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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.

Wolfbot

TL;DW: Wolfbot is an aggressive Kalman bandpass with evil in its heart.

Wolfbot in Airwindows Consolidated under ‘Amp Sims’ (CLAP, AU, VST3, LV2)
Wolfbot.zip(504k) standalone(AU, VST2)

So it’s possible that I simply went too far.

This was inspired by, and specifically modelled after, the famous transformer DI ‘Wolfbox’, which I don’t have. I had only a youtube video made by somebody who did have a real Wolfbox DI (and at that, not a vintage one) and who was A/Bing it against a different DI. I’m putting this out because I was asked to, but understand that it’s a science experiment.

And by that I mean, literal science experiment. It answers the question, ‘what happens when you use two Kalman filters to mimic the bandpassing of a vintage transformer DI box?’ plus there’s a bit of saturation on the end. The saturation is not the aggressive distortion you hear: that’s the Kalman filters acting as comes naturally! It’s possible that DI bass is the single worst signal you could try to put through this plugin that was designed to work on bass, and voiced using examples of bass and DI guitar. It’s possible something has gone quite horribly wrong.

Or.

It’s possible that this will come in handy more than anybody imagined. The thing is, I worked real hard to get the ‘voice’ of this dialed in just right, and THEN checked to see what it was really doing. It has a bit of saturation (should rein in snaps and pops nicely) but the grind it delivers isn’t from that, it’s from specifically the highpass Kalman filter, which is turning the whole sound into a sort of bass horn! I was shocked to see how much this strange plugin turns otherwise normal DI signals into sort of fat beefy pulse waves. Wolfbot is not gentle, and doesn’t have any more controls than the original Wolfbox did, and while some kinds of sounds (drums, snares etc) get voiced in a convincingly ‘bandpass’ way, other sounds like the DIs it was designed to do, get utterly transformed.

It acts more like a bass amp than a transformer DI, but more like some strange new invention than either… and the specific way it retains the hammering, brutal directness of bass low-mids, while wiping out irritating string-gloss (even on a Rickenbacker bridge pickup) and nuking ALL the real bass to make room for kick drums and sub-synths, means in a strange way Wolfbot entirely succeeded. I have a pile of amp-sims, multiple DIs and transformer DIs, and real amps, and none of them are even close to doing this, whatever ‘this’ is.

I need to try it in some mixes, and so can you. I bet I can add deep-bass boosts and get something else out of it, but even just as it is, I can immediately hear how it would fill in a spot where bass guitars are supposed to go. It’s just that rather than going crazy on the channel EQ, or running a bass amp and going crazy on that, it will just do that sound right away and it’ll sit in an otherwise full-range mix reinforcing exactly what I want the bass guitar to reinforce.

I’ve looked at the output in a wave editor and it’s terrifying to think that this monstrous thing is probably my new go-to DI bass plugin, but here we are. Oh, and I bet you anything this makes basses project better on a phone. Have fun :)

Airwindows Consolidated Download
Most recent VCV Rack Module
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.

Hit Record Meter

TL;DW: Meter measures things about audio you’ve never seen before.

github.com/airwindows/Meter/releases

This is a bit new: heavily GUI Airwindows, outside the normal styles of plugins I make. It’s taken a lot of work to get this far and I couldn’t have done it alone. Everything from the basic JUCE framework and technique for ‘building plugins directly on Github’ to the support for the new CLAP format is thanks to Sudara and his Pamplejuce framework, and before then, Baconpaul from the Surge XT project without whom the basic concept for the plugin couldn’t have started. It takes a village to make (and maintain) this sort of plugin, and my efforts couldn’t reach you without these helpful open source developers. There will be more, and I’ll do my best to make the new kinds of plugins reliable and exciting, while continuing to do my core DSP work as I have been doing. Meter is CLAP, VST3 and AU for Mac, Linux and Windows.

What’s this?

I can measure the hit-record-ness of audio, and rate it by how compelling and attention-getting it is, and also by how commercially successful it’s likely to be. Those are NOT the same things, but points along a scale I can define as ‘density of ear-catching events’, where the ‘vibe’ of the hit record is determined by how intensely it hammers you with these events.

None of that has anything to do with ‘maximum loudness’ and in fact loudenating will hurt you, provably, and kills the energy-build whenever it kicks in. The secret is distribution of peak energy.

The events I’m talking about are the combination of PEAK (not RMS, you can safely ignore RMS. Really) energy and slew rate. There’s a balance between these things and every known hit record noise, whether it’s Steve Perry belting in Journey, or James Brown screaming (not shrieking: when he makes cat noises it’s a completely different type of energy) or hard-hit drums mixed just perfectly or Burial hitting the perfect sub-bass or nearly everything in a Mutt Lange mix, nails this balance. It’s most easily understood as ‘the aura (of peak energy) given off by passionate performance’ and it applies across the board, from Count Basie to Ace Of Base. (brief examples of each are given in the video)

The Airwindows Hit Record Meter (or ‘Meter’ as it’ll show up in your DAW) will show this directly. Did you think you ‘can’t hear peaks’? Doesn’t matter, now you can see them. And where you place them is hugely important. You can cram them all up as close to clipping as you can get, and have LOTS of them constantly, to get a sound that’s just as attention-getting as any loudenated sound (as squashed sound cannot technically BE any louder than clipping, it can only have more distracting distortion layered on). Or, you can make sure you have some of the peaks crammed up toward clipping and doing their job optimally, while having the ‘cloud’ of peaks occupy a bigger space that is still constantly in flux.

And doing that consistently scores higher in Billboard chart rankings, and overall SALES, than the hyper-aggressive stuff. But the extreme stuff does get attention very well… and as long as the peaks (and their respective slews) are where you need them, it makes NO DIFFERENCE whether you have high or low RMS loudness and in fact you will do better, get more attention, and sell more records if you have the peaks maxed out and optimal, and the RMS as LOW as you can get it to be without losing the constant peak energy.

You can even target comfort and vibe while still having sparkle and peak energy by aiming for it using this meter.

These are strong claims but you know I’ve been working on this for literal decades and had the beginnings of this in ‘Mastering Tools’, which existed before any of my plugins, before 2007. This isn’t new, I’ve just been able to put the work in and I figured it out. You don’t even have to use my plugins to make stuff work using this meter: I try to make stuff that’ll help, but you could do it with anyone’s plugins, or with hardware and tape machines, or indeed with any basic DAW right out of (in the) box. It’s all about shaping the peak energy, balancing it with slew, controlling the slew and creating the ‘cloud of peaks’ at the density you want, with the volume of the peaks constantly varying between whatever amount of ‘space’ you want (18 dB is a lot, 12 is nice, 6dB is getting on the loud and fatiguing side) and clipping, without actually clipping.

But we’re getting ahead of ourselves and I’m not the only person able to tell you how to mix hit records, even classic evergreen ones. It just looks like I’m the first to be able to give you visual reference to what’s supposed to be ‘inaudible’, and that’s Meter. For now, try this meter and see if you can recognize the various hit formulas (for instance, vintage southern rock, or 80s, or intense sixties and fifties hits) and explore them a little.

I’ll be back with more tools for shaping the sound, but I’m very excited to have this new insight into WHY to shape the sound, and what to do.

And almost by definition, loudness war not only breaks this (by outright removing peaks) but also kills the rising energy of a track AND sales potential… because even doing this perfectly, the very highest energy/attention levels do NOT make for Top Ten hits. I’ve measured over 600 hit records from Count Basie to the Beatles. It doesn’t matter who you are or how good you are, if you push the intensity too far you lose the mass market… and this is by definition what loudness war tries to do, except it also ruins the sound with distortion where music energy’s supposed to be.

Use this tool to stop doing that, and if you still want ultimate maximum overwhelming obliterating energy, do it properly from now on and your work will last :)

Parametric

TL;DW: Parametric is three bands of ConsoleX EQ in advance.

Parametric in Airwindows Consolidated under ‘Filter’ (CLAP, AU, VST3, LV2)
Parametric.zip(541k) standalone(AU, VST2)

So there’s a lot going on in Airwindowsland right now, and rather than disappear for a year and return with something amazing, it’s time to drop pieces of the next big thing so you can get used to them.

Parametric is basically 3/4 of the EQ section of ConsoleX, except that it’s half of the EQ section because ConsoleX has a dedicated highpass and lowpass per channel (and a special one for the buss). Except that it’s one third of the EQ section, because ConsoleX also has Stonefire per channel (and on the buss), but you actually already have Stonefire! So you can run that into this and begin to get a handle on what ConsoleX will allow.

Except you actually won’t, because in ConsoleX proper, Stonefire is also a multiband compressor/gate (an extension of what you get in big SSL consoles) in which Parametric (like this, but with a dedicated bass filter) runs parallel around the Stonefire and dynamics. So in that, everything in Parametric will be used as ways of bringing energy and power AROUND the dynamics so the sound opens up way more than you’d get in a real SSL, and then you apply Discontinuity (which you also already have now) to set the overall loudness cues. (oh, and the highpass/lowpass are distributed around all the other stuff so you can use the lowpass for alias-suppression filtering, at 96k or when used in oversampling)

I promise I will explain all this when it’s done. It seems I’ve been working real hard on all this and a lot happens and I’m sure it’s a lot to keep up with. Them’s the risks when you’re trying to not imitate, but outdo the classics. For the time being, Parametric is roughly SSL-style EQ for very detailed tone shaping, in three bands designed to be recognizable to SSL fans except the Low Mid extends into the bass (so I could make sure Parametric works in Airwindows Consolidated, and in the VCV Rack version). The sound is Airwindows-style and I hope it’s useful, but the ranges and resonances of the filters are designed to act something like a big SSL console so if you know to grab for the High Mid control and tighten the bandwidth by turning it left, this acts the same way without ’emulating’ someone else’s property.

I’ll be working behind the scenes for the upcoming week (and spending my livestreams on something chill like minecraft) so that I can drop, not a DSP plugin, but my first fully GUI plugin, Airwindows Meter. If you’ve not been following the development of that, it’s a mighty big deal, and it is the tool by which I can win the loudness war by conclusively showing how to blow way past modern mixing standards through exploiting the same peak energy that everybody ignores, limits and clips away… without even much cost in total loudness. I’ll have examples, instructions, the whole nine yards, and this is not a drill or a joke. It’s time… or, rather, give me a week to prepare, check in on my livestreams if you’d like a sneak peek, and for today, enjoy Parametric. Because the thing is, it’s all part of the same vision, and if you learn how to use Parametric it becomes a tool you can use to do this new kind of mixing, where you can track and control what you’re doing with your peak energy to maximize its effectiveness.

Airwindows Consolidated Download
Most recent VCV Rack Module
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.

BiquadStack

TL;DW: BiquadStack is a way of making a parametric EQ out of stacked biquad filters.

BiquadStack in Airwindows Consolidated under ‘Biquads’ (CLAP, AU, VST3, LV2)
BiquadStack.zip(519k) standalone(AU, VST2)

There’s already a plugin called BiquadTriple, and it’s three biquads simply cascaded to do what they do with steeper roll-offs before resonance. I’d said ‘this is to let you mock up effects where you’re going to be using filters’ and mentioned ‘ways to make the Q factors more specific and staggered’ but didn’t really go there, at the time.

That time arrived in a hurry when I started really trying to work out what was so special about SSL channel strips, so I could use similar parametric bands in ConsoleX.

So, BiquadStack is out to let you use this right away, without waiting, and see how that goes. The way it works is, it has the same technique used to make very steep Butterworth filters. This is using specific Q factors in combination, so they end up doing a very accurate highpass or lowpass without resonance or irregularities. Typically, when you find this stuff it’s carefully designed to behave correctly, and you can make steep Butterworth filters of whatever order you like, this way.

Using it for bandpasses instead, and adding nonlinearity, gives you a really interesting response: it’s not a narrowing spike as a normal resonant filter would be, instead it’s a little region of intensity that you can bring in or remove. The nonlinearity increases as you add more boost, or stays subtle at lower settings. The edges of the region develop little ‘moats’ to accentuate the effect: some sort of phase interference.

The result is what I wanted: tight and effective parametric EQ which is not ‘analog modeled’, it’s designed to do what I’d WANT to do with analog modeling. It’s about letting through the energy and sonority (or suppressing energy you don’t want) rather than trying to duplicate tone colors of some hardware and muddying things up. This one is full-range, and smoothed, because there’s only one of it: if you want to do sweepy automation things keep it around. There will be more, like a three-band that can fit in Airwindows Consolidated, and the full SSL-style four-band that goes in ConsoleX.

If you want to get a head start on what that will bring you, play with BiquadStack. If you want four bands of it on every channel in your whole mix… well so do I, and I’m working on it :)

Airwindows Consolidated Download
Most recent VCV Rack Module
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.

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