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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.

StarChild2

TL;DW: StarChild2 is a weird digital ambience/echo plugin adapted to high sample rates.

StarChild2.zip(590k)

For all that we try to make plugins have natural, acoustic or electric, retro vibe qualities, sometimes there’s a thing which breaks the rules by creating a distinctive voice that has nothing to do with naturalness. I’ve got an old Alesis reverb like that: very primitive, but deep as anything. There have always been odd little boxes with a style all their own, like the Delta Labs Effectron, which is low-fi but uses delta-sigma modulation like an SACD (but much more crudely!)

In that spirit, here’s StarChild. The inspiration came from the old Ursa Major Space Station. That said, StarChild sounds nothing like a Space Station, but it does sound like it’s out of this world. Like Space Station, it produces series of echo taps which aren’t perfectly regular. Space Station has little rhythms that it does, while StarChild works on prime number sequences: that produces a sputtery sort of delay line in which it won’t reinforce any one frequency.

What you get is a curious delay/ambience effect, in stereo (it’ll widen stuff that’s only in the middle). It can work kind of like a natural ambience that’s a room in a horrible shape, or you can crank out the duration and get weird stretched textures with a variety of granularity. It’s an odd little plugin: didn’t sell that well in its earlier incarnation, yet this revised newer form is hotly anticipated: a bunch of people really started wanting it when Kagi (my payment processor) went out of business and suddenly it couldn’t be sold. (yes, this is from back before Airwindows was free!)

Now, years later, this is a version of it that’s savvy to sample rates. It’s undersampled so you can run at 96k or even 192k while getting the same delay times, the same sounds, and at more or less the same CPU load of the 44.1/48k version. It’s been a while since we’ve seen this plugin, and rightfully so: it sounds really weird and bad! But that’s exactly why you can make distinctive noises with it, and who’s to say you don’t want to sneak an ear-catching sound in there?

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

Galactic2

TL;DW: Galactic2 is a super-reverb REdesigned specially for pads and space ambient.

Galactic2.zip(571k)

Galactic has been a huge success, no pun intended. It might be the most popular of my first batch of feedforward reverbs, and it’s still available, from its banks of 4-wide householder matrix delay lines, to its pitch shift stereo widening.

So, why revisit Galactic? What is there to even improve? Well, it’s a matter of taste. My newer big reverbs and realistic reverbs go for a bigger reverb matrix with a distinct, more organic texture to it. And I wasn’t really satisfied with how you worked with Galactic: I’d imagined a thing where you’d have reverb space going, and then you’d ‘paint’ in other sound, perhaps with a slider, or just by overloading the existing space with other stuff.

And so, here we are. Galactic2. Drive, Sustain, Darken and Wetness. And a tone that owes more to the K series plate reverbs, than Infinity or Verbity. Sustain starts to feed back forever a little ways past two-thirds up, with halfway being long decays, and very short sustain being your kill switch. It’ll creep up in gain at full crank, so be careful with that. Drive is how you feed in new audio while it’s going, Wetness is probably going to be full crank for most use cases, and Darken goes from totally, scintillatingly bright to mellow and distant-sounding, both as part of the total output of the reverb, and as part of the feedback loop (so if you have bright stuff going, and you Darken, your sustain will start to get darker as it continues, which can add realism).

I keep saying it’s like the kPlate reverbs, but I checked the code and it’s still 4-wide Householder matrixes, like the original. So what makes this so different? Its handling of stereo, is what. Either you’ll love or hate it. This is why you should love it. Unlike the original Galactic, this isn’t a pair of matched reverbs using pitch bends to stereo-ize them for mono things. Galactic2 is a SINGLE giant stereo reverb that uses all the same delay values, but uses them crossways: one channel accesses the matrix vertically, the other accesses the matrix horizontally. It’s ‘the same’, but all the echoes are arranged differently. These are way harder to come up with but it’s what was used on the kPlate reverbs, except those are 5×5 matrixes and this is still a 4×4. There’s just a teeny bit of crossmodulation to round it out.

What this means is, if you put stuff in the left, it makes a sort of cloud of reverb sound that’s also mostly on the left. If you put stuff in on the right, likewise: you’ll get ‘space’ happening mix right.

And if you put stuff in mono… you get WIDE center content. The whole texture is wider than what original Galactic can do, without use of chorusing or pitch shifting to widen it. That gives it a completely different character, which is why you’ve still got original Galactic to use if you want. This is a second bite of the apple. It’s about trying to get even deeper into space, and I hope you enjoy 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

Console0

TL;DW: Console0Channel is a radical, minimalist Console system.

Console0.zip(979k)

If the weirdness of Airwindows Console systems tends to throw you, it’s probably good to skip this one. You’ll either hear what it’s about… or you won’t. This is sort of an extreme position of a line of inquiry that not everybody buys into. It’s really quite clear what’s going on and why, but people disagree very intensely on whether it matters. Rather than make allowances, I thought I’d push it to the most radical extreme possible to see what happened.

Meet Console Zero.

There will probably never be anything that goes farther in this direction… not in the purely digital domain, anyway. Not as free open source plugins that everyone can have. It’s easy to get external hardware to do some of these things, but that’s costly. Console Zero can be used by everybody… if, that is, you can deal with the demands it makes.

Console Zero is the Airwindows Console concept, crossed with the BitShiftGain concept, and pushed literally as far as it can possibly go. It has built-in gain and pan… kinda. It has aliasing-suppression filtering… kinda. It does the saturate on channels and then anti-saturate on the buss… kinda.

Everything, everything is sacrificed to the Mantissa Gods. The idea is, with many analog-to-digital converters, with even fairly humble ones you can get quite a lot out of them if you just pass the audio straight through. Analog to digital straight to analog again? Often, it’ll capture a really good sound. It all goes to hell when you start trying to work with it in the box.

Even on a system like Console8, with NO other processing, there might be hundreds of mathematical operations on every channel, thousands. Things like sine and arcsine functions do a lot of processing to be accurate. Biquad filters can get you nice accurate filtering, but require lots of math operations to function. The stuff modern mix topologies get up to could be tens of thousands of calculations, PER sample, PER channel on the way to the final mix. We take this for granted and nobody tries to make the opposite approach work, certainly not while including filtering and analog emulation.

Console Zero does maybe eight math operations, per sample, per channel, between input and the final mix output, that touch the mantissa of the input values. INCLUDING the actual mix. Including the Console saturation/antisaturation system. Including the aliasing-suppresion filtering. Eight, if I remember correctly… for the ENTIRE chain.

How? By leaning on bit shifting, to an insane, excessive degree. It’s a giant trade-off. All level and pan is done with built-in BitShiftPan. (even on the buss, and you shouldn’t touch it… but why not? The point is that it doesn’t alter any mantissas). That is mixing in 6 dB increments, 3 if you count moving stuff one notch to the side to make it quieter. The filtering is strictly simple averaging. One operation, and a bit shift to get back the original gain: the bit shift doesn’t touch the tone. The Console system is simplified so much that it’s just one calculation and another bit shift. Everything is traded off for minimalism. The saturation produces slightly more harmonics than something like PurestConsole, but almost without calculation.

You get a mix together in Console Zero through arrangement, through broad strokes. You CANNOT fuss with it. It’s almost LCR panning, except there are obvious left-center and right-center points included, and a range of pannings nearer the edges. All these points sound exactly like unprocessed raw digital audio, all of them pass through the unaltered mantissa from the input sample. The entire mix, with all its levels and pannings, puts through every single track as if it was the untouched raw signal without even a gain change… because there is not a single mantissa change to any track on any channel, going into the Console processing.

This may mean NOTHING to you. If you got here and that’s you, thank you for the great patience. And… does it sound good? All of this is in pursuit of a particular KIND of sound, very unlike typical DAW sound. Do you hear that in my example, do you hear it if you attempt a Console Zero mix? If you hear nothing unusual, move on, this is not for you.

Some of you are going to lose your minds over how good this can sound. This is for you :)

Wait, it gets worse! You have to run 96k this time, 192k if you really want extended highs. If you’re at 44.1k, the averaging will still work. It will be REAL DARK. Sorry! That means some people could do mixes at 44.1k with some of the desirable qualities we’re seeking here, just so long as it’s meant to be dark. Plenty of genres that can do that. But you should be running 96k. These plugins are SO lightweight, it’s hard to even express how light they are: again, eight operations across the entire mix buss, not thousands or hundreds of thousands, per sample. That’s from input to mix output. That will stand up to a lot of tracks… and the other secret is, Console Zero LOVES high track counts. The more stuff you have layered, the more freedom you have to do subtle loudness adjustments: a 3 dB nudge on one layer of one track made of four layers means the total loudness of those doubles, is the same as adjusting all of them by 0.75 dB. It will nudge one of the layers sideways in the stereo picture. And? The task becomes managing aggregates of tracks, thinking only of the big picture, letting some stuff be buried in the mix because you simply can’t nudge it up in volume to balance.

And it can all come together and work, better than you’d ever imagine, and quicker… and sound like life, not like a DAW.

Either this will work for you, or it absolutely won’t. Either it’ll blow away anything you’ve tried, or completely frustrate you. This one’s gonna be polarizing. It goes so far in the directions I try to achieve, that I’m certain it’ll blow some of you away, and it’s gonna make other people really mad. What price is an untouched mantissa? How much can you hear the inevitable digital erosion of overprocessing… and just how little processing can you do in a mix and still have a mix at all?

Console Zero… if you dare :) I will return to more accessible stuff, analog emulations etc, now. There will be no beating Console Zero for what it does. The rest is doing interesting tone colors, which I promise I’ll bring you… but if this is your jam, you’re done. There won’t be any better from me or anybody else. It will beat many external summing busses. Console Zero is yours now.

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

BitShiftPan

TL;DW: BitShiftPan gives you a gain and a pan control that are ONLY done using bit shifts.

BitShiftPan.zip(483k)

This is a request from YouTube comments, but I had no idea how well it’d work out! BitShiftGain is a long-standing secret weapon of mine. On almost every video, I’m losslessly dropping 6dB using BitShiftGain. But what would you get if you applied this to pan?

You’d get a pan where center was quite a bit louder than sides (there’s no 3 dB pan law from bit shifts), but the first steps to left and right are QUITE a lot to the side. It’s not at all LCR panning, but if something’s center you know it, and if something’s to the side it’s WAY to the side. Then, you have a succession of further-to-the-side positions that are progressively quieter, all the way to hard L and R. If that was all it was, this would seem really pointless and arbitrary.

BUT.

If you can construct a mix this way, you can construct a mix where every single gain setting, every pan position, every location in the mix, is Bit Shift Gain: utterly and completely lossless. No requantization, just like with BitShiftGain itself, but in full stereo (within these constraints). You’re picking locations, but they’re not LCR locations, they’re a range of potential locations.

There’s more. Mixing with BitShiftGain in mono is impossibly crude. 6dB increments are seemingly impossible to mix with, absurd, insulting to even consider. But if you tick a track one step over to the side… that’s now 3dB down, not 6. You’ve losslessly cut one side 6dB while leaving the other one unaltered.

If you had two tracks, a doubletrack, and did this with just one of them, your ‘track’ (that’s really two tracks) can shift 1.5 dB down, to the ear. Starting to sound more interesting? If you had four tracks and shifted just one of them, that’s an apparent shift of 0.75 dB.

Mixing isn’t just about taking a single track and making it perfect. Mixing is how tracks sit relative to other tracks. If you have a full mix, and a track 40 dB down steps closer to the center bringing it up 3 dB in total, that makes all the other tracks seem just a tiny bit quieter in contrast. At every step, your ability to fiddle with 0.1dB adjustments is completely hobbled… but the framing of the TOTAL mix can take a whole new form.

And at every point, across every track, at every position in the stereo field, the mantissa of every audio sample is EXACTLY as captured by the converter. Once it’s mixed, you’ll get a composite, but everything being fed to the mix buss at every level in every position is exactly the raw sample… scaled to fit.

If you liked BitShiftGain for its utterly uncompromising transparency, beyond anything else even possible… now you have it, but with panning.

If this approach, so ruthless in the desire to hang on to raw unprocessed intensity from the original digital captures, seems interesting… next week is Console Zero, built from the ground up to work using almost entirely bit shifts even inside the saturation/antisaturation calculations and anti-alias filtering. BitShiftPan is an ultimately clean gain trim, and apart from the ‘steppy’ positioning and lack of pan law, it’s very normal and approachable. Console Zero… is radical.

Thanks for the suggestion to try applying this to panning. Who knew so much would happen as a result?

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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