presets for TDR Nova GE

Nova

Below you’ll find two general purpose presets for the excellent TDR Nova GE PlugIn. If you did not tried it yet, check out the free “standard edition” over there at TDR. It’s based on Vlad’s Nova 67P freeware and Vlad and Fabien really did some magic with the Nova – a sort of Nova 67P reloaded. [Read more…]

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Kotelnikov GE – mastering

Here is my go-to mastering preset for Kotelnikov GE. Just change the threshold and you are there.

<TDRKotelnikovGE thresholdParam=”-24.0″ peakCrestParam=”-3.0″ softKneeParam=”6.0″ ratioParam=”3.0″ attackParam=”6.0″ releasePeakParam=”20″ releaseRMSParam=”300″ makeUpParam=”0.0″ dryMixParam=”off” outGainParam=”0.0″ keyHPFrequencyParam=”60″ keyHPSlopeParam=”6.0″ keyStereoDiffParam=”80″ keyStereoBalanceParam=”Center” fdrVisibleParam=”On” fdrActiveParam=”On” fdrTypeParam=”Shelf A” fdrFrequencyParam=”50″ fdrAmountParam=”80″ yingParam=”On” yangParam=”Off” deltaParam=”Off” bypassParam=”Off” equalLoudParam=”Off” qualityParam=”Insane” modeParam=”Stereo” grDispScaleParam=”4″ grDispModeParam=”Gain Reduction”/>

Introduction to SlickEQ and SlickEQ GE by Dan Worrall

what I’m currently working on – Vol. 12

slickEQ_teaser_flat

Cauz its just cool to have such a slick collection 🙂

And of course I better should have titled “what we are currently working on”.

Related links:

released: SlickHDR

SlickHDRSlickHDR is a “Psychoaccoustic Dynamic Processor” which:

  • balances the perceived global vs. local micro dynamics of any incoming audio.
  • creates a rich in contrast, detailed and clearly perceived image which translates way better across different listening environments.
  • provides a convenient workflow by simply adjusting three dynamic processors to show a roughly same load.
  • offers further and detailed control about overall tone and release time behavior.

The stunning UI artwork and all renders were done by Patrick once again. Made with love in switzerland – as he said!

SlickHDR is a freeware VST audio plug-in for Windows x32 and you can download a copy right here: >>> DOWNLOAD <<<

Related Links

nostalgia

SlickHDR – final teaser & release info

teaserSlickHDR is a “Psychoaccoustic Dynamic Processor” which:

  • balances the perceived global vs. local micro dynamics of any incoming audio.
  • creates a rich in contrast, detailed and clearly perceived image which translates way better across different listening environments.
  • provides a convenient workflow by simply adjusting three dynamic processors to show a roughly same load.
  • offers further and detailed control about overall tone and release time behavior.

Technically speaking, SlickHDR contains a coupled network of three dynamic processors with two of them running in a “stateful saturation” configuration and one based on look-ahead processing.

Fixed amounts of the unprocessed signal are then injected into the network at several specific points and also mixed back into the networks output. Being networked, all processors are highly interacting with each other and this is utilized to cope with a wide variety of sound (sic!) to balance the perceived audio dynamic range.

The stunning UI artwork and render was done by Patrick once again. Made with love in switzerland – as he said.

SlickHDR will be available around end of January 2014 as a freeware VST audio plug-in for Windows x32.

that’s why they call me slick

teaser2

UI artwork and render done by Patrick.

what I’m currently working on – Vol. 11

I’m currently assembling all the UI components designed by Patrick for our brand new SlickHDR processor. Afterwards, a manual has to be written and the usual final polishing needs to be done: Include some presets, double-check and sort all parameter names and so on. The beta testing was already closed some time ago. To sum it up, a release seems to be possible in the not too far future.

processing with High Dynamic Range (3)

This article explores how some different HDR imaging alike techniques can be adopted right into the audio domain.

The early adopters – game developers

In the lately cross-linked article “Finding Your Way With High Dynamic Range Audio In Wwise” some good overview was given on how the HDR concept was already adopted by some game developers over the recent years. Mixing in-game audio has its very own challenge which is about mixing different arbitrary occurring audio events in real-time when the game is actually played. Opposed to that and when we do mix off-line (as in a typical song production) we do have a static output format and don’t have such issues of course.

So it comes as no surprise, that the game developer approach turned out to be a rather automatic/adaptive in-game mixing system which is capable of gating quieter sources depending on the overall volume of the entire audio plus performing some overall compression and limiting. The “off-line mixing audio engineer” can always do better and if a mix is really too difficult, even the arrangement can be fixed by hand during the mixing stage.

There is some further shortcoming and from my point of view that is the too simplistic and reduced translation from “image brightness” into “audio loudness” which might work to some extend but since the audio loudness race has been emerged we already have a clear proof how utterly bad that can sound at the end. At least, there are way more details and effects to be taken into account to perform better concerning dynamic range perception. [Read more…]