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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.

Pear

TL;DW: Pear is the testbed for a new filter, implemented as a highpass/lowpass shelf.

Pear.zip(493k)

Welcome to the Airwindows skunkworks, where you can get your hands on really unusual experiments!

Pear is a new sort of filter I’m looking to use for my famous-console versions of Console. I’ve taken the concept of Holt and altered it along the lines I explored in Console Zero, and then I ran with the things I experimented in BitShiftPan a little more.

So, now you have a fixed frequency shelving EQ that can be either a lowpass or a highpass, and it uses an algorithm that is literally different than anything used before, with a behavior that’s likewise not like anything else (the code certainly isn’t going to be found elsewhere, and the slope steepens as it nears the edge of the passband: cascading it, which this plugin lets you do, makes that end point ever-steeper rather than adding a bump to a steepening overall slope like in any normal filter)

What’s it sound like? Hear for yourself, it’s yours. My take on it is that it’s exactly what I need for the future of Console: this is not a synth filter, it’s a desk filter. I can make it be really clear, even when doing extreme things at really steep slopes. It’s not a scientific filter for doing really accurate curves, it’s for sounding musically good.

I’m not sure what the frequencies are, partly because the transition point is an increasing slope even when it ends up quite steep, and partly because it’s not calculated on the basis of frequencies. Those filter points come out of the use of bit-shifting in the algorithm: it will still work in designs that don’t use that, and I’ll be using more carefully placed crossover points in future Console versions, but for this one, treat it as a switchable EQ. One way to get an EQ point to shift slightly is to increase or decrease the number of nodes (also stepped): consider it the digital equivalent of an analog switched circuit. Use the inv/wet control to dial in how much highpassing or lowpassing you want: that becomes your shelving control on the filter.

Another part of the big-console sound is saturation, and this filter does not include that: expect what I do with this to be more intense as far as sounding like real big consoles. I’ll need to configure that to suit the target console, as some are famously dirty: so often, people restoring these desks are told how to replace the dead capacitors and the original inductors, on the grounds that the original ones had no headroom (HMMMM…) but for now, Pear is very pure in tone, and it doesn’t distort on its own.

It’s going to be a lot of work doing what I’m going to do with this tech, and that’s not even counting the changes to my reverbs that will come about as I learn from the Bricasti: sure enough, I’ve identified stuff that I can probably do, and the result should be worth it. I’ll try not to bog down and keep plugins coming out as I dig into all this! Stay tuned :)

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

GalacticVibe

TL;DW: GalacticVibe is the stereo vibrato from the original Galactic reverb.

GalacticVibe.zip(503k)

GalacticVibe is about taking the code I used to make the Galactic reverb super wide, and breaking it out into a chorus-like effect… at which it turns out to be great!

Used in Galactic, it’s always full wet. It’s a dual vibrato that’s ‘quadrature’, meaning the channels are two different offsets on the same LFO. Except it’s not exactly an LFO in the sense of low frequency oscillator, because it’s slightly irregular. You don’t hear it as being super off, but it’s a somewhat organic quality whatever speed you choose.

This produces two stereo outputs (even if you’re just giving it mono) and the way they modulate is a bit like a miked-up Leslie: the pitch wavers across both channels. But then, if you add dry (which isn’t part of Galactic’s modulation) that blends against both stereo channels… and you end up with a nice little vibey chorus, with definite Leslie-like qualities, but without any of the speaker emulation and without an accurate pitch modulation on what would be the treble horns (instead, it’s something else, a little smoother).

So it turns out the modulation inside Galactic (Galactic2 is different) is quite nice just by itself! In particular, it seems very nice giving slow swirly effects, and ramping up to a quicker speed has a really striking ‘leslie, but not leslie’ quality. A happy accident that is now yours, because this is an open source, free plugin, so enjoy adding this tool to your stereo toolkit.

All this is paid for by my Patreon, and the better that does the more I can do with it: as promised, the Bricasti reverb is here. Like I said I am not going to make a clone, but I am certain I can both get some useful k-series reverbs inspired by classic Bricasti patches, and design future reverb algorithms that incorporate more Bricast-isms, just from being able to hear it properly and make use of it in the studio. There’s also the new Console versions coming along, currently in study mode as I explore a world of classic vinyl records heard in the fullest fidelity, and develop channel EQs that will go along with the new Console versions.

Thanks, and hope you like GalacticVibe!

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

Fracture2

TL;DW: Fracture2 is a wavefolder that allows more extreme disruption.

Fracture2.zip(499k)

Fracture2 is straight up a West Coast wavefolder, in a plugin. You’ve got Drive, Fracture, Threshold, Output and Dry/Wet controls. Drive is basically overdrive like in Mackity, and you can get unity gain at a setting of 0.1, and Output and Dry/Wet are what you’d expect.

Fracture makes the signal go exponential before folding. What this means is, if it’s at zero you’ll get a simple wavefold. With a sine, that’ll create a distinct overtone (stronger than the original Fracture) which will slow down as it nears the top, then reverse. As you increase Fracture, the pitch of the wavefold increases because the wave you feed in will start folding faster and faster the more it folds: it will also open up the unfolded part of the wave, making it more dynamic. On non-tonal sounds, this makes the effect dryer and punchier and more aggressive.

Threshold is by request from a fan who asked in Youtube comments, and whom I’ve got some things in common with. The idea is basically, can you make the folding part only take up a certain amount of space, like back to the zero point but not past? Turns out you can! And what this does is, it lets you have a volume control on the fold part. So, at zero threshold, you have a soft clip (or, with Fracture, a weird expando-clip like High Impact). As you increase it, the wavefold comes out of the clipping, expanding down (or up) from the flat-top of the wave, with 0.5 going to the center of the waveform and 1.0 doing a full-amplitude wavefold.

Because this effect lends itself to the Rack port of my plugins (where you can feed audio rates into any controls), all the controls except Fracture are smoothed for better automation. I don’t do this all the time, but it just seems to be the kind of effect where you might be sending sine waves into it (revealing zipper noises) and then modulating it like crazy, so it’s using the same smoothing that’s in the Z2-series filters.

Hope you like it!

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

MV2

TL;DW: MV2 is a dual-mono reverb based on BitShiftGain and the old Midiverbs, adapted to high sample rates.

MV2.zip(560k)

Back in the days of really old school digital reverbs, there were a couple weird and obscure ones that had a special mojo. I’ve got one: the original Alesis Midiverb. It’s quite low-fi and only has RCA jacks, but there’s a certain something about its sound.

Turns out one of its secrets isn’t so secret: the first two versions of the Midiverb don’t have a multiply unit. That means you can’t do certain reverb things correctly. Reverbs use a kind of delay effect called an allpass filter, which involves multiplying by 0.618 (I’ve sometimes generalized this to ‘the golden ratio to N decimal places’, where N equals ‘a lot’). But the old Midiverb couldn’t do that… so it made an ‘allpass filter’ by multiplying its stuff by 0.5. A bit shift.

Airwindows fans will know that there’s something special about a bit shift: especially in floating point, you can change volumes by 6dB pretty much losslessly. No, make that ‘totally losslessly’ since in floating point you’re only changing the exponent and could change it right back and lose absolutely nothing: the mantissa is never touched.

What would happen if you took this old school way of doing allpasses, and made a modern reverb out of it, using full-quality floating point to do it? What if you followed up by making the regeneration also strictly ‘bit shift’, increments of 6dB or infinite regeneration, losslessly? What if you added a way to roll off highs by averaging output samples of the allpasses, and did THAT entirely using bit shifts as well? And allowed for a big number of allpasses (26, all different increasing prime lengths), and gave varying treble rolloff by independently controlling which of the allpasses got the average treatment?

Here’s the new MV: all this, but adapted to high sample rates. The previous one’s still there! But if you try to use it at 96k or 192k, the whole tone and delay time will be shifted to higher pitches, shorter reverb blooms (bloom being the type of SFX this is). MV2 uses undersampling so it can run at high sample rates and sound the same… and so it can use less CPU at the elevated sample rate.

You can dial in different degrees of highs roll-off using the bright control, or leave it at 100% shiny. Combining this with more restrained regenerations like 0.51 or 0.26 at medium-to-high sizes will give you very decent ‘impossibly huge reverbs’ of various characters. MV doesn’t do early reflections or plausible spaces, just the infinite wash, but that’s somewhat configurable. It’s also a really primitive algorithm compared to some of my others: this is a case of me updating older stuff so it maintains usefulness in the modern day, it’s not about me making a new greatest reverb. Though, you know, if you like it that’s perfectly fine :)

It runs dual-mono, so you can dial down the size a bit (not too much or it’ll get nasty, you’re removing allpasses from the chain) and use it as an ambiance generator, and it’ll put all reverb tails ‘behind’ the sounds that make them: centered stuff stays centered, wide or stereo stuff goes super-wide. For this reason it’s very suited to use on auxes and submixes: you can add ‘space’ that’s very pure-sounding.

It can do full, 1/2, 1/4, 1/8 and I think 1/16 level regenerations: set the feedback and it will use the bit shift amount nearest below the setting, so no matter what you do it will always retain its audio character. And the whole thing runs inside a PurestConsole instance except for the regeneration, which is extra… which means that if you build up a wall of infinite reverb, it can’t go into reverb runaway because distorted samples will wrap around and get quieter: you’ll have to trim down the output, but this makes infinite regeneration super-usable without applying any kind of compressor or limiter inside the loop. Since you can also do zero regeneration and it’s just a pile of allpasses, you can also do a ‘gated reverb’ effect if you like, which is good at airing up the mix but then getting out of the way.

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

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