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Chris

Hi! I've got a new plugin you can have! These plugins come in Mac AU, and Mac, Windows and Linux VST. They are state of the art sound, have no DRM, and have totally minimal generic interface so you focus on your sounds.

AngleFilter

TL;DW: AngleFilter is the synth-style extension of AngleEQ.

AngleFilter in Airwindows Consolidated under ‘Filter’ (CLAP, AU, VST3, LV2)
AngleFilter.zip (500k) standalone(AU, VST2)

So while I do stuff like make new forms of reverb (going from 5×5 matrices to 6×6!) and try to invent genres of music, there’s this funny little filter…

AngleFilter is an offshoot of AngleEQ, which was too strange by itself but ended up turning into the EQs used in PointyGuitar and ChimeyGuitar. This is probably why those can get weird when you set the controls too strangely, and AngleFilter gets even weirder. It was meant to be a nonresonant filter, just a very steep brickwall type thing, but instead it does crazy things with phase around the cutoff, and grows steeper and more intense the more you lower that cutoff.

Since it was so untameable I just put a full-on waveshaper on the output, so its excesses won’t blow up to huge dB spikes. There’s a Hard control, and what it does is it makes life hard for you in setting the other controls. Mostly it goes insane over lower bassy settings, but it can be set to produce a dull roar at higher frequencies too, and the whole design of the plugin is for letting you modulate the cutoff hyper-aggressively without problems.

I’m working on things like very serious reverb upgrades, but sometimes you just gotta have fun too :)

Airwindows Consolidated Download
Most recent VCV Rack Module
download 64 Bit Windows VSTs.zip
download Signed M1/Intel Mac AUs.dmg
download Signed M1/Intel Mac VSTs.dmg
download LinuxVSTs.zip
download LinuxARMVSTs.zip for the Pi
download Retro 32 Bit Windows VSTs.zip
download Retro PPC/32/64 Mac AUs.zip
download Retro PPC/32/64 Mac VSTs.zip
Mediafire Backup of all downloads
All this is free and open source under the MIT license, brought to you by my Patreon.

ChimeyGuitar

TL;DW: ChimeyGuitar is a supremely compressible instrument amp.

ChimeyGuitar in Airwindows Consolidated under ‘Amp Sims’ (CLAP, AU, VST3, LV2)
ChimeyGuitar.zip (526k) standalone(AU, VST2)

Here’s a followup to PointyGuitar. What if, instead of distort, the imaginary amp compressed?

The tone stack works the same: in fact, it’s exactly as it was in PointyGuitar, as is the cab simulation (a highpass and lowpass made out of AngleEQ, which is able to be very resonant and colorful). That’s on purpose. I want it to be familiar, so the way the tone shaping works is exactly like PointyGuitar, and if you can dial one in, you can dial the other.

But instead of the basic distortion as found in ‘FireAmp’, what’s there? BeziComp. Not even a normal compressor, no, it’s the new experimental one that turns the amplification factor into a Bezier curve… but BeziComp has one instance of itself in play. ChimeyGuitar?

ChimeyGuitar has eight, at full crank.

Stacking compressors like this isn’t unheard of: the FMR Really Nice Compressor has ‘Super Nice’ mode, which cascades three compressors in series. It’s just that ChimeyGuitar does eight, of a new design which I don’t think existed until I started it. That also means it’s on me to sort out what the strengths and weaknesses of this new kind of compression are, seeing as we have as many as eight of them in between every EQ stage now.

First, it can react very quickly, but refuses to alias since it will not apply a volume ‘corner’ above its minimum radius. This matters less used inside ChimeyGuitar because plugins like this repeatedly filter out aliasing harmonics anyhow, but it’s significant because usually as you have compression kick in you hear continued interaction between the sound, and the speed of attack. That lets you dial in a squished, unvarying sound by hearing that overtone as if it was a form of distortion (which it is), but BeziComp and ChimeyGuitar don’t have any of that compression artifact at all.

Instead, you’ll hear an odd warble when you push ChimeyGuitar too far. It’s similar to when you’re using DeRez3: while Bezier curves can sound like a brickwall filter, there’s an strange resonance associated with it. In a compressor, when pushed hard, we hear this as tremblings of the loudness, as if trying to squish the signal makes it more jittery. It can come off like an old Arp Pro Soloist trying to imitate a trombone, but the thing to bear in mind is that you can always back off the Compres control until it cleans up again. The transparency of BeziComp means it’ll clean up a whole bunch while still being compressed.

This is my go-to for articulate guitars and basses that don’t seem to have saturation or distortion. It’s got the flexibility of PointyGuitar, but super clean, or with strange new forms of saturation that are like derezzing. Hope you like it!

Airwindows Consolidated Download
Most recent VCV Rack Module
download 64 Bit Windows VSTs.zip
download Signed M1/Intel Mac AUs.dmg
download Signed M1/Intel Mac VSTs.dmg
download LinuxVSTs.zip
download LinuxARMVSTs.zip for the Pi
download Retro 32 Bit Windows VSTs.zip
download Retro PPC/32/64 Mac AUs.zip
download Retro PPC/32/64 Mac VSTs.zip
Mediafire Backup of all downloads
All this is free and open source under the MIT license, brought to you by my Patreon.

kCosmos

TL;DW: kCosmos is infinite space ambient, or titanic hall.

kCosmos in Airwindows Consolidated under ‘Reverb’ (CLAP, AU, VST3, LV2)
kCosmos.zip (624k) standalone(AU, VST2)

It’s not the first time I’ve tried to make a space ambient type reverb, but there are a number of firsts here nevertheless.

kCosmos uses the 5×5 Householder matrix design I’ve used in recent reverbs like kGuitarHall, but rather than just finding a new arrangement of delays, it’s riding a wave of new developments in reverb development. Rather than taking days to evaluate ten or a hundred thousand possible reverbs before critical listening, I revamped the program I was using, to hundreds of MILLIONS per night. Since the method is not unlike the genetic algorithm in that it’s trying variations against fitness functions, this wildly improved tone quality.

I went from evaluating recurring delay lengths based on where they were in the reverb tail, to mapping out spacings between echo returns, and evaluating the distribution of these spacings. This changed the whole texture of the reverbs from ‘artifical’ to more of a natural, invisible spaciousness that blends in better.

And I went from running an extra 3×3 matrix just for early reflections, to running no early reflections at all, to running a whole other parallel unfiltered 5×5 matrix… JUST for early reflections. That’s the EarlyRF slider, which can be used in conjuction with Dry/Wet, predelay, and the Filter control, to help transition from the raw sounds to the deep reverb space.

I’ve added an FIR brickwall filter for the main regenerating section (though not inside the regeneration) and worked out my own sinc interpolation, and have a plugin coming along those lines, and used it for the regenerating filter section. I’ve included a simple averaging for non-full-crank settings of this filter, so kCosmos can switch on the fly between extended highs at infinite sustain, and a maximal-depth version that gradually loses highs in a way that sounds like distance.

And I’ve refined the concept of ‘gradually restraining the infinite sustain when new audio is coming in’, so that in normal use as an infinite verb, you can layer stuff all day without the reverb running away with you. It’s so effective that subtle noises can have a slight feedback bias: when you start with very quiet layers, they will creep up in volume to about -18 dB total, at which point they’ll balance. So it’s an infinite reverb specifically designed for live performace as an ambient musician doing deep space explorations, and it’ll adapt to the way you play audio into it.

And lastly it has both CreamCoat style undersampling, and CrunchCoat style, at the same time. Meaning, set to full crank it uses the CreamCoat method for applying Bezier undersampling without artifacts, and as soon as you go away from Derez of 1.0, it switches to the continuous adjustment range of CrunchCoat, sometimes described as ‘cursed digital derezzing’. Except this time, the Derez control is control-smoothed, and use of the filter tends to mask the ‘cursed’ quality completely. It’s just that the giant reverbing space can be cleanly pitched up and down as you go, or dropped to an eerie rumble and murmur.

There will be further experiments, but kCosmos stakes out a position as the most epic (and playable) Airwindows reverb. I hope you like it :)

Airwindows Consolidated Download
Most recent VCV Rack Module
download 64 Bit Windows VSTs.zip
download Signed M1/Intel Mac AUs.dmg
download Signed M1/Intel Mac VSTs.dmg
download LinuxVSTs.zip
download LinuxARMVSTs.zip for the Pi
download Retro 32 Bit Windows VSTs.zip
download Retro PPC/32/64 Mac AUs.zip
download Retro PPC/32/64 Mac VSTs.zip
Mediafire Backup of all downloads
All this is free and open source under the MIT license, brought to you by my Patreon.

BeziComp

TL;DW: BeziComp is a radical compressor that eliminates aliasing!

BeziComp in Airwindows Consolidated under ‘Dynamics’ (CLAP, AU, VST3, LV2)
BeziComp.zip (706k) standalone(AU, VST2)

Funny how many of my Bezier curve experiments make plugins with powerful weird colorations… and then, this one is the opposite.

Or at least, appears to be the opposite… until you dig a little deeper, and unleash the madness.

So this is an experiment. The full range of the experiment is available, meaning ‘good’ settings might occupy small and fussy settings on the controls. It’s Bezier curves as the result of literal sound density, so it’s a compressor without attack or release, just a curve that goes wild based on what’s under it, audio-wise. There are three controls that can either harness this, or just turn it loose to be weird and unexpected.

Comp drives the Bezier curve: it acts like your threshold. Everything you do ends up interacting not so much with ‘compressed level’, as if you can set the threshold and it’ll be smoothly compressed below it… no, BeziComp works largely with HOW you hit this threshold and interact with it, because if you crank Comp way up it will wrap around not to a flat amplitude, but silence. That’s intentional, because the output is meant to work with what you might call a ‘live’ curve rather than flatten things into a featureless dynamic line. So there’s a start: Comp is how much BeziComp reacts, but it flattens out to silence, not audio, so you keep Comp in check (unless you are specifically just isolating attacks in Wet using this behavior).

Speed is basically DeRez, except the range goes way deeper into subsonic frequencies than usual. It still goes way up into the audio band if you like. The key here is, this sets the energy level of the Bezier curve based on a loudness window that’s directly related to the Bezier curve itself. So in theory, it would smooth things out completely, except we often don’t use compressors for that, do we? We slow attacks and speed releases to get sonic effects. Turns out that’s what happens here, because as BeziComp reacts, the reaction is slowed by having to analyse the audio, and so as you slow it more you get a broader and broader attack on the sound. If Speed is high, it’s real twitchy and will jump on transients quickly, but if Speed is real slow, you have a slower ‘swing’ that can be timed to a beat and used to accentuate the groove. So far, basically normal (ish).

Dry/Wet is basically your ratio control, but extra. Since BeziComp wraps around to dynamically invert, Dry/Wet is the only way you can get continued sound if you’re pushing Comp real hard. Anything over about halfway gets you into territories that act like vari-mu tones: the ‘squish’ abilities here are very extreme. Even when keeping Comp and Speed in check, when using BeziComp on something like mix buss, it will probably still be almost all Dry, because that’s the only way you can force it to have a relatively low ratio. Expect to not use full Wet in many cases, treat it like full wet is sort of ‘isolated delta of the effect’, a more exaggerated version of what you want.

Now, here’s where things start to go off the rails a bit.

BeziComp is modulating a Bezier curve, not following an attack and release. Speed does profoundly affect this, but not in the sense of setting a maximum speed for the behavior, instead it fixes a tightest corner with which the curve can TURN… and it’s constantly willing to use that sharpest corner, and it will apply that corner to anything.

That means if you have full silence followed by full density, BeziComp will attack harder and compress more than if you have just as hot a peak, but less audio behind it. It is NOT a limiter, or even a normal compressor, If you have loud audio and then sudden silence, it will begin swooping up in loudness not instantly, but on the same curve (and minimum curve radius) and then it’s gonna put another curve radius on there as it hits silence, rather than simply ‘switching’ to full volume.

This means BeziComp is more free from aliasing than any other compressor, period, even at high Speed settings. Nothing you do can make it suddenly hit the threshold and start to turn down. The amplitude modulation IS the Bezier curve, meaning it can only contain harmonics below what you set, meaning no matter what you do it can’t produce an artifact over its own curve radius. And at low Speed settings, that radius is VERY wide.

So, BeziComp is both able to make unexpected moves (since its maximum gain-change speed is not an Attack or Release, but whatever its Bezier curve allows it to do) and also hard to hear (because you can’t go by artifacts, there are none). It’s disgustingly transparent but also capable of being quirky and throwing odd bursts of loudness or silence in there. No matter how extreme you make it act, it hides the extremeness through using the Bezier curve on dynamic modulation… and no matter how well it hides its moves, it’s still capable of unexpected quirks, because of that fact that the attack and release speeds aren’t really just ‘speeds’ but curve radiuses.

We’re not used to using compressors that do that. Time we learned, because I think it’ll be good :)

Airwindows Consolidated Download
Most recent VCV Rack Module
download 64 Bit Windows VSTs.zip
download Signed M1/Intel Mac AUs.dmg
download Signed M1/Intel Mac VSTs.dmg
download LinuxVSTs.zip
download LinuxARMVSTs.zip for the Pi
download Retro 32 Bit Windows VSTs.zip
download Retro PPC/32/64 Mac AUs.zip
download Retro PPC/32/64 Mac VSTs.zip
Mediafire Backup of all downloads
All this is free and open source under the MIT license, brought to you by my Patreon.

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