emulation' whenever you make music in your DAW. Do you use compressors, equalizers, saturation, tape delay emulation, synthesizers with filters, exciters, etc? Most plugins that are produced have some analog emulation, because straight digital stuff is often kind of harsh (digital clipping anyone?).

I get that the buzzwords annoy you, but I wouldn't shoot myself in the foot. As always, use your ears (and not for listening to spokespersons), and if it sounds good, use it.

That said.. I'm a fan of super hardcore digital stuff like tracker music and stuff. But, take the audio tracks from a song like that in run it through a bunch of good analog gear and even that's going to benefit.

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Good news for mixing engineers... and to other DAWs like Ableton Live and Bitwig Studio :hihi:
Using: Cubase Pro 15, Reason 13, Tascam US-4x4HR, MODX6, DM12D, LaunchKey 49, Yamaha guitar(Pacifica 612v) and bass (BB234) and some virtual instruments and synths.

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whyterabbyt wrote:
poonna wrote:Well, to be fair, the Mix Engine FX does something no other plugin standards can, doesn't it? It's a mix engine replacement that affects all channels in the group, which allows for interaction among channels.
That kind of thing was entirely possible with VST2; its how any 'wormhole' plugin works, for example, or plugins like Elevayta SpaceBoy... multiple instances of a plugin can be written to communicate with each other and share data.
In fact, I thought there was a console plugin which did that too, though I cant remember which one it was. Satson, maybe?

Im presuming the difference is pretty much just that that you dont have to apply this plugin per channel, and less setup. But that's more about how the host instances things, not sure it needs a new plugin standard for 'insert this plugin on all channels in this group'

(edit : However its entirely feasible that, like ARA, this does plug some gap in what AU/VST3 allows as possible. I can see how companies would chafe at the restrictions of Steinberg's thinking wrt what use VST3 plugins can be put to. )
I agree that this is all possible if developers are willing to work hard enough. My guess is that existing plugin standards like VST or AU do not have any provision for accessing audio data from different channels. Developers need to resort to some kind of interprocess communication which is probably both convoluted and OS-specific, and if there are sharing among many tracks, synchronization between them is probably a problem, too.

What Studio One does is probably not exactly making it possible, but making it simpler/easier to do so, to lower the barrier for developers to implement such thing.
Peace, my friends. I'm not seeking arguments here. ;)

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poonna wrote:Can anyone explain me (never used Studio one) why dude in video have master level going far above zero and in to red...like +9db...
He's not over zero dBFS. He's using the K-System, K-20 from what I see. Studio One has this feature integrated and you can change from Peak (dBFS) to K-System (K-12/K-14/K-20).

LE: If he's above 0 dB on K-20, by 9dB then it means he has an actual RMS of -11 dB which is quite good since most EDM producers fight on -6dB which is insane.

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TheoM wrote:any word of performance improvements and bug fixes? :? :?
You should've known by now that Presonus doesn't care about performance improvements. :D

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TheoM wrote:any word of performance improvements and bug fixes? :? :?
I'm one of the mac users that had some performance issues.

I'm quite happy with the content of the 3.2 update from a glance, so I'm going to dedicate the next ~1 week to trying it out.

I'll report back if there's anything particularly impressive about the performance now.

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tbh I haven't had a single crash with it since I removed VST2 support.

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Well, the console shaper sounds good though. And it's free.
musisikamar.com

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Uncle E wrote:In addition to many enhancements in speed and usability, Presonus announces Mix Engine FX, a new plugin standard that breaks the boundaries of what is possible with current plugin standards. The first Mix Engine Effect, Console Shaper, is available free with Studio One 3.2 and more Mix Engine Effects will be coming from Presonus, Slate Digital, Softube, Acustica Audio, and other developers in the coming months.
A really great and interesting plugin standard. Have wished for something like that for some years, but did not have much hope that they would do the work involved to realize something like the Mix Engine FX. So this is a dream come true; with the amazing bonus of really great developers such as Slate Digital and Acustica Audio coming with Mix Engine Effects soon.

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EvilDragon wrote:
TheoM wrote:any word of performance improvements and bug fixes? :? :?
You should've known by now that Presonus doesn't care about performance improvements. :D
It's like asking for snow in the Sahara. ^^^

As to the "raise the bar" it's fine and it's not a paid update, congrats for users. Nothing that raises the bar for me. I'll pull a more typical KVR cliché response... "plenty of people mixed hit records in pro tools/daws w/o vca faders"

:hihi:

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aMUSEd wrote:tbh I haven't had a single crash with it since I removed VST2 support.
Interesting! How do you remove VST2 support?

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