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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.

SubTight Redux

TL;DW: SubTight uses a variation on the Creature algorithm to tighten sub-lows.

SubTight.zip(500k)

So here’s another interesting little tool that’s not been seen before (except in September when it came out).

Creature has a special mode where you can set the dry/wet to ‘inverse’, cancelling out what the algorithm produces. It’s a soft slew clipper, not a normal algorithm or a simple filter, so what it cancels isn’t easily controllable. However, for the most part it darkens and distorts the sound, and then when you stack up multiple poles of it, it becomes uncontrollable, particularly as frequency drops.

So, in theory, you could use it as an increasingly steep lowpass… and subtract it from dry, to make something that acts like a highpass.

The thing is, it’s not really increasingly steep, not at all. And it’s not even a lowpass, because its behavior is so dynamics-dependent. But it’s not a saturation (or anti-saturation) either, because it’s slew that’s being softclipped, not amplitude. This is why I initially released it believing it shouldn’t be scaled by sample rate: it’s a very odd sort of processing.

Having put out a Redux version that applies corrections to make it consistent across sample rates, what do we get? SubTight does NOT get steeper as you increase the ‘steep’ control, unless you think of it as ‘low settings are pretty weak tea, and cranking it up gets you a much stronger and more intense brew’.

What you’ll get is a behavior: as you increase the trim on SubTight, the weakness and flabbiness will get sucked out of the bass. With very low Steep settings it’s pretty across the board, really. It’s not hyping the highs so much as it is pulling softness and ‘glue’ out of all the frequencies, more as it goes lower. Super nonlinear, super tricky to interpret, but dramatic and energetic.

As you increase Steepness, it gets more aggressive about this. It’s like you’re defining a little ‘nega-zone’ inside the bass and the solidness of the sound, and then making it vanish, so the transients hit with full power from a more silent, empty backdrop. Probably handy on spot drum mics in general, where you’d use gating to make them punch more! The farther you push Steep, the more it tries to refine that ’empty space’ down into a tiny intense core at the center of the sub-bass… but it will continue to affect everything, because it’s not a filter and Steep isn’t a crossover. It’s sort of a strength control. I’ve generally got my use out of it between 0.2 and 0.4, but I provide more extreme settings because of course I do that, you should know me by now ;)

I admit this is still a strange plugin, but hopefully it is both more adaptable and better explained now. If it’s no use to you directly, you may still appreciate the way it brings a distinct lifelike sound to ConsoleMC, and other things like that :)

The original release of SubTight is available at SubTightOriginal.zip(497k)

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.
VCV Rack module

ConsoleMC Redux

TL;DW: ConsoleMC is the initial, bright take on the MCI console. Redux means this has been reprogrammed to attend to stuff that came up: it replaces the previous version and changes behavior, but loads all the settings from the previous version. It doesn’t replace ConsoleMD, which is still its own simpler version.

ConsoleMC.zip(1M)

ConsoleMC is replacing my fully analog mixing system, which I’m now looking to sell off. Technically, just the mixer, as I can re-use the Lavry for tracking, where I used to have it dedicated to re-capturing the mixdown from the Heritage Audio mixer. This is what it took, to retire that glorious beast.

It’s a channel strip that functions like a normal Console Channel, except it’s got treble, a sweepable mid that only boosts (like the classic MCI mid boost), bass, a fader that runs before the EQ section like the classic MCI, and a special pan switching network that’s like an evil cousin of LCR panning. And it’s a summing buss that brings the summing character of the big MCI desks with a gnarly analog dirtiness that’s not simply ‘add a distortion box’ but is actually a modification of other recent and unique work I’ve put out.

ConsoleMC draws on the following recent plugins: Creature. SubTight. Sinew. ResEQ2. Pear. BitShiftPan. There is not a single normal DSP algorithm in this thing unless you count sin() and asin() functions. It is ALL built out of current, 2023 Airwindows plugins that have all been pretty well received, sometimes with a fair bit of excitement. I told you all this was working up to something. This is it.

Specifically, this is the first ‘it’ to come together: I’ve got at least five other big console concepts that deserve this treatment, but ConsoleMC is right here for you to jump into, right now. There’s a couple reverbs in the demo, including kCathedral which is a call-out to the corresponding Bricasti patch. Those are for later.

ConsoleMC is designed around running at 96k (or possibly 192k if you’re so inclined) but ought to work at 44.1k. If you’re at low sample rate and seek to oversample it 2x or 4x it shouldn’t do it any harm.

ConsoleMC is NOT flat when set neutrally: use ConsoleMD for that. ConsoleMC, in its debugged form, uses the technique from SubTight to rein in subsonic bass, and this ends up applying a touch of very high-frequency ‘air’ that was unexpected. The original release also didn’t scale this effect to sample rate (it’s a very new algorithm that didn’t seem to work that way at first) but the Redux version, which becomes the go-to version of ConsoleMC, does scale to high sample rates without losing additional bass. Again, for a DAWlike flat response use ConsoleMD, which has those ‘inter-stage’ highpasses stripped out. If you’re okay with mixing into a slight presence lift and would like extra personality go with ConsoleMC.

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.
VCV Rack module

YNotNotch

TL;DW: YNotNotch is soft and smooth to nasty, edgy texture-varying filtering, no control smoothing.

YNotNotch.zip(517k)

YNotNotch is the final incarnation of the Y series plugins, done to give me more experience with smoothing plugin controls. It’s got a biquad filter with more than a little extra: the Y filters all have a ResEdge control. This defaults to 0.1 (like the gain control) but it can be lowered to 0 for a softer, somewhat more organic tone… or, turned up and up and up until the filter begins to distort and act weird in very unusual ways.

This is NOT like a sampler model. It’s a whole other algorithm, putting weird edges on the way the filter resonates when the Resonance is turned up. You can basically dial in the sharpness of the edge, like with the other Y filters. But unlike the other Y filters, the Resonance control goes a little further. Not in sharpness, but in dullness… you can drop resonance down to where it’s basically an ultra-shallow slope cut, put the frequency to either extreme, and use the very first hints of the Resonance control to dial in an extreme low or high cut.

And then either soften or sharpen the hell out of the edge, to get tones that don’t really exist anywhere else. This is the alternate version of YNotch, except without control smoothing. That means it’ll be slightly less CPU-hungry, and might be preferable for situations like use in VCV Rack at very small buffer sizes. So, use YNotNotch if you’d like slightly more CPU efficiency, if you run tiny buffers, if you are using it as a fixed filter sound, or if you want that ‘neuro’ glitchy zipper-noise sound, at which it’ll be really good since it already has an aggressively unnatural filter tone :)

Have a good Thanksgiving/Black Friday/Cyber Whatever, folks. I’m going to work on updating ConsoleMC and SubTight the way I demonstrated in ClearCoat, and that’ll be next week, and I’ll have something really cool out there by Xmas. For now there’s no point making any noise while everyone else is going ham promotionally :)

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.
VCV Rack module

Post-Scarcity Minecraft

Hi! With a bit of luck and hopefully not too much fuss, you can do this too. Here is the server mod: I’m using it on a 1.12 version of Spigot.

SnowballMadness.jar_.zip(61k)

That’s if the thing you want to do is to run the mod on your own server. The source code is also on my github :)

This project has existed for some time now, I’ve just gained more insight into what it actually is. It’s got some things in common with anarchy servers, but I didn’t really design it for that (on the whole, my brother Dan coded it in Java, and I took that and added lots more Java to the existing structure that’s more in line with game design and gameplay choices)

I’ve been thinking about the old days when I used to stream Minecraft stuff more on my channel (or other channels). It was a simpler time before a lot of bad things happened, but I don’t think it was all nostalgia. We were playing a game that was expanding, but were getting things like new block colors, moderate expansions of what we had: in many ways it still resembled the olden times when there wasn’t much TO Minecraft. It was what you made it.

The Snowball stuff I designed, was all about bridging the gap between Survival and Creative. You could make certain things very easy. You could make blocks without issue, create vast structures, install floors or fly about or zap enemies as if by magic… if you spotted them in time. The thing these mods removed was scarcity. There’d be a method to take anything you had, and make vast amounts of it. If you could get a thing, you could grind up any amount of it, like a duplication glitch that was turned into a game mechanic.

And then it was adjusted so, if you weren’t careful with your tools, they could turn and bite you, doing ridiculous things. For some time, the ‘multiplier snowball’ exemplified Snowball Madness: two stacks of snowballs with a stack of TNT right up top, and you could obliterate everything including yourself in a single misclick, or prank-click. That one feature is nerfed: you can bounce your shots by stacking snowballs this way, but no more of the exponential multiplications of doom. While funny, they were a funny-once, too unreasonable to leave around for regular gameplay.

The thing is, if you learn Snowball, you’re thinking of multiple ways to deal with both your basic tasks, and ways to deal with the gotchas that Snowball can sometimes spring on you, and the common factor is post-scarcity. It’s not creative mode, but you can generate resources probably quicker than in creative, certainly if you count building structures or clearing spaces. At the same time, it’s not giving you jobs to do beyond what you might think up to accomplish particular tasks. Building a fort? Are you making stacks of blocks (do you have your one starter block to work from?) or are you basing it off a structure like a big sphere or cylinder? If you build something wrong, can you use the tools you have to delete the thing you made, or do you go too far and make a big hole? If you do that, do you turn it into a base or move elsewhere and try again? If you want a big hole, do you want an exploded, blown-up one, or neat walls down to a cave floor, or to bedrock?

That’s not a hypothetical question as I’m going to try and make this server accessible. Go to my Patreon and I’ll put the server IP there (I’m unsure if it will work right away for outside users, but I’ve got it on a permanently-on laptop in my basement, and my fiber should have little trouble handling a small Minecraft server, even with several people playing). I’ll leave it up, probably restart it now and then when nobody’s on there, and we’ll see what happens. This used to be my socializing before my life was just plugins, and it’s probably a good way to do Q&As on youtube streams and just talk about stuff.

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