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| | #361 | |
| Lives for gear | Quote:
![]() ![]() ??? What?A single sample impulse was the excitation signal for these examples... there is no possible way that 'dry signal is mixed with the processed sound" since they are separated by at least 4ms from the impulse to the 1st reflection and 12ms to the second one...also the signal doesn't modify the taps.. very confused by this assertion. | |
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| | #362 |
| ValhallaDSP Join Date: Feb 2009 Location: Pacific NW
Posts: 1,536
| Semi-off topic: What do people use on the Mac to view waveforms? Any good free choices? I want to take a look at the .wav files of the reverbs at different Depth settings, but the view in Logic doesn't look that great.
__________________ Sean Costello Valhalla DSP, LLC Words: http://valhalladsp.wordpress.com Plugins: http://www.valhalladsp.com |
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| | #363 |
| Lives for gear | |
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| | #364 | |
| ValhallaDSP Join Date: Feb 2009 Location: Pacific NW
Posts: 1,536
| Quote:
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| | #365 |
| Lives for gear | I guess it's the use of the term "Modifying" that is unclear. The CD plate has a simple set of 6 delays that are added in parallel to the 'reverb' signal. The "DEPTH" slider controls the level of these taps as illustrated in the image I posted a few posts up... The addition of these taps does not affect the 'reverb' signal per se... How and where is this "modification" taking place? |
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| | #366 |
| ValhallaDSP Join Date: Feb 2009 Location: Pacific NW
Posts: 1,536
| OK, I just looked at the PCM96 Tap Slope impulses in Logic (thanks for the tip zmix!). Warp69 is right, they DO look identical. |
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| | #367 |
| Lives for gear | I hope that N.S. will chime in here and straighten this out, but I suspect that the "Tap Slope" parameter is broken... EDIT:I went through every single algo on the PCM96 and not one of them had a working "Tap Slope" in the way that NS or Lexicon describe it.... |
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| | #368 | |
| Lives for gear Join Date: May 2003 Location: Cambridge MA USA
Posts: 1,078
| Quote:
If so the preset developers had to have been listening for something. ![]() -Casey
__________________ cdowdell@bricasti.com www.bricasti.com My love shall hear the music of my hounds. - Shakespeare | |
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| | #369 | |
| Lives for gear | Quote:
EDIT: I found a "Hall" preset that used the Tap Slope at a value of +1 and printed it. Then I adjusted the value to -1 and printed that... behold: | |
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| | #370 |
| Lives for gear Join Date: May 2003 Location: Cambridge MA USA
Posts: 1,078
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| | #371 | ||
| Gear addict Join Date: Sep 2004 Location: Denmark
Posts: 400
| Quote:
If you delete the "single sample impulses" from the files it's quite easy to hear what happens. Quote:
The 6 early taps does affect the overall reverb sound - the behavior of the Depth parameters on the Plate is similar (yet quite simple) to the attack/shape on other algorithms from 224XL, 480L etc. With higher values of Depth you'll get a fast attack and possible an improvement of the early imaging, just like what Sean described (the Attack control of EOS). | ||
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| | #372 |
| Lives for gear | Thanks for the clarification Warp..! I would define a 'modification' as something which has a causal effect on something else, but certainly perceptual differences are an important part of this discussion. The perceptual masking of the changes in the ER levels by the presence of the initial impulse in the 224 Constant Density plate example above is certainly a valid observation. |
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| | #373 |
| Gear addict Join Date: Sep 2004 Location: Denmark
Posts: 400
| Was that directed at me? I don't quite follow you. |
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| | #374 |
| Lives for gear | I was thanking you for clarifying what you meant and complimenting you on your perceptual observations. I think that perceptual skills are as important if not more important than theory in the development stages of reverb design. |
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| | #375 |
| ValhallaDSP Join Date: Feb 2009 Location: Pacific NW
Posts: 1,536
| I agree with this. I also think that "golden ears" are useful, in terms of having many skilled listeners critiquing your algorithms. Having the little $49 plugin I worked on going head to head against the big hitters was nerve-wracking, but it was great to hear the feedback. I love reading complementary feedback about my work (who doesn't like hearing nice things about what they do?), but the more pointed critiques and discussions are what will lead to progress in the future. |
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| | #376 |
| Lives for gear | I think that it is important to understand that the context in which an artificial reverberator is used is just as important to this discussion as is the ability that the reverb has to create a context (temporal, spacial and gestural) for the source signal, and there is a need to distinguish these as two separate arguments when exploring this broad topic. Many great reverbs (EMT250, Lexicon 224) might sound 'bad' to a reverb designer today when auditioned without a source signal but satisfy the contextual criteria outlined above better than many more 'sophisticated' reverbs. "Le mieux est l'ennemi du bien." |
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| | #377 | |
| Gear addict Join Date: Sep 2004 Location: Denmark
Posts: 400
| Quote:
It sounds like you have a preference for obvious chorus like modulation (using linear interpolation) instead of other types of modulation found in 480L, PCM96 and Bricasti (Version 1). | |
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| | #378 |
| Lives for gear Join Date: Dec 2003 Location: Calgary, Alberta
Posts: 815
Thread Starter | Staring at schematics for a while... the 224 has a 6-bit multiplier but a binary point of 5 so for the purposes of interpolation, it's a 5-bit gain. Updates to the WCS are slow because it used 250ns RAM which is only slightly faster than the 224's instruction execution time. The micro (an 8080) can update a coefficient only during a NOP DSP instruction without thrashing DSP code fetches. The PCM70 improved on this by having an active and an inactive WCS, and there's a signal called 'COPY' which copies the inactive one over the active one during one WC period - a very clever couple of logic gates. It allows less grainy (faster) updates to coefficients - and a 6-voice chorus. WCS=writable control storage (DSP code). |
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| | #379 | ||
| Lives for gear | Quote:
Could you please be a bit more specific about how you define the modulation 'types' instead of grouping the 480 , pcm96 and m7? The pcm96 alone has at least three different modulation types. Also, I think it's a gross simplification to state that I prefer 'obvious chorus like modulation" because in fact I detest the 'obvious chorus type modulation' in artificial reverb. The paper I cited by David Griesinger is a very good example of how a perceptual goal can be used in a reverb design, particularly when exploring modulation for realism's sake. | ||
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| | #380 | ||
| Gear addict Join Date: Sep 2004 Location: Denmark
Posts: 400
| Quote:
#2 Crossfading between taps (which probably is close related to both #1 and #3, depending how you define interpolation and coefficients manipulation) #3 Coefficients manipulation - ex. change the values in the FDN matrix Quote:
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| | #381 | |||
| ValhallaDSP Join Date: Feb 2009 Location: Pacific NW
Posts: 1,536
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| | #382 | |
| Lives for gear | Quote:
When I listen to the "Random Hall" algo (which seems to use #2 above) or the later Lex algos with the "Spin" and "Wander' parameters I hear a lack of 'distance' in the tail. The sound seems to float like a cloud rather than travel away from the listener. I think the Griesinger paper provides a compelling argument against this sort of modulation for realistic spaces. How would you characterize the differences in depth that you have observed when experimenting with these three methods? | |
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| | #383 | |||
| ValhallaDSP Join Date: Feb 2009 Location: Pacific NW
Posts: 1,536
| Quote:
- Parallel delay lines coupled by a feedback matrix, where the matrix is changing values in a unitary method. Blesser has this in his recent patent, but it looks like he removed the claims that cover this particular technique. I had worked with similar ideas around the same time as Blesser, but wasn't too happy with the results. It sounds like cycling through different fixed resonances, instead of smoothly varying the resonant frequencies. - Changing the coefficients of allpasses embedded within a delay loop. This can result in some nasty sounds, as well as very obvious changes in reverb echo density. When I have tried it, it sounds either like water sploshing in a metal pan (for slow variation speeds), or like tortured souls screaming from the pit of Hell (for faster variation speeds). I used one of my failed experiments as a sound to scare trick or treaters one year. Quote:
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| | #384 |
| Lives for gear Join Date: Mar 2008 Location: Salt Lake Valley
Posts: 514
| Tap Slope mea culpa OK guys, finally had a chance to look and to my surprise there's an error in the way Tap Slope is computed. While it is still doing stuff, the effect is considerably more subtle than I'd intended. The basic fix is pretty easy from a DSP point of view, but there are a few consequences. As a result of implementing the parameter correctly, the reverb level is slightly changed. I have some calibration handles that allow me to correct the level to within a dB or so of the existing presets, at least for a nominal setting of zero. For positions away from nominal, there may be some noticeable change, no matter what I do. We'll probably put a tech on individual presets to try to tighten them up, but there will still be some minor differences after all that. This will not be in the release that's currently in Beta. That's nearly ready to go and it fixes streaming issues for a lot of people. No point in slowing it down. This fix will be in a subsequent release. Sorry I missed this one. The only thing I can say in my own defense is that I had a number of other irresistibly urgent things on my plate at the time I did presets. With a little more spare brainpower, I'd have caught it. N.S. |
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| | #385 | |
| Lives for gear Join Date: May 2003 Location: Cambridge MA USA
Posts: 1,078
| Quote:
It's all good! ![]() -Casey | |
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| | #386 |
| Lives for gear | Well, I am glad that I took the time to write Lexicon about the Tap Slope issue... ![]() |
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| | #387 | |
| ValhallaDSP Join Date: Feb 2009 Location: Pacific NW
Posts: 1,536
| Quote:
(Note: do not look at the source code of any of my Csound unit generators from 1999. Especially, when I got sine and cosine mixed up in my Hilbert filter. Also, you may want to avoid any of my code in VisualAudio. Or the code I am currently working on...) | |
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| | #388 |
| Lives for gear Join Date: Mar 2008 Location: Salt Lake Valley
Posts: 514
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| | #389 |
| Lives for gear Join Date: Dec 2003 Location: Calgary, Alberta
Posts: 815
Thread Starter | I've seen bugs in disassembled code that was produced in fairly large quantities. The 1994 GM 6.5L turbo diesel pickup truck had a diagnostic trouble code that would not set reliably. The orignal source code must have been missing a # mark because the code did not make sense, but made perfect sense if you added it in. |
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| | #390 | |
| Lives for gear | Quote:
![]() There was a major error in a very popular arcade game and later continued into the home video game market: "Donkey Kong" sold millions of copies in it's various forms and was licenced by over 50 different companies. The game involves navigating an Ape arround a lattice structured resembling monkey bars.. The error? The game was supposed to be titled "Monkey Kong" but a programmer got *one letter* wrong and it became "Donkey Kong" | |
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