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Old 02-18-2021, 04:31 PM   #641
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Just came across your transient shaper today, and it's brilliant. I love transient shapers, use them more than compressors now... it's funny, I've got a folder full of them, all the rest payware and the two best ones are free jsfx (this and sonic anomaly, I do use the vst version of that now)

I did find an issue though, if you use the wet dry mix with the oversampling above 1x there's a phasing issue like there's a slight delay on the processed signal that's not compensated for.
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Old 02-18-2021, 08:50 PM   #642
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New Yutani filter types sound amazing, saike. I made some monstrous presets with them tonight. At what point should we share the presets?

Also, did you by any chance get my messages on Discord? I have another wacky idea for Pitch Shifter!
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Old 02-19-2021, 03:26 AM   #643
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Quote:
Originally Posted by todd_r View Post
Anything you can come up with for tuning, maybe even just make it so you can type in where the value is displayed.

Yeah I just mean passing audio through, so I can stack instances of this or with other plugins. I know its the lazy way to do it, but I quite often do it this way.
Passing through should be easy. I'll put it in the next update.
Tuning I have to check.

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Is it just the Synth your working on as VST, or will you be porting others too?
Just the synth for now. I'm not ruling out porting other things, but C++ development is a lot more time intensive than JSFX (especially UI work) and my free time is somewhat limited.

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In case you are porting to C++, I had planned to port some jsfx but I lost interest after buying loads of DSP on black friday/christmas (Dune3, U-he bundle, ppg v3, uhbik and some more fx).
Thanks for making it publicly available. At the moment, I have most of the DSP ported over already though, but I'll give it a whirl if I repeat the process for other effects in the future.

Quote:
I did find an issue though, if you use the wet dry mix with the oversampling above 1x there's a phasing issue like there's a slight delay on the processed signal that's not compensated for.
Thank you for the bug report. I will investigate this ASAP.

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New Yutani filter types sound amazing, saike. I made some monstrous presets with them tonight. At what point should we share the presets?
Any time. We could maybe have a thread for them and vote on a selection to ship with Yutani as "the defaults". I can also contribute my own.

Quote:
Also, did you by any chance get my messages on Discord? I have another wacky idea for Pitch Shifter!
Yes I saw! Apologies for not replying yet. Weekdays are a bit hectic as of late and I wanted to have an idea of whether it'd be doable before replying

I can have a look at it on Saturday.
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Old 02-19-2021, 10:57 AM   #644
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Originally Posted by sai'ke View Post
I'm not ruling out porting other things, but C++ development is a lot more time intensive than JSFX (especially UI work)
I'd be willing to help, but having never done any graphical stuff for UI, I very well may suck at it. I do have some design/art skill but Idk how intimately it's tied with the coding work.

Have you tried asking any of the demonstrably good designers around to if they're interested? Crimson Merry does amazing work IMO, as well as White Tie... I definitely think your work is good enough to warrant professional assistance. Then again, your UI ideas with JS have been pretty swell too, so maybe I should leave you to it.

All the same if I could free up some of your time with that stuff, I'm happy to take a crack at some mock-ups at least.
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Old 02-19-2021, 04:36 PM   #645
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Any time. We could maybe have a thread for them and vote on a selection to ship with Yutani as "the defaults". I can also contribute my own.


Yes I saw! Apologies for not replying yet. Weekdays are a bit hectic as of late and I wanted to have an idea of whether it'd be doable before replying

I can have a look at it on Saturday.
No worries, great to hear you'll take a look at it! Good idea for Yutani, let us know when you have the thread up for Yutani presets and I'll have 15 or so to contribute.
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Old 02-20-2021, 04:19 AM   #646
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Originally Posted by sai'ke View Post
I'm not ruling out porting other things, but C++ development is a lot more time intensive than JSFX (especially UI work) and my free time is somewhat limited.

I've been wondering about that. I thought in C++ it may have access to Reaper resources for UI building. Since Reaper is built to work on at least 3 OS now. Though there's likely a common GUI layout engine used that looks uniform across platforms. JSFX does have the basic UI language builder built in, as simple as it is, but quite useful. Now, if only ReaScripts, especially EEL, could use the same language to build a GUI it would be a lot easy to code an interface!
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Old 02-22-2021, 11:28 AM   #647
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Been using FM Filter a lot, will you be adding Upsampling? I saw there was a warning on some of the filter types
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Old 02-23-2021, 02:13 AM   #648
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Originally Posted by foxAsteria View Post
I'd be willing to help, but having never done any graphical stuff for UI, I very well may suck at it. I do have some design/art skill but Idk how intimately it's tied with the coding work.
Have you tried asking any of the demonstrably good designers around to if they're interested? Crimson Merry does amazing work IMO, as well as White Tie... I definitely think your work is good enough to warrant professional assistance. Then again, your UI ideas with JS have been pretty swell too, so maybe I should leave you to it.
All the same if I could free up some of your time with that stuff, I'm happy to take a crack at some mock-ups at least.
Maybe one day, but at the moment UI just isn't a priority for me. Coding UI is a big time investment and it isn't that fun (to me). If I'd reach out, I'd feel absolutely compelled to work on it since someone else would have invested time, which would mean losing time on other projects. Yutani will be GPL, so anyone can jump in and revamp the UI after I do a first release (not that I expect that will happen)

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No worries, great to hear you'll take a look at it! Good idea for Yutani, let us know when you have the thread up for Yutani presets and I'll have 15 or so to contribute.
I have some backlog to take care of first, but I have some idea on how this could be made.

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I've been wondering about that. I thought in C++ it may have access to Reaper resources for UI building. Since Reaper is built to work on at least 3 OS now. Though there's likely a common GUI layout engine used that looks uniform across platforms. JSFX does have the basic UI language builder built in, as simple as it is, but quite useful. Now, if only ReaScripts, especially EEL, could use the same language to build a GUI it would be a lot easy to code an interface!
I don't want to tie the CPP versions of the plugins directly to REAPER. In C++, I'm using JUCE for the graphics. Both JUCE and iPlug2 have stuff for drawing. It's just a fair amount of work to get everything hooked up.

I mean, *very early pre-alpha* footage, but it's likely going to look somewhat similar to Yutani-JSFX:


Quote:
Originally Posted by todd_R
I did find an issue though, if you use the wet dry mix with the oversampling above 1x there's a phasing issue like there's a slight delay on the processed signal that's not compensated for.
Fixed!

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Originally Posted by todd_r View Post
Been using FM Filter a lot, will you be adding Upsampling? I saw there was a warning on some of the filter types
I will yes. And yes, some filters need upsampling to remain stable. It's an unfortunate side effect of the discretization method. I'm planning to port back some of the features (and filters) from Yutani into FM Filter. Maybe add an envelope follower mode too, for those that don't have MIDI input.
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Old 02-23-2021, 08:42 AM   #649
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Originally Posted by sai'ke View Post

Fixed!
Sweet!

Quote:
Originally Posted by sai'ke View Post

I'm planning to port back some of the features (and filters) from Yutani into FM Filter. Maybe add an envelope follower mode too, for those that don't have MIDI input.
That would be great. Love FM Filter, find it easier to use than filther and the filters really do some interesting stuff/really nice textures. Using it more than i do The Drop, its just more fun.

Made something with FM Filters feeding back all over the place

https://soundcloud.com/michael-todd-47/psyche

And one with Yutani as the lead

https://soundcloud.com/michael-todd-47/yutani3
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Old 02-24-2021, 02:33 AM   #650
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That would be great. Love FM Filter, find it easier to use than filther and the filters really do some interesting stuff/really nice textures. Using it more than i do The Drop, its just more fun.
I had a look at the respective codebases yesterday. At this point, it seems more sensible to just separate out an FM Filter 2 from Yutani rather than trying to upgrade the existing one. There's two reasons for this. The first is, that I made a few poor decisions in the original FM Filter related to the MS-20. It would mean that upgrading it would change the sound. The second one is that it's just a lot less work at this point.

So this is the path I'm going over.

Quote:
Made something with FM Filters feeding back all over the place

https://soundcloud.com/michael-todd-47/psyche

And one with Yutani as the lead

https://soundcloud.com/michael-todd-47/yutani3
Cool! I really like the second one
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Old 02-24-2021, 03:08 AM   #651
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I don't want to tie the CPP versions of the plugins directly to REAPER. In C++, I'm using JUCE for the graphics. Both JUCE and iPlug2 have stuff for drawing. It's just a fair amount of work to get everything hooked up.

I mean, *very early pre-alpha* footage, but it's likely going to look somewhat similar to Yutani-JSFX:

Well that's fair enough. That example is rather advanced against a basic interface I was thinking of. But I was thinking of a Reaper only type of plug in.
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Old 02-24-2021, 12:44 PM   #652
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v0.37 by Joep Vanlier – February 20 2021
Pass through incoming audio


Thanks!
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Old 02-25-2021, 10:13 AM   #653
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Yutani will be GPL, so anyone can jump in and revamp the UI after I do a first release (not that I expect that will happen)
I'll keep my eye on that for sure! I really dig Yutani, tho I haven't been doing as much synth music lately. Soon I'll likely put it to greater use...
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Old 02-25-2021, 04:01 PM   #654
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Don't think this has been mentioned, few Saike plugins mentioned...

https://youtu.be/2W8gbpfxwiM
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Old 02-28-2021, 05:03 PM   #655
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Default Some Yutani presets

Hi!
Here are some Yutani presets if they can be of some help to anyone... Sorry It's been ages !
Nice to see it has got some new filters
Cheers

Edit :
Moving modwheel seems to be forcing Amp enveloppe to release stage. Is it a bug ?
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Old 03-01-2021, 06:24 AM   #656
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@todd_r; X-Raym showed that video before once. Cool though! I remember seeing a big spike on the github repo views after that vid went up

@Regisfofo; Thank you. Just to verify, these can be included in the general preset list that will ship with Yutani? Shall I just prefix them with your name in the general preset list?

I haven't reproduced it yet, but it sounds like a bug.

I would like to close the call for presets this Friday, so if anyone still wants to contribute some, please don't delay
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Old 03-01-2021, 07:00 AM   #657
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Here's my contribution to this amazing synth! Mostly bass and sub sounds. Please prefix them and include in general release (they are also not sorted alphabetically).
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Old 03-01-2021, 12:43 PM   #658
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Originally Posted by sai'ke View Post
@Regisfofo; Thank you. Just to verify, these can be included in the general preset list that will ship with Yutani? Shall I just prefix them with your name in the general preset list?
Oh Yeah be my guest if you think they add to the pot. Maybe use ElVicente as a prefix, that's my Electro Souncloud account name..

Quote:
I haven't reproduced it yet, but it sounds like a bug.
I'll try to reproduce with another setup...
Edit : Well it's working correctly now, maybe it was related to me using DrivenByMoss extension. I'll investigate further...

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Old 03-01-2021, 01:15 PM   #659
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Oh Yeah be my guest if you think they add to the pot. Maybe use ElVicente as a prefix, that's my Electro Souncloud account name..
Will do! And thanks!

Quote:
I'll try to reproduce with another setup...
Edit : Well it's working correctly now, maybe it was related to me using DrivenByMoss extension. I'll investigate further...
Maybe? Does it emit note offs?

I just tried to reproduce with my modwheel emulation JS and I can't reproduce the behaviour.

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Here's my contribution to this amazing synth! Mostly bass and sub sounds. Please prefix them and include in general release (they are also not sorted alphabetically).
Do you have a preference for how to be mentioned? Just [Arthur McArthur] or rather something else?
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Old 03-01-2021, 06:49 PM   #660
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Arthur McArthur is fine! Cheers
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Old 03-06-2021, 09:25 AM   #661
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Another Sai'ke inspired VST?

https://bedroomproducersblog.com/202...wave-box-free/

Reminds me a lot of a mini-Filther. They even color-coded the modulators.
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Old 03-06-2021, 09:38 AM   #662
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AudioThing WaveBox exists for quite a whole now
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Old 03-06-2021, 02:51 PM   #663
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Oh, haha. Just coincidence I guess.
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Old 03-06-2021, 06:22 PM   #664
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I have some updates.

For those of you that haven't seen it yet, there's a multi-band upwards compressor on the repository now named Ravager. The idea for this one originally came from a different thread where X-Raym posted a video discussing the doom compressor. It is basically a device for making every sound very loud. Try running a synth through a reverb and then through ravager.



Also just pushed a huge update to Yutani.

It fixes a host of bugs. Some subtle, some not so subtle.
- Fixed bug which did not allow distortion drive to be automated.
- Fixed bug which did not allow attack/decay/sustain of filter and amplitude to be automated.
- Fixed bug free LFO not resetting when disabled.
- Optimized 4p filter.
- Fixed linear SVFs not updating properly after changing oversampling rate.

One big addition is real-time animation of all parameters. Now you can see exactly where a parameter is when it is under influence of various modulators.



With that, I'm also releasing Yutani's little brother: FM Filter 2:



For those times when you want to use audio sources but still want some nastiness from my non-linear filters. Note that it can respond to MIDI inputs, or audio signals (thresholded).

One note: I'm not going to be implementing feature requests at this point yet because I want to make sure that I didn't introduce any new bugs first. And some features are planned for FMF2.

However:
I am definitely taking bug reports.

As for the "default" presets for Yutani, I am still in the process of compiling the final list. It got a bit delayed by these updates, so in case anyone else has some, there is still some time

Now I must sleep. Goodnight!
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Old 03-07-2021, 08:37 AM   #665
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Hi Saike, I get the following on Yutani and FM filter since the update
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Old 03-07-2021, 11:25 AM   #666
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Hi Saike, I get the following on Yutani and FM filter since the update
Did you install via reapack?

Could you check whether this file exists? On windows it should be in the folder %APPDATA%\reaper\effects\Saike Tools\yutani\Yutani_Dependencies

EDIT: I accidentally added a linebreak in the header which may have messed this up. Try now (0.42).
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Old 03-07-2021, 12:14 PM   #667
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It works now. Just one issue though: if I don't have Yutani installed, then installing FM Filter 2 gives the same error.
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Old 03-07-2021, 01:10 PM   #668
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It works now. Just one issue though: if I don't have Yutani installed, then installing FM Filter 2 gives the same error.
Yeah. Unfortunately, you can´t have two plugins point to the same dependencies in Reapack.

I should probably just add it in the description that it depends on Yutani being installed first.
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Old 03-07-2021, 03:00 PM   #669
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Yep, working after update thanks!
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Old 03-07-2021, 03:50 PM   #670
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Yep, working after update thanks!
Thanks for letting me know, and my apologies for the breakage
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Old 03-08-2021, 05:09 PM   #671
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oh my...saike
your new plugins in alpha stage look so damn sexy!
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Old 03-09-2021, 07:52 AM   #672
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Thanks for letting me know, and my apologies for the breakage
No problem at all, thanks for the quick fix!
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Old 03-13-2021, 03:58 PM   #673
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oh my...saike
your new plugins in alpha stage look so damn sexy!
Thank you. I should probably bump them to beta soonish. I think I'm pretty set on the feature-set. Still want to add an RMS mode to FM filter though.

Alright. I've added default presets for Yutani and I've updated the presets for Reflectosaurus. I've added a few example presets for working with Karplus-style stuff in Reflectosaurus.

Play a nice arp, run it through Yutani and try out the Karplus Tuned presets for instance. Note that for these to work properly, you need to make sure that Reflectosaurus actually receives the MIDI as well (so make sure your synth forwards these).

Also, try the presets Darkness and Back of your mind (2), if nothing else

I would love to receive some presets for Reflectosaurus (if anyone has managed to wrestle with it and win). Mind you, only presets that are stable under most conditions, because I want to keep it somewhat friendly.

Other than that, added a small gate to Ravager, so that you don't end up with annoying static tones for plugins that misbehave a little.
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Old 03-13-2021, 04:18 PM   #674
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I would love to receive some presets for Reflectosaurus (if anyone has managed to wrestle with it and win). Mind you, only presets that are stable under most conditions, because I want to keep it somewhat friendly.
It's a wild beast indeed. When I ended up with anything original enough to be interesting, it's usually too much of a monster patch to be widely useful

That said, if I ever cross a patch that seems worthy, I'll be sure to submit it. THANKS!!

P.S. As I mentioned before, a right click menu item or similar option to delete a node would be quite useful to reduce the clutter. Once I have an unnecessary node in the patch, there seems no way to get rid of it. Or am I missing something obvious?
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Old 03-13-2021, 05:40 PM   #675
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Other than that, added a small gate to Ravager, so that you don't end up with annoying static tones for plugins that misbehave a little.
I think the gate should be at the input, so that Ravager can continue to do its thing to "normal" signal (until it drops below that threshold). It should sound smoother that way. Currently if a plugin has some noise (TAL Noisemaker for instance, around -200 dB), Ravager will happily process that noise as part of its sound and then as Ravager's sound starts to diminish, it does a "zipper noise" into silence.

Either that, or a way of disabling the gate would be fine. I don't mind adding ReaGate before Ravager if necessary (it works really well that way, without any artifacts that I can hear).
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Old 03-13-2021, 05:58 PM   #676
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Originally Posted by JamesPeters View Post
I think the gate should be at the input, so that Ravager can continue to do its thing to "normal" signal (until it drops below that threshold). It should sound smoother that way. Currently if a plugin has some noise (TAL Noisemaker for instance, around -200 dB), Ravager will happily process that noise as part of its sound and then as Ravager's sound starts to diminish, it does a "zipper noise" into silence.

Either that, or a way of disabling the gate would be fine. I don't mind adding ReaGate before Ravager if necessary (it works really well that way, without any artifacts that I can hear).
That's how I had it set up at first, but it caused problems for me with fast ballistics. Can you record me an example of the bad behaviour you're observing now, and share the dry and wet?

Edit: I'm surprised you can hear a difference with "no gate" when it's set to -240 dB. Have you tried removing the gate? Does this indeed solve it as expected? To kill it, CTRL+F for
Code:
spl0 *= gate_level;
spl1 *= gate_level;
and remove those lines (as a test).

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Originally Posted by juan_r View Post
It's a wild beast indeed. When I ended up with anything original enough to be interesting, it's usually too much of a monster patch to be widely useful

That said, if I ever cross a patch that seems worthy, I'll be sure to submit it. THANKS!!

P.S. As I mentioned before, a right click menu item or similar option to delete a node would be quite useful to reduce the clutter. Once I have an unnecessary node in the patch, there seems no way to get rid of it. Or am I missing something obvious?
Yeah, I'm the same. Most of my reflecto patches are one offs.

There's indeed no add/remove node. I could secretly hide muted nodes and "emulate" an add/remove thing. At least, for the non-fft reverb nodes, because that one is special. One of the reasons I chose this design though, is because there's no good way of making undo functionality in the plugin. And an accidental deletion would be very frustrating.

Edit: Try this version: https://raw.githubusercontent.com/Jo...ctosaurus.jsfx
It's not yet on reapack! For now, just overwrite the one in your reaper folder with it for now. Let me know if there are any unexpected issues.

When you select nodes (you can drag an area to select multiple, or just click one to select a single one), you can delete the node by pressing DEL. You can create a new node with the right mouse button. Note that you can only do a maximum of 10 nodes. Note that you cannot delete the FFT node.
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Last edited by sai'ke; 03-13-2021 at 06:39 PM.
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Old 03-13-2021, 08:53 PM   #677
JamesPeters
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With it set at -240 dB actually yeah it'll just keep letting the noise through (if there's some noise present at the input of Ravager). So that's effectively "gate = off". I must've been messing with settings and didn't leave it at -240 dB.

I did some more testing, and I think your gate is fine.

When I remove reverb from my test (it was between Noisemaker synth and Ravager), it's clear that your gate works every bit as good as I could hope under the circumstances. Each gate plugin has its positives and negatives. It's true that your gate is the only one I can repeatedly set at a point it keeps sputtering endlessly, while the others "decide" to close. But I just should set the gate a bit higher in that case, and it's fine.

If I have a chain such as: (Plugin or audio that has noise) -> reverb -> Ravager, I'd probably want a gate inserted before the reverb (that's how I'd set up the chain before). There isn't anything you can do about that in Ravager.
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Old 03-14-2021, 05:51 AM   #678
sai'ke
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Originally Posted by JamesPeters View Post
If I have a chain such as: (Plugin or audio that has noise) -> reverb -> Ravager, I'd probably want a gate inserted before the reverb (that's how I'd set up the chain before). There isn't anything you can do about that in Ravager.
Hmm. Maybe I should add some hysteresis. I essentially wanted open to always be instantaneous because that's when you're affecting the "desired" sound. I could make close less jumpy though. Or add some lookahead. I'll think about it a bit more.
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Old 03-14-2021, 09:49 AM   #679
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It's fine the way it is. I just have to dial the gate slider a bit more to the left. Hysteresis would stop that sputtering if the gate is dialed in to a very specific setting, but honestly a person can just move the slider a bit and it's fine.

There isn't anything for a gate you can do within Ravager to simulate the sort of chain that I prefer anyway:

Sound source (with noise) -> gate -> reverb -> Ravager.

Ravager's gate is fine. It just can't be at an earlier place in the effects chain than Ravager.

If the chain is simpler:

Sound source (with noise) -> Ravager.

Then Ravager's gate works as well as any other I'd tried placed before Ravager.


PS. testing Ravager recently helped me find a bug in Dragonfly Hall Reverb, some noise that developed around -200 dB and remained, when its controls were dialed in a specific way.

Last edited by JamesPeters; 03-14-2021 at 09:55 AM.
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Old 03-16-2021, 06:38 AM   #680
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Quote:
Originally Posted by sai'ke View Post
There's indeed no add/remove node. I could secretly hide muted nodes and "emulate" an add/remove thing. At least, for the non-fft reverb nodes, because that one is special. One of the reasons I chose this design though, is because there's no good way of making undo functionality in the plugin. And an accidental deletion would be very frustrating.
Frustrating indeed! Maybe to ease the danger of fat fingering whole patches into oblivion, there could be some user confirmation after asking for node deletion. A simple "confirm/cancel" defaulting on cancel, maybe?

Quote:
Originally Posted by sai'ke View Post
Edit: Try this version: https://raw.githubusercontent.com/Jo...ctosaurus.jsfx

It's not yet on reapack! For now, just overwrite the one in your reaper folder with it for now. Let me know if there are any unexpected issues.
Thank you Sai'ke, I've tried the custom version, and it's fine for what I've been able to test: there seems to be no difference in the general function of the plugin, if that's what you asked. Just the new possibility of deleting a node. It's convenient IMO! :-)
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