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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.

DeRez5

TL;DW: DeRez5 adds new forms of derezzing.

DeRez5.zip (527k) standalone(AU, VST2)
DeRez5 in Airwindows Consolidated under ‘Lo-Fi’ (CLAP, AU, VST3, LV2)

Interestingly, the last time I worked on DeRez I was also putting a lot of time into Meter. Maybe I turn to imaginary digital noises when struggling to unearth the secrets of the great analog noises.

DeRez5 builds on everything DeRez4 can do: in fact if you set Square to 0 and Trim to 1, you have DeRez4 again, complete with the frequency crush, linear point-to-point interpolation, and Bezier filters to turn any corners into neat little rounded places without altering the straight parts of the lines. That is of course weird and has nothing to do with musical or harmonic behavior, but we’re doing something different so it doesn’t matter :)

Add the Square control, and now we can go from the original point-to-point undersampling behavior, to full zero-order-hold behavior: meaning, squarewaves! The control progressively untilts the angles of the point to point waves until they’re fully square in all their cornery glory. You can still use the Bright control to add neat little round parts to where the corners are.

The Trim control sounds innocent, but it’s anything but. If you’re heavily derezzed, and you increase Trim, it’ll sound like you’re raising the DeRez control back up again… kinda. Except it’s grungier, weirder, less predictable, and it stops imposing a clashing note onto the sound, because the frequency’s less regular. What it is doing is allowing angle-reversals in the underlying sound to determine the derez frequency… so if you crank it, you can definitely get more highs in there and save deeper crunchiness for when bass is happening, but it goes beyond that. You can sneak Trim up just enough to interfere with the steadiness of the underlying derez frequency, producing an altered sound with a little more ‘mulch’ to it but without dragging in as many highs. You can crank it and see at what point DeRez starts to step on the real highs. You can shape all that with Bright and Bassis, and heighten the edge with Square. And you should tune all this to the sounds you’re working with, because more than any other DeRez, the whole sound of this plugin interacts with the sound that’s, in theory, being destroyed.

Hope you enjoy melding this weird thing with your tracks! :)

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 for x86
download Pi4VSTs.zip for 32-bit Pi
download Pi5VSTs.zip for 64-bit 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.

kRockstar2

TL;DW: kRockstar2 is a realistic hall reverb using a new matrix!

kRockstar2.zip (678k) standalone(AU, VST2)
kRockstar2 in Airwindows Consolidated under ‘Reverb’ (CLAP, AU, VST3, LV2)

kRockstar is no longer the most impressive realistic Airwindows reverb, because everything changed when I discovered the Conference 6×6 matrix.

What that means is, each delay line output no longer feeds the next six delays in line. Instead, each delay feeds only five out of six… but they’re always different ones, and more importantly, they’re all either unity gain or inverted unity gain. Just like the 4×4 Householder matrix!

Except, with a 4×4 matrix one input sound produces 256 echo returns, before feedback. With a 6×6 matrix, one input sound produces 46,656 echo returns before feedback… NOT counting the 3×3 matrix that handles predelay and placement in the room, So, 1,259,712 distinct echo returns, before feedback.

It sounds lush. The texture is even better than kRockstar (exactly the same reverb algo and delay times, just so you could compare the two techniques!). It’s also adding a Distance control, which is FastDistance but split in two, so that one half of it runs inside the undersampling and produces exactly the same tone no matter the sample rate. The other half runs outside the undersampling, specifically to darken exactly the part of the plugin that’s meant to be smoother if you’re filtering. If you’re into dark spaces like your classic Bricasti tones, this control is your friend.

kRockstar2 does not use the subtle tone adjustments I came up with for Ultralight, because I wanted it to match kRockstar closely. Both do have a subtle taste of nonlinearity to them, cleaning up just a tiny bit quicker than expected, blooming with loud sound just a little more to make the point.

As a final touch, kRockstar2 has the same ‘alive silence’ thing I first added to kCyberCity, and continued in kRockstar, where the air in it breathes with a background space caused by the hall volume being activated by gentle air movement. It’s too quiet to hear, but like properly applied dither, it alters the way you hear sounds drop beyond hearing. It’s just that dither stops things from dropping into grit.

With kRockstar2, when sounds drop away they drop into a sense of place, that’s felt more than heard. Kind of like things in the real world. And again, if you’re hearing the reverb washes, that’s all fine, but that also means you have it distractingly loud. See how it works when you balance the sense of how big things are, against the other elements in the mix, so that sense of hugeness is simply another presence alongside all the other things you’re hearing. The sense of place you get from handling it that way might be just what you needed.

The reverb developments are coming fast, so expect me to beat this pretty soon :)

Note: I’ve worked out the problem some users have been having with CPU usage: the same instruction I’ve used in various recent plugins (RetroBass, ChannelX, PurestWarm3, Ultralight, Ultralight2, and now kRockstar2) to increase tone quality and performance, HURTS performance lots on AMD Athlons. That’s the fused multiply add instruction, which doesn’t exist on those AMD chips, so they work around the lack. For now I can flag which plugins have it, so on the Airwindows website there’s now a tag for it. Its usefulness, especially when the compiler can incorporate it into SIMD processing, is too good to pass up but I’ll remain aware, and it’s possible I can make special builds for those machines if there’s a special reverb that’s just too incredible to not let everybody have. I don’t think kRockstar2 is quite there but I might get one with upcoming work :)

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 for x86
download Pi4VSTs.zip for 32-bit Pi
download Pi5VSTs.zip for 64-bit 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.

ConsoleX3 Is Out!

OK, so for the ConsoleX3 shown in the video, go here:
https://github.com/airwindows/ConsoleX3/releases
and click on the version number at the top. As of posting it’s 0.0.7 (cue theme music!) and for this repository, I’ve not been able to get Github to set it as a ‘latest release’, but that’s the one.

If you would like the standalone, no-GUI versions such as for Raspberry Pi, I have those too!
ConsoleX3NoGUI.zip (882k) standalone(AU, VST2)
If you mean to use the GUI version, don’t install the Audio Unit from this, the installer for the GUI version doesn’t want to install if there’s already a plugin of that name present.
If you want to use a surround-capable version of ConsoleX3, you HAVE to use the Audio Unit ‘ConsoleX3Mono’ plugin, because that’s the one that will run any number of channels (it doesn’t do surround panning, though, you’ll have to do that separately).

If you want to use AirwindowsGlobals and have the nice grey watercolor texture I favor, or to customize the look of it any way you want, use this:
AirwindowsGlobals.zip (158k) (text file, folder structure and jpeg)
There’s an extra folder in there telling you to put the ‘Airwindows’ folder into your Documents folder. If JUCE looks for documents files in a different place on your system then put it there instead, but on the Mac it knows to look in the Documents folder, so it goes Documents/Airwindows/AirwindowsGlobals.txt and the GreyWatercolor.jpg goes beside that file. I encourage making the Airwindows GUI plugins your own in this way. AirwindowsGlobals now has a bunch of comments telling you how to do stuff, making it easier to use.

The standalone plugins are in all the existing standalone plugin collections, but ConsoleX3 has too many controls to go into Consolidated so it doesn’t go in Consolidated. For a GUI version, go to Github and use the one I made, for the Chris vision of how wild GUI plugins can go.

Hope you like ConsoleX3! I will be bringing out the new plugins (such as Rockstar2, BezEQ4, Weave) which are either in the demo, or built into ConsoleX3 but don’t exist as standalone yet. For instance, the overdrive control ‘More’ is the ‘Weave’ algorithm and this is the first you’re seeing it, or a Console algorithm that uses the ‘derivative BIP’ thing I came up with after not successfully reinventing Signalsmith’s ‘elliptic BLEP’ antialiasing :)

All this is free and open source under the MIT license, brought to you by my Patreon.

Ultralight2

TL;DW: Ultralight2 is more of the most low-CPU matrix reverb I can make.

Ultralight2.zip (610k) standalone(AU, VST2)
Ultralight2 in Airwindows Consolidated under ‘Reverb’ (CLAP, AU, VST3, LV2)

This plugin continues work I’m doing, trying to make working demos of ideas for the Godot game engine.

Much like FastDistance is a filter that (when not pushed to really heavy attenuation of brightness) is way more efficient than using a DF1 biquad filter, Ultralight2 is a reverb that’s way more efficient than using any of my other reverbs. Why? Because it’s extremely limited. There’s nearly nothing to it, just a 4×4 Householder matrix and some tone shaping and a teeny allpass chain that runs in parallel to the predelay.

Why? Because I want to put dozens, maybe hundreds of them, into a game… and have the game still run and have room for graphics and gameplay.

This would involve placing them as ultrasimple mono instances, each with its own delay times and settings, in a scene. They’d all get fed all of the sounds in the scene, and then your environment would be composed of all the distinct spaces sounding off at once.

The controls have changed a bit! I had to do a bugfix on Ultralight anyway (redownload it if you want the tone shaping to work fully as intended). Now, rather than making part of the first delays turn into allpasses, I did further experimenting. No wonder I never liked allpasses, they sound awful unless the delay time is so quick it’s inside the ‘Haas effect’ region where really rapid echoes blur and merge… without that, they’re useless. Now all the matrix delays are normal reverb delays (which also means they can run even faster in SIMD) and then there’s another thing that goes in front…

Turns out you can use exactly the same sequence of operations to do an allpass, and a simple delay line. THAT means it can be SIMD (single instruction, multiple data). And it turns out if you set these things up right (never mind loops, just do things in fours) compilers really do optimize for them if they can. I learned that when some AMD users on retro machines got wildly worse performance than they should: your processor has to at least be able to do vector processing on 32-bit floats to run Ultralight or Ultralight2. Anything half recent ought to do it, though I’m interested in exceptions (I don’t think stuff compiled on the Pi will be using SIMD).

So now there’s Damping (same as RT60, but more damping means less sustain), but if you turn Damping to zero, rather than getting infinite sustain, now you get zero reverb… just only the predelay, dry/wet, and the allpasses. So Ultralight2 can also be used as a blurry slapback.

Then there’s unSolid and unRflec, which are the highpass and lowpass like they are in Ultralight. But there are changes here too… unSolid is the highpass, where if you turn it up the decay gets brighter and you lose bass through the walls. However, the frequencies are a bit different than they are in Ultralight. unRflec is the lowpass, like in Ultralight, where I’ve fixed a simple bug and re-uploaded it (it’s just the next week, be aware that’s happened and consider it an Ultralight Redux). However, with Ultralight, these things go from 0 to 4, incrementally adding stages of the feedback path into the filtering, and using the same paths: for Ultralight they count down from 4 which is the least filtered, and they pick the same paths so choosing 3 on both means that path is both highpassed and lowpassed.

For Ultralight2, you set it to 0 for no filtering, and 1 to filter only one path… but they come from opposite directions. So, if you set the filters to 2 and 2, you’ve just put a filter on every path, but only one. If you pick 1 and 3, or 3 and 1, same deal: you’ve affected all the feedback, but in different ways. 4 and 4 gives you full highpassing and lowpassing on every path, and so on. I just found that it sounded better that way.

You can also set the predelay to 0 and then there’s no allpassing. Each part of the reverb can be individually bypassed, just in case.

Dry/Wet is the reverb (there are no early reflections) and works as usual, except that in Ultralight2…

Distnce is the distance high frequency attentuation, just like in FastDistance, and runs AFTER dry/wet so you can hear what a sound, its predelay, and its reverb, sound like in a game engine with all of them far away from you. That’s because, like my earlier plugin VerbSixes, this plugin is the tool I use to audition possible 4×4 reverbs to add to the game engine. I paste in the new values in the header file, build it, and do a sound example to hear what it did. Especially when dialing in settings, that’s helpful. Again, this is NOT really meant for musician or mix use, though if you must run a reverb on impossibly potato hardware (that can do SIMD), this might save you.

I think this will hold me with low-CPU verbs for now. I’ve got big things in store for the flagship reverbs: turns out there’s a kind of matrix for 6x6es that’s way better than Householder, which is optimal for stuff like these 4x4s. So this work has led to some nice advances in Airwindows-land :)

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 for x86
download Pi4VSTs.zip for 32-bit Pi
download Pi5VSTs.zip for 64-bit 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.

Older Posts

Airwindows

human-made bespoke digital audio

Kinds Of Things

The Last Year

Patreon Promo Club

altruistmusic.com

Dave Robertson and the Kiss List

Decibelia Nix

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|GRENS|

GuitarTraveller

ivosight.com – courtesy Johnny Wishoff

Podigy Podcast Editing Service

Super Synthesis Eurorack Modules

Very Rich Bandcamp

If you’re pledging the equivalent of three or more plugins per year, I’ll happily link you on the sidebar, including a link to your music or project! Message me to ask.