Console6
TL;DW: New more intense Console, peaks at lower dB.
I didn’t expect this! Let’s see where it takes us.
A little while ago I got a note from veteran GSposter torridgristle, entitled “Simple Encode/Decode (Inverse Square)”. It was a very simple little note.
“Something I’d been using in GLSL shaders for brightening the image turns out to work pretty well for an encoder / decoder pair when demoed with Maths. It may already have a name but I refer to it as inverse square. 1-(1-x)^2 and 1-(1-x)^0.5 https://www.desmos.com/calculator/3vhxkwjjyi The quiet parts are shaped like a plain multiplication, just a simple scale up or down, and then it curves back toward 1.”
Now, this wasn’t quite code yet (for audio purposes, it has to be able to do negative voltages, perhaps suppress inputs that would give broken outputs) but I asked if I could have it under MIT license anyway, and torridgristle said yes, and off I went to code it into a Console-like thing to see what happened.
Right away, I noticed that it was kicking in WAY harder. You could still put full-scale audio through it as one track, but for a dense mix, it broke up a lot sooner than Console5 or any previous Console had done. The channel plugin made stuff a lot louder and more aggressive, and the buss plugin cut stuff back harder. I had to pad my choir demo back a lot simply to stop it exploding in distorty noise. However, when I did… it was a hell of a big, intense, Console-style sound. This one wasn’t subtle at all.
And then, when I remembered how many times people had wanted a Console that did NOT have to peak near 0dBFS… I knew me and torridgristle, whom I’ve never met and don’t even know the first thing about… were onto something.
That’s the neat thing about open source when people are willing to use it. I mean, yes Patreon, you wouldn’t have this at all if not for that, you wouldn’t have future stuff inspired by this etc etc… but the heart of it is, you have the newest greatest Console because two complete strangers got together and cooperated. torridgristle used this in shaders and has never heard what it sounds like until today, and had no idea what it would do or what it would sonically mean. I know an incredible sound when I hear one, and I know it’s useful for people who are NOT trying to mix super-loud into their DAW buss, but I didn’t think up the very simple and elegant little algorithm. torridgristle didn’t code the Mac AU and VST Mac/Win/Linux ports, I didn’t code the GLSL shaders and have never seen what they do.
But the whole is greater than the sum of its parts, and without either of us being too troubled with great struggling, Console6 happened, and here it is.
So the bottom line here is simply usability: mix into this like it’s an analog mixing console that can be overstressed. You can still put full scale single tracks through there, losslessly, because that’s what any Console does. You can mix into it provided you don’t stress the buss too hard (or don’t mind the distortion you get). Gain stage before hitting the Channel plugins, one Console6Channel plugin on each sound source with unity gain through the mix structure into the Console6Buss plugin. If you need to slam stuff louder afterward you must do it AFTER the Console6Buss plugin, in whatever way you like. Console is always a digital mix buss replacement without an EQ-style sound of its own, so if you want further color you need to use other plugins outside Console. If you’re daring or just curious you can use things between the plugins (‘inside’ Console) such as a DAW EQ, echoes, subtle reverb etc. If you choose wrongly, it’ll distort or be weird, and things like EQs will be much more sensitive than usual to boosts and cuts.
I already mentioned Patreon, but here is where I mention my plans for combining BussColors and Console: obviously, now that project will use the new Console and gain stage the whole thing up or down until it reacts like the sort of console you’d want, and then they’ll really be ‘console models’. Note that I’m not going to go to great lengths to model EXACT versions of consoles out of BussColors: firstly, those are from preamp models in the first place, and secondly I’ve been avoiding ‘IP stealing’ for many years now, and will not be citing specific API/Neve/SSL/etc/etc consoles and claiming my thing is ‘like’ those hardware devices. It’s going to be more original, producing sounds that actually don’t exist in any real console at all. However, I ought to be able to get the FEEL of ‘rock/lush/tube/etc’ and dial that in until it’s really nice. And that’s the plan.
Oh, also we’re not that far from the ‘Wednesday Evergreen Records’ stream: less than $100 more per month and I’ll be doing that too, teaching people how some of the greatest hit records of all time were constructed. There’s no hurry, it’ll just be fun and hopefully exciting. Utterly and totally fair use for teaching purposes (won’t even be playing entire tracks) but you should still tune in because the record labels may still try to nuke the saved youtube streams off YouTube because of the classic music, hot off real vinyl! I’ll be using original record pressings wherever possible, my custom turntable/tonearm, and a Counterpoint tube preamp for the vinyl playback, so it ought to be a real ear-opener.
Hope you like Console6! If you don’t mix hot and you leave plenty of headroom before clipping, there’s finally a Console specifically for you. And if you do mix hot, see if you like it, and if it’s too intense, turn up your monitors and learn to cool your jets, and Console6 will reward you :)
Suggestion: when you get into BussColors feel like ‘rock/lush/tube/etc…there is also one called “knock” which is the sound of HipHop/Trap kick drums
@craig
Cool idea.
@Chris
Stupid question.. but is BussColors compatible with Console 6?
@ craig and chris. The “knock” you talk about craig…. what color do you really mean? Can you link me to a song or a sample? And do you think it will make the long “boom” nice too?
There is a really classic and powerful warm knock in lofi and jazzy hip-hop. I can only get it with some predelay.. boosting into saturation and then low passing/EQ.
Mac Miller – Dang listen to that modjo and how it works with all the instruments!! Woop!
https://www.youtube.com/watch?v=LR3GQfryp9M
i want to put it on into Ulaw and see what happens, and this could be to rub the audio so slow and Fast like at speed of a bee and the size of a lady smurf, with double condom bagger rainbow color
@Chris:
Same question as Raven: How about compatibilty with BussColors
In general: Is there a “compatibility chart” of your Consoles, BussColors, Channels etc.? How can one determine which version of a product is compatible with another? I know in some videos you say something about that, but only partially.
Thanks for your wonderful work, Chris!
Is there something different than with the previous plugins?
It seems to crash Ableton for me.
(MacOS 10.14.5, Ableton Live 10.1, vst)
Hi Chris! Im new to your plugins and im already in love with them!
Had a quick question, if I consolidate/render the group of tracks that have consolechannel in say a drum kit (every drum channel has a console in it) and then make a stem that goes into a consoleBuss, does the effect still applies?
Yeah the effect still applies.
Wow. Excellent.
Time for “you know what,” plus EQ’s outside of this bad boy. I’ve got a lot of recorded material, and some stuff even got to the point of multiple channels… so the next goal is to learn different summing techniques. Might as well start with the newest one, and try to make some other things do things that will disturb my neighbors!!!
Hey Chris, I am doing some experimenting with your plugins and for some weird reason I love the sound of Atmosphere on the channels and Console 6 Buss on the buss. Does it make any sense?? For me that’s “the console sound”… The “free air” thing is very important. But the console 6 bus gives it some clarity… Am I crazy? 🙂
A question. I use to route all the intrument channels to aux busses before the 2-buss, placing ConsoleChannel only in each one of them – and in any eventual send channel. So:
bus(none) => aux/send(consolechannel) => master(consolebuss)
I suppose it’s not necessary to also place consolechannels in every instrument channel. Am I doing right? Thanks.
Oh, maybe @Agustin Rosés’ question is mine too.
@Rodrigo: The idea of the console system is to replace digital summing with the console one. For that at every “summing stage” the console has to put in place. So it would be ideal to put it on every instrument channel (encoding) and then the buss plugin on 2-buss (decoding). Instead of that you also can first (digital) sum some individual instrument channels to an Aux/Subgroup and only place the channel version of the plugin on these auxs/subgroups (and of course again the decoding on 2-buss). The only drawback of this practice ist that the part (instruments) -> (aux) is digital summed. But as long as you have many auxes that will than summed with console in place, the effect comes in this way. My personal opinion is (but Chris will know it way better :)) that the less channels/auxes you have that are summed with console in place the less effect will be there. So for maximal effect you should replace EVERY summing stage by the console version (that is on every channel in fact).
@Rodrigo: There is one more thing. Inserts (where you will put console channel) are pre-fader in most DAWs. Thereby if you have the fader of any channel with console inserted in a “non zero position” this gain change is located between the encoding (by console channel plugin) and the decoding (later on 2-buss) stage. But this is not what you would want to. Ideally you would want a “post fader” situation so that the encoding part and the decoding part operate with same signal level. With sending channels to auxes (and having the fader of the auxes to 0 dB) you can achieve this ideal situation (taking the drawback into account that the effect is not as obvious as it would be on every instrument channel). Otherwise you would have to print all instrument channels out and then (mabye in a new project) sum it with channel in place.
Hi Chris, Just a question, my workflow involves lots of submixes, each having their own processing like drums and bass goes into a submix with its own comp an eq, guitars on another submix and so on. How should console 6 be put, should the different submixes with its own comps have console 6 together with the individual tracks? or should it be just the submixes then on to the 2 buss? Because when I imagine it, it gets confusing how it should work since its a multibuss workflow. Thanks!
hi there – very excited to try your Console 6. I added it to FL Studio in windows and all it had was one input knob that went up to 1.000. Have I installed it incorrectly? thanks!
Console6 is amazing. I don’t hit up there at “0”. Most of my peaks are around -10 to -6dbfs. This plugin is perfect for me at these levels. Definitely warmer, more heft, and adds a nice roundness to the sound. There’s one on each channel along w/sub grouping. Great work and sound man. Thanks so much.
Hi Chris, quick question regarding using Console6 (or 5) with busscolors 4.
Should I not use the console channel any more and instead just use it for the final 2buss or should I use both busscolors 4 and console channel?
I saw some advice regarding older busscolors and console versions but not sure about the latest.
Thx
D
I’m late to the game,,,,if Busscolors “Lush, Rock and Punch” are modeled after. Neve, SSL and Api
what is Console 5, 6, 7 etc suppose to reasonably sound like ?
Thanks-
Am a longtime Console user (2010?), and am playing with Console6 for the first time. Hot damn is all I can say Chris. Hot, hot, damn. Sizzling damn.
Dear Bob R, if you’re still paying attention to these comments, Console doesn’t emulate any specific . . . console. XD Where the busscolors are based off of impulses from actual consoles, the “console system” is rather an encode/decode algorithm that alters how the tracks are summed. I use Busscolors and Console. With Console6 and Busscolors 4 I am finding that I generally prefer the Busscolors instance to come before (not inside) the Console6 plugins. So, at the bottom of my track FX chain I will have one instance of PurestGain acting as my general track fader (the actual DAW track fader is left at unity), then an instance of Busscolors to provide the color I want on that track, and then lastly an instance of Console6channel. Wherever those tracks are summing together (master/2-bus, or whatever) the first plugin should be Console6Buss. You can try adding stuff “between” the Console6channel and Console6Buss “bookends”, like have an eq or saturator placed after Console6channel on your track, but I’m personally finding Console6 a little less forgiving of this approach than previous Console versions were. Experiment and have fun! Hopefully Chris will do another in depth video about how best to use the Console system. His old website had very clear instructions with images and examples that helped make it all make sense.
So signal flow for this is Console6Channel last channel insert (eq, comp, etc before it), and Console6Buss first bus insert (eq, comp, etc after it)?
i heared some crackles at 02:24 ? is this because it is gainstaged too loud ?