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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.

DeRez

TL;DW: Analog-style bit and samplerate crusher.

DeRez

Here’s a little present to the open source community… and the bitcrusher community.

What would an analog bitcrusher even be? It doesn’t even make sense. You’ve got sixteen bits, eight bits, twelve bits: you can’t have, like, eight and a half bits.

Sure you can! DeRez is here! Its dark magic can be yours! If you don’t believe in dark magic, the source code can be and is yours under the MIT license. Folks who are constructing strange models of things like obscure old digital gear should find this useful: do whatever compansion thing you had in mind using for instance PurestConsole, then use DeRez to dial in the right amount of bitcrunch.

Here’s how you use it: slide the Frequency control down, to continuously sweep the sample-rate crushing. Slide the Resolution control down, to continuously sweep the bit crushing. There are no transition points: the algorithm will always let you do just a tiny bit more, or less, of either, because it’s really a floating-point algorithm at very high resolution. It’s doing a fairly simple samplerate crush and softening the transitions just a tad for an analog feel, and it’s doing the bit crush by chopping away bit-sized amounts and then truncating once it can no longer take away a whole ‘bit’. Due to this decision, a ‘bit’ can be any size at all, so you can sweep it without having transition points. Obviously, you can also automate the controls in your DAW to program continuous sweeps.

It should just work, and you’ll never have to lament, “But why can’t I set the bitcrusher to three and five-eighth bits?” Because now YOU CAN.

I know there are a few audiophile ears out there who’ll pop a blood vessel over this nasty little toy, but I’m not a ‘bit’ sorry. Those of you who love this will know who you are right away. Those of you who think this is a really irritating and pointless idea, this one is not for you, and there will be things coming up that are more to your taste.

This work is supported by Patreon, for those of you who like me making stuff even when I know it will get some flak and hate-comments: the whole point of being on Patreon for me is that I get freedom to do stuff that’s not popular. Mind you, it’s 2018, so this may well be one of the popular ones. Depends on whether bitcrushing and frequency crushing are ‘in’ or ‘out’. Another nice thing about keeping me around doing this stuff is that it stops mattering whether stuff is ‘in’ or ‘out’: I build the plugins on a Windows 7 VM and an OSX 10.6.8 system kept in a time capsule especially so that my stuff works EVERYWHERE, and by that I mean Mac, Windows, Linux and on machines so old they run PPC chips. Yep! The Mac builds are slightly larger because they’re triple binaries and run 32 bit, 64 bit, and PPC. They should probably also work on OSes older than 10.6.8 but I don’t even have any of those, it’s just build settings. So these plugins are as close as I can get to ‘Grandpa’s Tools’ levels of reliability, and you should never be forced to update, alter, or break your system just to keep up with compatibility with Airwindows plugins. This is in spite of Apple (for one) continuously breaking XCode w.r.t building for older OSes. Hence the old build system. Maybe one day I’ll be running that in a virtual machine that runs it ten times faster than the original laptop. Maybe I’ll run the Windows 7 virtual machine inside the 10.6.8 virtual machine inside the new computer. I will note that I have to keep the old Windows cut off from the internet, and have already had to do workarounds to stop Visual Studio breaking itself in a fit of pique that it can’t install Win10 over the Windows 7 and blow itself up, so it’s not only Apple that gets up to this stuff.

Support my Patreon, so I can keep on expanding the pool of plugins that don’t break your system demanding updates and wrecking the joint. I know acting that way gets you more money… because I barely have any money, and the folks working that strategy have lots of money. And it’s not a good enough excuse as far as I’m concerned, so as always I will just not do the behavior that I don’t like to see in others. Vote with your dollars, that’s a somewhat practical way to be heard. It won’t fix the world, but it definitely is able to keep me going :)

Single Ended Triode

TL;DW: Unusual analog modeling effects.

SingleEndedTriode

Everybody knows that analog modeling means distortion. (well… noise and distortion. And EQ, and overprocessing… but mostly distortion.)

However, it’s always the same sorts of distortion: soft or hard clipping generating harmonics. Here, have three totally different kinds!

Single Ended Triode does three things, and you don’t have to do them all at once (in fact you probably don’t want to).

The actual Single Ended Triode control is a special gain-staged saturation that’s asymmetrical. It’s a little like PurestWarm, only not, because rather than put a soft saturation on one-half of the waveform, it offsets everything and goes into the saturation with a bias voltage. Then it subtracts a related voltage, and scales the whole thing up or down based on how much distortion you’re looking to get. (shown in the source code, of course)

That means you have a ‘second harmonic generating’ asymmetrical distortion, but with NO crossover point. Unlike PurestWarm, SET is a continuous waveshaper just like using a real triode tube single-ended, and while you can crank it up to get obvious effects, its real magic is in using just a tiny amount to warm and sweeten things. It’s perhaps not ideal for the 2-buss because you’d simply be removing some of your mix energy on one half of the wave, but if the sweetening is what you need it might be worth it, because it’s a super clean way to do that. It’s only the asymmetrical distortion, and the interesting thing about that is: know how Spiral smooths the transition between sides of the sin() waveshaping, and that made it sound better? With Single Ended Triode, it’s capable of doing that transition when cranked way up… but used subtly, the entire audio output sits within one sin() calculation, and you don’t see a transition in the first place. This is literally why high end SET stereo rigs perform well for musicality and fluidness of sound: they have obvious faults but they’re great at avoiding crossover issues between push/pull sides of the circuit because they don’t have two sides to the circuit. It’s single-ended, and so is this algorithm unless you’re wildly distorting the heck out of it.

Crossover issues, you say?

Why yes. Meet Class AB (and Class B) Distortion.

This is the opposite. It adds nonlinearities as the signal passes through zero. It’s a STRONG tone coloring and certainly not for the 2-buss or nice mellow music: the Class B is downright nasty and you should be careful about using it if you have delicate tweeters, as it’ll create extremely harsh treble grit (though, interestingly, without Gibb effect converter clipping: that is when reconstruction of the wave makes treble go past what bass can do, when it clips the converter on highs. This is a kind that could blow your tweeters at super high volumes but does not clip the converter doing it)

The Class AB transitions through the middle of the wave in a more curvy way, causing the effect to lean towards the gritty upper-mids. Where might you find this kind of noise? Certainly not in any acoustic instrument. But… listen to certain old nasty tube Hammond organ sounds. Certain big guitar amps. Past a certain wattage, nearly every old tube amp is run push-pull (same with many transistor amps). They run hot, their calibrations drift… and one of the things that can happen to an amp is problems with that transition zone. Use Class B distortion and you’ll get very much the sound of purely transistor amps breaking down and going cold and gritty. Use Class AB (because with tubes, you’re probably going through output transformers and speakers that don’t have hi-fi tweeters) and you’ll get a bit of that gnarly rock-and-roll grit. There are expensive boutique stompboxes that can do this. Now you have it in a free, open-source plugin: open source devs, take note, because this one’s not often talked about or modeled. Most attention to amplifier crossover distortion has come from High End audiophile circles, and those guys have been getting mocked for decades. This stuff will not affect a frequency response plot. In certain systems of measurement you won’t even see it at all, and for years people have done naive measurement and claimed ‘it’s perfect, no further work needed!’ and the audiophiles were tearing their hair out, swearing that certain amps sounded like butt even if they measured ‘perfect’.

Little did they know that in 2018, musicians would be turning to those same horrible distortions for creative purposes, sweetening with Single Ended Triode, adding grit and attitude with Class AB distortion, and being able to put a layer of really brittle edgy brightness onto the occasional sound with Class B.

PS: some of you are having a lot of fun modeling existing hardware using elaborate combinations of Airwindows plugins. Just saying, these three sources of really specific coloration are exactly what you need to do that. Be careful of Class B as a little goes a long way (in fact, I would pick either Class AB or Class B but not both: study the circuit topology and only use AB and B where push/pull circuits actually exist, and remember they’re designed not to cause this kind of problem. AB contains overlap that stops the transition point from being exactly in the middle. Apply wisely.)

This work is supported by Patreon. The more of that there is, the larger projects I can do: for instance, I can’t make hardware on this budget. That could change if I keep doing better and better: I like trying to do bigger projects. For instance, it’s too late tonight to stream but I’ve been livestreaming some modular synthesizer jams on my Youtube (and Twitch) channels, and I’ve got a neat new trick for next time. I’ve been researching a cyborg-music thing where a tiny computer (an Axoloti experimenter board) comes up with generated chord sequences that I play along to. When it goes well, it’s a strange exploration into unforeseen harmonic realms. When it doesn’t, I just get lost :) but I’ve got a new trick: retune the soloing synth to the new chords on the fly. But not over 12 notes, just 5, then it wraps! That means chord switches aren’t as jarring, and a small amount of adapting to the key switch is needed, but not as much as manually/humanly adapting to an ever-changing harmonic structure. It’s like it can follow melodic ideas but then throw in half-step or whole-step corrections on top of what the human’s playing. You’ll see (or hear). I’ve been saving all the Axoloti patches for all these synth jams and look forward to sharing ’em when things get good enough: at this level it’s very much programming.

One final note: I need to do some rescheduling of upcoming plugins to get myself time to work on the backlog now that I’m going double speed. Things will still come out at the same pace, but I’m going to ask you this: VariMu isn’t ready for next week, and I have some plugins that are. Which would you like to see, and in what order: DeRez, DrumSlam, StereoFX? DeRez is the samplerate/bitcrusher (analog style: they are continuous controls, not stepped). DrumSlam is from when I tried to do Massey TapeHead as an AU, and it didn’t turn out that much like TapeHead but it did come out pretty cool. And StereoFX is a far more aggressive stereo-widener, more suited to tracks than the 2-buss.

Which would you like next week, and the week after? I’ll give you them in that order. By then, I’ll have other stuff in the pipeline, and I’ll have the list on Patreon updated with accurate release dates. Hopefully getting DeRez and DrumSlam and StereoFX will tide you over until then :)

Energy

TL;DW: Electrifying fixed-frequency treble boosts.

Energy

Some of you are probably already freaking out just seeing the name of this ;)

In the continuing series of ‘weird algorithms other people can’t give you’, here’s Energy. What’s the matter with Energy that only Airwindows can/will do it? Pretty simple. It’s a bizarre algorithm which acts like half a super-high-Q boost and can’t be tuned in the normal way. It can only work on integer multiples of the sample rate. So the labels only relate to 44.1K, they’re colorfully named rather than specifying frequencies, and at different sample rates any frequency labels would be lies anyhow… and they can’t be tuned, and the Q can’t be altered. Literally all it does is slam huge amounts of super-aggressive treble on.

But what a treble it is! Energy accentuates the attack transient like no other high frequency EQ (especially linear phase, and ‘DSP cookbook’ biquad EQs). The principle of operation is totally different. It didn’t catch on because it’s a weird idea to start with, and it’s completely not adaptable to anything. It’s not even that great at cuts, though you can try it for cuts if you like. It’s really just about slamming a bunch of punchy brightness on at 22K, 15K, 11K, 9K and so on: or, Hiss Glitter Rat Fizz Scrape Chug Yowr Snarl, as the labelling goes.

The lower ones extend down into high-mids as you’d imagine (at high sample rates they’d work as high-boosts) but that’s another reason I can’t simply label them as frequency controls. These are nasty. They won’t give you clean tidy boosts, not even ‘analog style’ clean tidy boosts. They’re interacting with the sample rate in a nasty way and produce a bunch of extra overtones and skronk so it’s better to leave them as adjectives to avoid even the suggestion that they would give you polite EQ shaping.

But if you are looking for brutal, raw electrifying ENERGY I think it’s hard to do better than Energy. The only thing that’s new on this old school super secret weapon, besides denormalization and the noise shaping to the floating point buss and higher resolution internal processing, is the InvDryWet control, which was an obvious call. Since the different sliders can get into strange interactions, since you can play them off against each other, that means you could try to isolate high frequency stuff you don’t want and accentuate it as much as possible… and then, return to dry, and give it just a bit of inverted effect. That’s one way to tame nasty highs (such as from a bad condenser mic). I accept no responsibility if the bad mic, combined with Energy boosts, kills you with treble. That’s kind of Energy’s job :)

I’m doing all this because my Patreon has grown, and I can do more and more the better it gets. This plugin is here for you NOW specifically because I hit a threshold where I started doing them twice as fast, and barring breakdowns or getting hit by a truck, I’ll have the list all released by the end of this year. Then I can turn to new work, but I also have a bit of an announcement: for those who’ve been following that story, I have got VCV Rack to compile! That means once I’m clear of the double-intense VST-making, I can start working on bringing my plugins to Rack, the open source virtual modular synthesizer. I think great things can happen there. It’s also a good test of computer power, because near as I can tell Rack doesn’t use buffers at all: everything’s recalculated every sample, so it’s a CPU-hungry program to run, but that’s how you’d get true modular interactivity to happen. All that talk about wanting crosstalk in DAWs? It’d be trivial in this, just patch it up. I’m hot to compile some Console-based summing mixers for Rack, slew, Spiral, you name it. I’ll definitely have stuff still to do once 2019 comes around.

So please help, if you can, because we’re going to do great things, and all open source so all the audio flowers can bloom.

Oh, also, I’m looking to get back into my techno jams (follow YouTube or Twitch, because those are not announced here or on the Patreon), and since it’s so important to constantly stream on these services, I’ve decided I’ll unwind sometimes with Minecraft streaming. It’s a server where I wrote code for the custom dungeon generation mod, and you could join me, but more importantly I can watch the chats while doing it (not true for music jamming, different kind of focus). So I can answer questions and talk about audio on these occasions, feel free to treat it as Airwindows chat streams. I’ll try to get this going regularly: Youtube, Twitch, Twitter and the Facebook Airwindows page will get auto-announcements when I do.

Thank you, and talk to you later! Next week is SingleEndedTriode :)

Distance2

TL;DW: Versatile space shaper for creating depth.

Distance2

As requested, this is the unholy hybrid of Distance and Atmosphere. This one doesn’t work like a Console5 system, it’s strictly ‘put it on and get a sound’, but I wasn’t expecting how cool it would be. Turns out this thing is completely absurdly good at taking tracks like drums, and making them huge and pounding and stage-like, without even the use of reverb or compression.

The beginning of the video’s about using Distance2 as a loudenator, though I think using it on a full mix is overkill (maybe you want SOME elements to be up front and present). Bear in mind that you can keep the Atmosphere control set very low and still get an effect: the equivalent to the Atmosphere mixing system is to have it incredibly low, like 0.1 or less. The more you push it, the more nasty it’ll get, because that algorithm alone is NOT enough to make a distance sound. It’s not doing any of the high frequency attenuation you’d get, so technically the sound of high Atmosphere settings is the sound of extreme loudness rupturing the air and your eardrums: pushed hard, it’s unrecognizable as any natural sound. You wouldn’t survive exposure to a sound so loud that it broke the air like that.

But when you also include the Darken control, that’s when things start sounding realistic again. This is one of those plugins where I could have built these into a single control to deliver good-sounding results no matter what setting you used… and where I chose to give you access to the wrongest possible settings because people NEED to break rules sometimes. Somebody out there is going to be able to get a great sound by taking the right source, and obliterating it with extreme Distance2 settings, and who am I to stand in the way? And you can also apply a dry/wet that will conceal the wreckage: surprisingly small amounts of dry signal will mask the amount of distortion going on.

And the reason I’m able to put out a plugin where I KNOW that some people will set it wrongly and then hate it, is my Patreon. The thing about Patreon is that when it works, I’m completely protected from having to make things market friendly. Market friendly is a curse: it makes you do only predictable things that most people would like, and it punishes you if you want to do something unpopular, or if you want to take something great and widen the range until people get into trouble with it. It’s safer to give people presets that are known to behave on all source audio, that always sound nice. It’s safer to give people a pile of mulch than a chainsaw.

Patreon lets me give you the chainsaw :D now, whether you do damage with it is your own affair. But I think once you strap it across some buss with drums or guitars or whatever, and fire it up, you’ll like chainsaws too. Just remember to dial it back when you need it not to be distractingly obnoxious. Or not: hey, it IS a distinct new distortion voice, with a whole new approach to slew clipping not previously available. Darken it or not, as it pleases you. Have fun. And if it’s so indispensable that you would have bought it for $50 (for a permanent forever license on AU, Mac/Win/Linux VST, and permission to use the MIT-licensed source code: pretty good deal) then go ahead and tack another $50 a year onto your Patreon pledge, if you can afford to do that.

If not, you will just have to enjoy it for free (and, please, tell your friends that my work is worthy of support. I still want to fix my busted porch :) )

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