Re: [music-dsp] the time it takes to design a reverberator and related

2020-05-22 Thread Martin Lind
The amount of developing time for a reverb algorithm is very much depended
on the goals and target for that particular algorithm. If you want to make a
high-end classic and start from scratch then it takes way more time than
contract work.

VSS series from TC Electronic took 8 engineers almost 10 years to finish.
Bricasti (Casey) use at least 4-5+ years for a single algorithm.
Lexicon (David Griesinger) worked 3 years on the HD algorithm.
And so on.

The above is obviously flagship products and not contract work. And none of
them use FDN in the traditional sense.


-Original Message-
From: music-dsp-boun...@music.columbia.edu
[mailto:music-dsp-boun...@music.columbia.edu] On Behalf Of gm
Sent: 21. maj 2020 23:04
To: music-dsp@music.columbia.edu
Subject: [music-dsp] the time it takes to design a reverberator and related


I need some possibly quotable real world opinions and experiences on how 
long stuff
can take to design or develop, especially takeing Hofstadter's Law into 
account

For instance reverberators, hard to estimate, and I dont recall all the 
times I spent exactly
I tried so many things on different occasions so long ago, improved 
things, disimproved them
but my estimate is that it takes many months experience (at least) and 
experimenting to come
to good and really good results.
Especially if you start with FDNs first and waste a long time on them...
If you have experience and start from scratch it takes days or weeks to 
refine your design.

You may however have at some point developed prototypes that you can 
reuse and modify and do not change too much any more.

Two years ago or so I posted a kind of non-paper here on "magic numbers 
in reverb design" where I claimed
having found a "perfect" ratio for allpass delay stage lengths. I could 
never decide if its kind of nonsense or not since
the method gives quite good results, but I think I used other numbers 
afterwards myself IIRC. I am not even sure at the moment...

Does anybody recall that paper and did anybody ever try and remember the 
results?
Did it speed developement up for you? Did it make any sense to you at 
all (its written in a weird way)?

Would you call a good reverb algorithm a piece of art?

Since the process can take so eratically long, and since you can go back 
and forth many times,
what do you think a reasonable time estimate would be? How much time 
would you charge for that reverb, reasonably?

How and when do you decide it's finished and that you don't change 
parameters any more?

How many times and for how long did you try to make "the most efficient 
reverberator you can get away with"?
Did you ever succeed in that quest?

Do you think there is something like a "most reasonable" reverb design?



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Re: [music-dsp] Reverb, magic numbers and random generators #2 the Go approach

2017-09-29 Thread Martin Lind
That’s great!

 

I haven’t been so fortunately in my work until now – so I have to go the long 
way with extensive tests each time. I have analyzed some reverbs, but didn’t 
found any overall rule regarding either delay ratios or feedback ratios – maybe 
I didn’t look closed enough.

 

From: music-dsp-boun...@music.columbia.edu 
[mailto:music-dsp-boun...@music.columbia.edu] On Behalf Of gm
Sent: 28. september 2017 18:41
To: music-dsp@music.columbia.edu
Subject: Re: [music-dsp] Reverb, magic numbers and random generators #2 the Go 
approach

 

But this ratio scheme actually is the result of thousands of listening tests,
some years of reverb building attempts and lots of sneaking into 
the reverbs of others...

I found the exactly same ratios +- some cents are used in a nice reverb from a 
well known company
that was built for efficiency, whos designer I know and who tweaks them by ear 
only AFAIK.

Coincidence? I think not. ;)

You still have to invest time to detune the ratios optimally
and lots of time to design your reverbs, these are just starting points.



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Re: [music-dsp] Reverb, magic numbers and random generators #2 the Go approach

2017-09-28 Thread Martin Lind
To get a realistic (or a musical for matter) sounding reverb it will include 
thousands of listening tests with various test signals - I haven't seen any 
'automated' or any particular strategy for tuning reverbs in the wild other 
than extensive listening tests. The AP delay lines gets longer for each segment 
when connected in series, but I don't believe I have seen an overall strategy 
for the ratio and it's not particular important to use primes either. It's 
obvious that the output taps needs a ping pong behavior.


-Original Message-
From: music-dsp-boun...@music.columbia.edu 
[mailto:music-dsp-boun...@music.columbia.edu] On Behalf Of gm
Sent: 28. september 2017 16:47
To: music-dsp@music.columbia.edu
Subject: Re: [music-dsp] Reverb, magic numbers and random generators #2 the Go 
approach


And here's how I've been doing it before the RNG approach, I present you:


The Go strategy of impulse spacing

If the delay loop period is 1, in a first step this places the impulses so that 
consecutive impulses fall exactly in between already delayed impulses within 
the first periods, by setting the ratio "a" according to

Na mod = a/2 and Na mod 1 = 1 - a/2 for N = 2,3,4...

which gives the series a = 2/(2n-1) and 2 = 4/(2n+1) :

2/3, 2/5, 2/7, 2/9... and 4/5, 4/7, 4/9, 4/11...

Note that reciprocals work in a similar way.
The first delay in this strategy can also be set to a = 1/2 which gives ratios 
of 0.5, 0.7 and 0.8, or pitch differences of -12, -7.02 and -3.86 semitones.
We see the octave is neatly divided by this strategy.

With rational ratios like this, the pattern would repeat quickly and impulses 
would fall exactly on delayed impulses after a few iterations.
Therefore we now carefully detune the ratios so that consecutive repetition 
cycles do not coincide.

There are also strategies for detuning and to avoid beating and flanging as 
well as certain magic numbers which fulfill this and additional criteria.

Once a satisfying couple or triplet has been found the ratios can be reused on 
additional early diffusion stages, scaled by a matching strategy like Schröders 
1/3^n scaling.

Comments?








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[music-dsp] Software Developer position at Relab Development

2017-04-21 Thread Martin Lind
Dear list,

 

Apologies for cross-postings

 

Relab Development is looking for a C++ developer with JUCE or similar 
frameworks experience to join an exciting company and we will consider full 
time and freelance applications. Experience building audio plugins with various 
frameworks desired and some DSP knowledge is preferable. You will be joining a 
passionate team of audio software developers with the intention of developing 
the next generation of audio plugins with the absolutely highest quality.

 

Location:

- Denmark or remote

 

Salary:

- Competitive and dependent upon experience

 

You:

You will participate in the evolution, development and support of our platform, 
creating new high quality plugins and if you’re looking for challenging and 
exciting engineering work, we would like to hear from you.

 

Skills & Experience:

- Experience developing audio software in a professional environment.

- Strong C/C++

- Familiarity with JUCE framework or equivalent and various audio plugin formats

- Strong analytical skills

- API and SDK design

- Experience on MacOS and Windows

- Portfolio showing previous audio software applications built is always a 
bonus.

 

Email: j...@relab.dk if you are interested.

 

Kind regards

Martin Lind

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