Re: Smothing signal (similar way to vacuum tubes, analog)
Posted: Mon Sep 21, 2020 10:47 pm
Added auto makeup now too, and the makings of a method that provides a fairly efficient way of figuring out the db meters for each section fo the crossover, I call the method float summing. I avoid the need to calculate linear to db multiple times, and instead you only need to gauge it once and then that result is calculated for each band by percentile.
There's less "precise" ways to show gain however, per band that make more sense to beginners and those at an intermediate level, like in the case of bassy tracks of course, but Myself; I prefer a totally accurate meter. Even if it's for the sake of someone using a slightly dodgy naive filter lol . I've always wanted to use less mono to float however. At least with 0-1 ratios there's less art to it and I can use the 8 signal graph primitive (for the 6 signals), and only require 1 sample and then an array split which multiplies the total dBFS by the 0-1 percentile.
I hope this example is useful to those who are wanting to create something realistic sounding. Maybe you can make something scientific and something that is a re-creation of hardware. But they're useless, it's better to use naive for such things, if you produce - it's too cumbersome using a tube smooth eq device that takes up 25% CPU. Totally useless, but they sound nice. Sometimes science needs to take a back seat so that the realists can drive.
There's less "precise" ways to show gain however, per band that make more sense to beginners and those at an intermediate level, like in the case of bassy tracks of course, but Myself; I prefer a totally accurate meter. Even if it's for the sake of someone using a slightly dodgy naive filter lol . I've always wanted to use less mono to float however. At least with 0-1 ratios there's less art to it and I can use the 8 signal graph primitive (for the 6 signals), and only require 1 sample and then an array split which multiplies the total dBFS by the 0-1 percentile.
I hope this example is useful to those who are wanting to create something realistic sounding. Maybe you can make something scientific and something that is a re-creation of hardware. But they're useless, it's better to use naive for such things, if you produce - it's too cumbersome using a tube smooth eq device that takes up 25% CPU. Totally useless, but they sound nice. Sometimes science needs to take a back seat so that the realists can drive.