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Duro Console

Description

This is a mixture of a saturator and console “emulation” to do some subtle or not-so-subtle processing to audio in a few flavors I really like.

image

Signal Path

  1. Input gain
  2. Saturation above threshold w/ drive
  3. Console process w/ drive on entire signal
  4. Output gain
  5. Wet/Dry balance

Saturation Types

● None - Bypass saturating the signal

● Tape - A tape-like saturation created by adding odd and even harmonics using a transfer

curve based off the hyperbolic tangent that is then softclipped

● Candle - Mimics distortion through a candle flame in front of a microphone

● Chebyshev - Chebyshev polynomial saturation curve with precomputed coefficients to save processing - sounds tape-like-like but smoother (https://en.wikipedia.org/wiki/Chebyshev_polynomials )

● Leaf Saturation - A gain > nonlinear curve > gain function I made. A mix of subtle crunch to square-approaching saturation sound to me.

● Digital Clip - Clip the signal if it exceeds the threshold then mix original signal with clipped signal based off the drive amount

● Golden Cubic - When above threshold, multiply by the golden ratio and cube the excess amount then softclip. This is a variation of a really hardcore distortion with some pleasant sounds at low values.

● Transformer - A transformer saturation implementation, this can mangle a sound completely or introduce some small distortion, make sure you are using some drive here. Low drive exaggerates the mangling.

● Odd Harmonics - REALLY LOUD- adds 10 odd harmonics overdrive at drive level

● Odd Harmonics - REALLY LOUD- adds every 4th harmonic to the signal overdriven at drive level

Console Types

● Bypass - Bypass adding console processing to the signal

● Neve Inspired - The Airwindows Neverland Tapped Delay Line code with drive linked to the amount of signal sent through without dithering and denormalization - created from Neve 1272 impulses (https://www.airwindows.com/neverland/ )

● API Inspired - The Airwindows Apicolypse Tapped Delay Line code with drive linked to the amount of signal sent through without dithering and denormalization - created from API 512 impulses (https://www.airwindows.com/apicolypse/ )

● Precision Inspired - The Airwindows Precious Tapped Delay Line code with drive linked to the amount of signal sent through without dithering and denormalization - created from Precision 8 impulses (https://www.airwindows.com/precious/ )

● Leaf - A mid-focused console with a less processed sound

● Vine - A console built from random number range then modified further into a subtle change in tones

● Duro - A simplified console tap built off Vine with a stupid idea to take RAGE = 12463 and left shift that over and over with some other silliness.

Building

After installing Rust, you can compile Duro Console as follows:

cargo xtask bundle duro_console --profile release

This plugin was made possible thanks to the Nih-Plug Rust Library, the egui GUI library, and Airwindows source code thankfully being MIT licensed. I highly recommend supporting Chris https://www.airwindows.com/

About

Different saturation algorithms and console-like effects put together to learn about saturations

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