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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.

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

kChamberAR

TL;DW: kChamberAR is a take on tape echo into chamber echo.

kChamberAR.zip(610k)

While I’m working on other stuff, here’s a wild little toy!

I’ve been struggling to get the sound of the Abbey Road chamber, on my Monday streams. Pretty sure what I’m doing works better with larger spaces (which I’m certainly going to do) and that I’ve got to dig into other approaches for studio-friendly, nice chambers (which I’m certainly going to do, especially since I might get to my goal June or July and get the Bricasti to study).

So I didn’t get the Abbey Road chamber, not really. But what did I get?

Welcome to kChamberAR! Instead of a nice, classy Abbey Road chamber, it’s a tape echo into a chamber gone terribly wrong. Or maybe it won’t seem so wrong… but it’s dirty, aggressive, and wild. If you crank the regeneration up it distorts and goes into infinite echo. If you crank up the bass cut, it filters way harder than the real Abbey Road STEED unit (‘cos why not), and if you mess with the delay time, you get wild pitch modulations, all of which feed into the little, boxy, room.

I honestly think this works better as an instrument and didn’t work as a capital-C Chamber, much less the Abbey Road chamber. There’s better to come, as far as serious chamber emulations go. When I do meet my goal and get the Bricasti to study, chambers will be first in my investigations, and I’ll get to the bottom of the problem.

Oh… because the delay works like you’re speeding up the tape more and more, if you crank it all the way to the left for minimum delay, it’s probably eating more CPU. For predelay keep it in the middle and it should be fine for that. The reason it goes that much faster is, you can tune the delay to bass notes like a monstrous Karplus-Strong oscillator which then drives (overdrives) a small room. And this is such a horrifying, awesome sound that I had to let you have it.

I’ll have more legit stuff coming soon. For now, have fun with the new monstrosity. It won’t behave, but nothing you have will make noises like it, and that’s always part of what I do :)

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

OrbitKick

TL;DW: OrbitKick is a bass generator and kick drum reinforcer.

OrbitKick.zip(709k)

If you’ve seen modern recording, you’ve probably seen a little drumlike object in front of bass drums. This device is a ‘SubKick’. It’s basically an NS10 woofer hung in front of the kick, so it can be knocked around by subsonic bass waves, and transfer that to electricity for recording. It might or might not be in an actual drum shell, needs to be recorded with an actual preamp (these can have very high output though!) and acts as just another mic, but one that captures the very deepest bass in conjunction with your full drumkit and all your other mics.

But what if you could do that… without the pre? And also without the little drum shell, and without the NS10 speaker, and for that matter without the drumkit. Just ‘deep bass subs’ like a kick drum. On anything.

Enter OrbitKick. This is basically a little physical simulation, like a planet orbiting a sun. When your input sound hits, it kicks this thing into orbit and it just spins, gradually slowing down as its orbit gets bigger and bigger. It’s a little like a second-order sine wave, in that it’s one of those Airwindows things that can get out of hand, which is what the controls are for.

Drop is how fast the note will drop, from ‘not at all’ to real quick. Shape is the same, but makes it drop quicker to start off, so it’s your taper: it gives you punchier attacks, rather than ‘modular guy beeeoooo’ kicks that have no impact. Start controls how high up your attack goes, in conjunction with Thresh, which is the threshold at which the note is kicked off… and Finish is where the note cuts off (set super low, you can get clicky releases).

That’s all. If you want shorter kicks, make it drop faster, start lower, or finish higher. These controls do it all. That includes weird nasty effects where the note is triggered in a scruffy, inconsistent way. OrbitKick does NOT sound like a sample. It’s like a living bass thing, able to put the lowest of bottom octaves on whatever percussive thing you like, or add a thump or ‘pewww!’ laser sound to any other thing so long as it has a distinct attack. And without a distinct attack it will still work but it’ll make an unpleasant noise. And if you can only listen on a laptop or cellphone you may never hear what it does at all…

This one goes out to DnB friends of mine in London :) rarely do I get a plugin that will wreak so much mayhem on really, really big sound systems. Be careful out there, or don’t :)

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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