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Doublepost
WIN10 / FL Studio 12.4
Intel Core i7 3770 @ 3.40 GHz / 12 GB DDR3 RAM / AMD Radeon HD 7770 GHz / 2 GB RAM / 28" 4k screen

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Warehouseparty wrote:But I can't see this taking half a year of work. I did some kind of scalable GUI 7 years ago in VB (not related to music) and it took me not too long. So I thought it can't be that hard? But may be I'm just spoiled by that experience and doing this in a larger vectorbased project is MUCH harder. I would expect this to be a basic funtionality in every coding language.
In this particular case (audio plug-in GUI) "it works" is not enough. It must work taking up a minimum amount of resources and on this case this second goal is far from being achieved.

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A vectorbased GUI takes a lot more of ressources by definition. So yes, it might be a question of coding to a certain degree. But it's always a matter of your hardware and how your OS utilizes it. My dedicated GPU uses around 20% while working with one instance. But that's not a problem at all, at least something makes use of it since I own Avenger. :D

Nevertheless I still can't see why you need to use real vectorizing for a plugin. Just prepare some zoom levels to load before doing anything else and minimize use of ressources by doing that. Nobody needs a zoom of 113,3%, 110 or 120 will do as well. So this might be some kind of failure by design - but nobody can tell without knowing code and technic running in the background. I don't like the vectorizing myself, since the GUI looks blurry on my screen. But that's no reason to complain like some people do. BTW: there is a fully functional demo - try before you buy. And stop bitching afterwards. Especially if you noticed this behaviour before on plugins by this vendor.
WIN10 / FL Studio 12.4
Intel Core i7 3770 @ 3.40 GHz / 12 GB DDR3 RAM / AMD Radeon HD 7770 GHz / 2 GB RAM / 28" 4k screen

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Hi, I can't drag the effects on the "send rack". Is this a bug?

And I have this error in Avenger when I try to save a patch: Access violation at address 000007FEECBC0DDD in module "VPS Avenger_x67.dll". Read of address 000000001C063C5C.

Windows 7 64 bits Ultimate edition.

FL Studio 12.3

Avenger 1.0.31

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Warehouseparty wrote:My dedicated GPU uses around 20% while working with one instance. But that's not a problem at all, at least something makes use of it since I own Avenger. :D
Thing is, if FL was coded like Avenger in managing resources your GPU would stay in 100% all the time. And if that was the case you'd just purchase a bigger GPU or change DAW and no "bitching" I suppose.

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goleat wrote:Hi, I can't drag the effects on the "send rack". Is this a bug?
Changing order of effect modules in the send rack doesn't make sense, they are not routed in serial but run in parallel. You can only change the type of each module.

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Hello,
win7 user here, programming in depth since last week (lots to learn, I know...).
When I save a patch with the Mod Wheel at a certain value (not zero) I load again the patch and as soon as I trigger a key the Mod Wheel resets by itself to zero... Is this an Avenger issue, a feature not possible yet, or do I do something wrong? I need to load the exact program I saved, of course.

BTW! I find fantastic that this amazing software is followed here by the developer himself, listening to users and updating Avenger, step by step. (Hard work, I understand).
I wish many other companies would have so much care for their customers.

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matteogk wrote: I wish many other companies would have so much care for their customers.
So true and well said "matteogk".

We do appreciate it. :)

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sircuit wrote:
Warehouseparty wrote:My dedicated GPU uses around 20% while working with one instance. But that's not a problem at all, at least something makes use of it since I own Avenger. :D
Thing is, if FL was coded like Avenger in managing resources your GPU would stay in 100% all the time. And if that was the case you'd just purchase a bigger GPU or change DAW and no "bitching" I suppose.
With all respect to FL (I love it!) - they just did'nt do anything like the VPS did speaking about their GUI. Ever tried to rezise FL Plugins? Yeah, you are able to stretch them all over your screen - but it won't change the size of any button, knob or whatsoever. It's just not resizeable. Therefore they of course manage to use a minimum of ressources. Because it's just not fully vectorbased as Avenger is.

URS talked about the whole GUI-thing on his subforum. Maybe people should read what he thinks/thought from a developer point of view, so they understand. The VPS-Team decided to go the 3D-vectorway, as one of the first developers ever. So yeah - it might not be perfect by now. But for many people it seems to be working. :)
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WIN10 / FL Studio 12.4
Intel Core i7 3770 @ 3.40 GHz / 12 GB DDR3 RAM / AMD Radeon HD 7770 GHz / 2 GB RAM / 28" 4k screen

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When I save a patch with the Mod Wheel at a certain value (not zero) I load again the patch and as soon as I trigger a key the Mod Wheel resets by itself to zero...
thats normal. Modwheel states are not saved, they are midi. If you want to have a fixed value modulator you should use one of the Macro Buttons on the lower right corner instead :phones:

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Thanks msvs, I simply though it could be a value - among other - written in the patch, which could improve the sound design features for other genres designers like me (e.g. I add some AM or FM to MW and it would be nice to find it pre-programmed like in many other vst...). Of course, this is not a request, just an opinion, or a matter of taste.

Thank You!! Cheers!!!

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matteogk wrote:Thanks msvs, I simply though it could be a value - among other - written in the patch, which could improve the sound design features for other genres designers like me (e.g. I add some AM or FM to MW and it would be nice to find it pre-programmed like in many other vst...). Of course, this is not a request, just an opinion, or a matter of taste.

Thank You!! Cheers!!!
On any keyboard-equiped desk - with a classic pitch- and mod wheel, the mod wheel stays at zero so when browsing presets the keyboard will reset it to zero in the soft synth, assuming that a preset was made with mod wheel position above zero.

As many producers have such keyboards, I don't see it as a good idea to implement such a thing. Indeed using the macro knobs make total sense.

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Hello Manuel,

can I somehow disable the default sync env? I would like to drive the sync thru a mod env only instead. EDIT: Seems to be kinda disabled, if I move set the SyncEnvAmount to -28%. But not really sure about this logic behind this.

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IMO the shaper module lacks of a pre-gain / post-anti-gain parameter. This is quite a pity, since it clearly limits the possibilities. Please add:

- Possibility to add two gain modules, one directly before the shaper and one directly after the shaper

- Add a right-click parameter to the "drive" parameter of the shaper, named "pre-gain / post-antigain", "temp gain" or similar.

- Make gain module targetable from matrix

Thanks for consideration.

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I love this synth :)
Any chances that SFZ would be possible to import in the future?
My sounddesign: Synth1/Ex5/D-50 patches https://goo.gl/zE3pkk
My stuff: W10x64i7 15" laptop, Reaper/Cantabile3+Synth1+Avenger on stage+NordStage2+Samson Graphite 49
Loving new VPS Avenger! Check my skins! https://goo.gl/MBNJHj

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