Mo ·
oddson wrote: Is there an abs() function in code now?
Yep, Also pow, exp, sqrt, sign.
From the original SynthMaker forum (2004–2014), with its members’ names and dates.
Mo ·
oddson wrote: Is there an abs() function in code now?
Yep, Also pow, exp, sqrt, sign.
maestro ·
tor wrote: I had a long break from SM but this thread got me inspired and I think the next version og my Green Egene is on the way. This time I think Im closer to something cool. It is the result of both empirical work and experimenting. The plug has several saturation stages in paralell, serie and feedback. It has some filtering. It has a strong presens of even and odd harmincs.
Please give it a try, tell me what you think and I will concider sharing if any interest. 🙂
I tried it and VST plugin analiser gives a very curious result, by pushing the knob "Input Gain" until halfway (mark 6.3 db) shows the first harmonic pair 2kz but if you press the knob over the first 3Hz appears is odd in It is very curious. 🙂 I'm learning a lot by qui haha thank you very much to all
Here is my plug: http://www.mediafire.com/?diuq4aexqf2nher
It is a "tape emulation" has 3 modes of saturation (all odd)
tor ·
If you want that sweet subtle mastering saturation keep input gain around +-3 db and the amount and dry wet should in sum not exeede 1 or 100%. ie: (amount @ 3 o'clock and dry wet @ 9 o'clock) or (amount @ 12 o'clock and dry wet @ 12 o'clock). Any settings over this is more like distorion. But it all depends on the program material feed into the plug. The character of the sound is also program/level dependent as you (maestro) mention. Personally i think it is quite warm, gritty and round in the sound. It also tend to increase strong transients when input gain is >0db. I found 1.5-2db + is good for mastering purpose on a already quite hot track.
oddson ·
About what we're now referring to as the 'playful' approach above (using conditional filter coefficients based on what part of the wave-form phase the signal is in):
Turns out I wasn't thinking about asymmetry around the x axis correctly.
The abs() stuff was specifically eliminating the asymmetry by having the negative half of the wave look like the inverse image of the positive... unlike what a saw wave has.
Eliminating the abs() part give this code:
streamin x; streamout y; streamin a; streamin r;
float x1; float c; c = r + x >= x1 & (a - r); y = c * (y - x) + x; x1 = x;
But initial trial and error shows either elimination of much of the existent harmonic content on complex waveforms and/or severe aliasing. So I've decided that, at least for this naive version, it's a dead end. 🙁
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