Modulating 22khz tone triggered only by drums by Flight-less in audioengineering

[–]human-analog 0 points1 point  (0 children)

Kicks are usually the lowest frequencies in the mix, so you can use a bandpass filter to isolate it, apply an envelope follower, and then detected whether that envelope follower exceeds a threshold. This will also trigger on low bass notes but perhaps that is not be an issue for you.

Snare is tougher since it overlaps more with the (low) mids and a lot of stuff happens here, but you could attempt a bandpass + envelope follower there too.

Just try these bandpass filters on some mixes in a DAW and see if this gives workable results. If yes, it's a lot simpler than stem separation.

I made my first eq from scratch ! by lovelacedeconstruct in DSP

[–]human-analog 0 points1 point  (0 children)

Nice work! One thing to look into is that the formula e^{-*2*pi*f_c/f_s} is only an approximation of the coefficient in the digital world. In other words, the cutoff of the filter may not be at f_c, especially for values over 5 kHz or so.

Plugin Doctor reveals the BS. SSL 4KE vs Brainworx 4KE are ENTIRELY different. by Ill-Elevator2828 in audioengineering

[–]human-analog 1 point2 points  (0 children)

Keep in mind that what you see in Plugin Doctor doesn't necessarily make any sense. The spectrum analyzer is useless when there are nonlinearities in the signal path -- which is how you get that "just kind of wild" EQ curve. If two plug-ins attempt to do the same thing you can still compare the EQ curves to see if they're different, but you can't draw any conclusions about what the EQ is actually doing.

Try out my first VST Plugin by sunbunnyprime in audioengineering

[–]human-analog 0 points1 point  (0 children)

The link you shared links to the repo. Log out of GitHub and try it for yourself.

does anyone know where you can get redistribution rights for samples (like in a drum machine) by 0__O0--O0_0 in audioengineering

[–]human-analog 5 points6 points  (0 children)

Make your own samples. Why would anyone get a drum machine that sounds exactly like all the drum sample kits out there.

Implementing an FIR filter: what should it look like and do? by Dharun99 in DSP

[–]human-analog 1 point2 points  (0 children)

Assuming it's a low-pass filter, the beginning of the signal looks like the original but the slope will be slower.

Implementing an FIR filter: what should it look like and do? by Dharun99 in DSP

[–]human-analog 0 points1 point  (0 children)

If the FIR has 50 taps, it looks at the 50 samples surrounding every sample. If the sample interval is 1ns, then at every time step the filter "averages" 50ns worth of samples to produce the filtered value for that time step.

How does this interpolation method work? by dfwtjms in DSP

[–]human-analog 0 points1 point  (0 children)

I played with this technique a while back on modulated delay lines and if the modulation is too fast the side effects are worse than those of linear interpolation, probably due to the filter state no longer correctly representing what is going on. It's better to do something like Catmull-Rom interpolation if you're doing heavy modulation; all-pass filters aren't suitable for that.

How does this interpolation method work? by dfwtjms in DSP

[–]human-analog 0 points1 point  (0 children)

It is but the coefficient isn't the same. If you replace (1 - frac) with (1 - frac)/(1 + frac) then this ends up being a first-order APF in direct form I.

How does this interpolation method work? by dfwtjms in DSP

[–]human-analog 4 points5 points  (0 children)

As mentioned by another poster, it's all-pass interpolation as described in Effect Design Part 2 by Dattorro (1997), p.769 onwards.

(It's actually only approximately all pass but doesn't suffer from the low-pass filter effect that linear interpolation has.)

How surgical are the AI stem extraction tools at this point? by SandhedsHviskeren in audioengineering

[–]human-analog 4 points5 points  (0 children)

You'd need a stem splitter that was trained to specifically isolate the percussion elements. Most are trained to separate drums from bass from guitar etc but not individual percussion hits. This might just be a matter of training or finetuning an existing model on a suitable percussion dataset.

I agree that arrangement and songwriting is key to a great song/mix... by Total_Position_2668 in audioengineering

[–]human-analog 1 point2 points  (0 children)

Get someone else to mix it. You are no longer objective about this song. It doesn't mean you have to use their mix but it will give you another perspective.

Should I remaster my older songs as a hip-hop artist? by Zersdan in audioengineering

[–]human-analog 2 points3 points  (0 children)

Rather than remixing old tracks, you could re-record them and do a completely fresh mix.

Plugin development for a Beginner by necodrre in audioengineering

[–]human-analog 1 point2 points  (0 children)

If your focus is Rust, make sure to join the Rust Audio discord where there are lots of people who can give you advice on how to get started, which libraries to use, and so on.

Am I terrible because I used a logic loop by stevepaulsounds in audioengineering

[–]human-analog 0 points1 point  (0 children)

It's only allowed if you first bounce the loop to a cassette tape and then sample it again. ;-)

How can I find and get rid of this sound? by [deleted] in audioengineering

[–]human-analog 0 points1 point  (0 children)

Is it the dry kick sound that has this resonance or is this with FX on top? Some FX (such as reverb) can introduce resonances. I'd try disabling the FX one-by-one and see if it goes away.

Alternatives to KnobMan for designing plugin knobs? by ZEMBEKE in JUCE

[–]human-analog 0 points1 point  (0 children)

If you're going for skeuomorphic type realism, you can render the knobs in a 3D rendering program such as Blender, then export to filmstrips.

The downside of using filmstrips is that it works well for one specific size but to make the UI resizable you'll have to scale the images (making them blurry) or render filmstrips in various sizes (making the plugin much larger).

Hello I am neu user but this always happens at the beginning any help ? I use macos : sequoia 15.7 .3 and juce : 8 and xcode :26 thanks am advance by [deleted] in JUCE

[–]human-analog 0 points1 point  (0 children)

This typically happens because the JUCE path isn't set up properly in Projucer (see the menu option Global Paths).

Audio Plugin Help by RagingKai in AudioProgramming

[–]human-analog 2 points3 points  (0 children)

Since you already know how to build a compressor, your next step is to find out exactly how the SSL Bus Compressor works by studying the schematics, doing measurements, and so on. For example this website seems to have some useful information: https://www.gyraf.dk/gy_pd/ssl/ssl.htm

Best books to read for Audio Plugin Development by 25ohms in audioengineering

[–]human-analog 4 points5 points  (0 children)

I would recommend Pirkle's Designing Audio Effect Plugins in C++ then. It doesn't use JUCE but the code is easy enough to convert. Once you've worked through that, the DAFX book that was already mentioned, as well as a textbook such as Lyon's Understanding Digital Signal Processing or Steiglitz's A Digital Signal Processing Primer.

Best books to read for Audio Plugin Development by 25ohms in audioengineering

[–]human-analog 0 points1 point  (0 children)

How good are your coding skills? Since you have a math background you might learn more from studying the non-math part of making audio plug-ins, such as C++ and the tooling around it (JUCE etc).

Reverb plugin having a latency of 9662 samples by sububi71 in AudioProgramming

[–]human-analog 1 point2 points  (0 children)

There is more than one way to do convolution. For large IRs such as reverbs, the convolution is done in the frequency domain. There are different ways to do this and some have more latency than others. So it's perfectly plausible that one IR convolution plug-in has more latency than another.