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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.

BrightAmbience2

TL;DW: BrightAmbience2 is more BrightAmbience with better tone and more slapbacky effects.

BrightAmbience2.zip(377k)

Hi! I’ve been real busy doing stuff like relaunching my music streaming, and have taken on so much that stuff is going all wacky, all over the place. Things I forgot: to reposition the camera window last Sunday for my plugin video, to wear my glasses this video (so I couldn’t see much and the ruts under my eyes show too much in the absence of the glasses), and to mention Patreon at all this video.

But hey… some NEW and more exciting Airwindows plugin tech! And this time it’s not a dither, this time it’s an insane reverb effect that is free AU/VST open source for you! Also, I’ve got some amazing stuff coming that builds off what I learned doing Capacitor2… but let’s talk BrightAmbience2.

This is just like BrightAmbience, except different in pretty much every detail. Techwise (skip to next paragraph if you like) it is using a totally different prime number series, ‘super-primes’ for its delay spacing, and then it’s offsetting alternately left and right delay taps to the next prime number in line, meaning that it’s a dual mono ‘ambience’ but center signals WILL get stereo spread. Also, there’s a kind of regeneration that was real tricky to do, but it means you can get a clean digital slapback, or any degree of ‘fuzzed out’ bright ambient slapback all the way to the wash of sparkly atmosphere, either subtly regenerated or cleanly gated.

Okay, but what does it do, and what does it sound like?

Super ultra bright ambience space that doesn’t get in the way. You can put it on things like drums for 80s gated verb, you can do dub-like things through using it to make a blurry slapback, but this thing is bonkers at putting Star Quality Vocal Glitter on voices. You don’t have to have it loud, and you don’t have to stretch it out so long that it feels like a reverb. That’s not the point, this is about doing that classic Lexicon thing (without, I might add, using ANY actual Lexicon sounds or algorithms) where you can fill in a bright, glossy atmosphere around the voice that makes it sound like star quality. You probably don’t want to treat it like a reverb, on a send or whatever (maybe on a vocal bus? It’ll handle split harmony vocals very elegantly since it’s dual-mono). Instead you want to use it like your lead vocals alone go into a special chamber. Might also be an inspiring thing to monitor while tracking: I sure had fun playing with it in my headphones, and if it’s on your mix while tracking you might not have to print it on the actual vocal track. Everything about it is evolved from BrightAmbience, even the algorithm that makes it.

Oh, also if you’re a coder and want to get your hands on the delay taps, it took hours of looking up and typing in specific prime numbers, as there is no such thing as a ‘list of super-primes except every other one uses the next real prime after the super-prime, making the list pan every little echo to alternate sides using inter-aural delays’. And maybe you never even thought of such a thing. But if you think you can make use of such a thing, in the .h file (for the AU, anyway) is a definition of ‘primeL[]’ and ‘primeR[]’ that you can simply copy and paste. It’s 489 total entries which will get you a half-second or more out from the dry signal, even at 96k, and you just use ‘primeL[]’ and ‘primeR[]’ to specify the delay taps you want, typically in a range (like, entries 40 to 60 will give you a little ambient blur starting at whatever ‘primeL[40]’ is, which is 1031 samples)

It’s MIT license so you only have to shout me out and you can do anything you want with it… so don’t say I never gave you nothin’ :D

TapeDither Redux

TL;DW: TPDF Dither voiced for a tape-noise-like effect.

TapeDither

I thought I had it all worked out. Put out a proper, well-coded TPDF dither, the highpassed variation on it I’ve called PaulDither, and move on to the fancy boutique stuff.

But there was this one experiment I had in mind. If you could do the highpass by delaying and then subtracting the random noise (and it gained you a bit of efficiency in the bargain), why not delay it more? It’d create comb filtering, a cancellation node. Why not keep delaying until the cancellation node dropped right down to around 1.5K?

Surely this would give me a nice cancellation notch right where the ear is most sensitive, and heightened clarity. What could go wrong?

Nope! I made a prototype, called it ‘NodeDither’, began experimenting, and immediately found that I’d made… a flanger! The long delay settings were useless. It made obvious overtones just out of the dither noise, a blatant tone color cast that wouldn’t produce the desired effect. It didn’t even produce an obvious notch in the response where I wanted it. The only thing it did do, was continue to function as a working TPDF dither no matter what the setting was (more on this later).

But, something else turned up in the experiments, and that’s what brought you TapeDither.

If you use one sample of delay and inverting the noise, you get PaulDither: simple one-pole highpass. If you use two samples of delay, you get another sort of texture: kind of silky, but still digitally bright and intrusive. Using lots of delay, such as ten samples, starts to sound like the flanger, undesirable.

But, there’s something interesting about powers-of-two delay times. One, two, four, eight and so on, these delay times are slightly less ‘colored’ in tone than the others. I think it has to do with interactions with the sample rate: they seem to line up more neatly, making it slightly more easy not to hear the pitch of the ‘flangey’ quality.

And four samples of delay (and then inverting the noise) produces something rather special: a noise profile that closely resembles what you hear off reel-to-reel tape.

I can’t specify particular brands because (a) I hate when people do that to brand names not their own and (b) it’s a technical discovery, not some complicated way of forcing digital audio to mimic a particular brand. It’s no specific tape stock or tape machine. But what it is, is a voicing for TPDF dither that rolls off in an obvious way, around where tape noise rolls off. There’s another little bump past that, which many people won’t be able to hear, and then it begins to roll off again as it reaches the Nyquist frequency beyond where digital audio can’t go. Compare that to any normal flat, TPDF, or highpassed dither. Those keep putting out noise energy right up to the frequency limit.

TapeDither is every bit a TPDF dither, technically correct and flawless as far as dither goes. But it also is a highpassed dither with a softer tonal voicing that resembles good tape machines, and that doesn’t affect the dither performance at all. It doesn’t attenuate the audio content at all. Only the background dither noise is turned into what you’d get off a tape deck, all while the audio is protected from truncation and digital artifacts.

The update (redux) to this plugin adds a 16/24 bit switch (defaulting to 24, like the original) and a DeRez control that lets you either monitor the effect more easily, or bit-crush tracks using this to dither the result. Mind you, like any proper TPDF dither, this completely removes the quantization noise so it becomes just raising the noise level” but hey, it might come in handy.

These experiments are paid for by Patreon, so if you would buy these plugins you can instead support the Patreon. It helps me scale up my whole deal, as you can see :)

Airwindows Nodal Tempo Guide

Here’s something interesting, that’s not even a plugin. I hope it’s useful, though it’s one of the more out-there researches I’ve explored. If this works, it allows for fine-tuning of musical feel on a whole new level. Click on it for the full size jpeg, which you can save and use.

Tempo seems to show ‘nodes’ of stability and instability that are so powerful that they help define entire genres, and there’s an algorithm for how that works. I think I’ve found the algorithm (and Airwindows fan Bo Danerius helped to brainstorm and refine it, so the exactness of the result owes as much to his efforts)

I found that there were songs, of entirely different tempos, that gave a common feeling of great stability and steadiness. At the same time, there were songs that seemed to be exploding with energy, where the groove seemed to ride on this knife-edge of ultimate excitement. They fell into a pattern, an algorithm cycling through stable and maximally unstable nodes.

Looking a bit further gave me something else: exactly halfway faster than the stable point, meant a node of ultimate groove. Not just one: a whole series of tempos that seemed to burst with energy but in an accessible way. And then, starting from the stable point and exactly halfway SLOWER to the ‘edgy’ node, gave a series of tempos loaded with swagger and attitude.

So I’ve made a reference. It’s simply a jpeg: that’s all you need here. In big type is the tempos you’ll use: the first column is the chill, serene, effortless flow node. The second is the livelier groove node, with just enough energy. The third column is the edge zone, where the intensity is overwhelming and high drama. And the fourth column is the swagger zone, where it’s the relaxed flow zone but more… emphatic. So, ‘serene/flow’, ‘lively/groove’, ‘intense/edgy’, and ‘swagger/attitude’. It’s possible to derive tempos slower and faster than this reference shows: I’ll provide links to the calculators used, I just felt it becomes less useful. Super-high tempos just come off as doubletime and the slower you get, the closer the nodes become until it can’t possibly be meaningful.

That said, I know people like to go crazy over this sort of thing, so in tiny type under the big tempo numbers is the exact numbers from the algorithm, to three decimal places. If you want to really REALLY zero in on a desired effect, there you go.
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Spatialize Dither Redux (and ‘one more thing’)

TL;DW: Sort of airy compressed-y dither

SpatializeDither

Spatialize is one of my high-performance boutique dithers. It’s not as good as NJAD or Dark, but it’s got some neat tricks, and what it excels at is focus.

This modified dither algorithm has opinions about what ought to be randomized. Any normal dither (especially a technically correct TPDF-based one, such as PaulDither, TapeDither or NodeDither that can encompass either) has no preferences about what samples it gets. It will apply noise regardless, with perfect impartiality.

Spatialize (which I’ve also termed Contingent Dither, early in its development) isn’t like that. It says, ‘hey, this sample is exactly on a quantization value. No way am I going to mess that up, it’s staying right where it is!’. Or, it says ‘this sample is exactly between two quantization values. If I rapidly flip between adjacent values I can try to get the DAC to produce output between them. What could go wrong?’. Or, it says ‘this sample is none of the above, let’s bring in some randomness and apply dither like some normal plugin that isn’t crazy, would do’.

Or all of the above, blended…

That’s how Spatialize works. These are pretty bold things to try to do, especially the attempt to balance between two quantization values: that’s not really a reasonable thing to try, even when blended with random noise. And it pays something of a price: while Spatialize is quiet in its noise generation even without resorting to noise shaping, its behavior down around the noise floor isn’t perfectly well-behaved.

But that’s a trade-off, because by sacrificing this good behavior, Spatialize gets to be very sure that when samples hit perfectly on quantization boundaries, they’ll be accurately represented. And the bit-flippiness of the exactly-between behavior gives rise to a really strong highpassy effect that heightens treble energy. The result is a dither with a holographic, intense sonic reality to it: and it IS reality, because it comes out of this determination to honor the true values of the samples wherever possible. Spatialize is always prepared to abandon ‘appropriate’ noise floor behavior if it can nail down the sonic envelope with more ruthless accuracy.

So, if you’re into the hyper-real, high-definition sound of extreme clarity and accuracy, Spatialize might be your preferred Airwindows boutique dither. And, since it does it all with no noise shaping, there’s still an ease and naturalness to the resulting sound.

And since this is Redux, you can now have it with a switch between 24 and 16 bit operation, and the DeRez control both to monitor its noise floor behavior, and to use it for bit-crushing. It’ll be weird because of the extreme compressed quality it gets at the noise floor, but hey, another option!

Oh, one more thing…

As I said in the video, everything on my website from ten years of making AU plugins is now downloadable. When you download the ‘demo’ and open the disk image, it’ll be the full versions. (there are exceptions that I simply didn’t have on hand, mostly from around 2015 when times were hard.) If you download a .dmg (Audio Units only, Airwindows VSTs didn’t exist then) and the plugins inside don’t say ‘demo’ in the name, those are the real ones. :)

I got most of ’em. And it’s Patreon that got me this far, to where I could do this because I’ve re-released pretty nearly everything as AU/VST open source anyhow. So, now I get to give back, even more than before. Talk to ya on the Monday Q&A!

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