I was interviewed by Good Recording Stuff, a new blog based out of NYC. You can read it at
http://goodrecordingstuff.blogspot.com/2011/04/sean-of-valhalla-dsp-interview.html
I was interviewed by Good Recording Stuff, a new blog based out of NYC. You can read it at
http://goodrecordingstuff.blogspot.com/2011/04/sean-of-valhalla-dsp-interview.html
I wrote a paper with my old coworker and friend Joseph Anderson on reverb architectures for Ambisonics. You can download the paper here.
It was a lot of fun writing a paper with Dr. Anderson, who is also a master of writing compositions that use Ambisonics to nice effect. Joe (ok, I call him Joe) manages to make Ambisonics work beautifully. One of his compositions uses a salad bowl spinning around a SoundField microphone, which is a very expensive way of getting a simple effect, but the results are stunning when heard in an Ambisonics environment.
One of my reverb diagrams got mangled when the paper was converted to PDF, so here it is in higher definition (click on the image to see it in more detail):
I just posted some updates to ValhallaFreqEcho, my free frequency shifter + analog echo plugin. You can download the plugin here. The new stuff:
I’ll be posting some usage tips soon. I have spent a lot of time setting up runaway oscillations with the plugin, using no input (it self-oscillates like the old analog echos). Some very trance-y sounds can be coaxed out of this thing – not the dance music type of trance, but the “staring into space and drooling for awhile” type of trance.
The use of modulation in digital reverbs dates back to the first commercial digital reverberators. The EMT250 used an enormous amount of modulation, to the point where it sounded like a chorus unit. Lexicon’s 224 reverberator incorporated what they called “chorus” into the algorithms, working along principles not dissimilar to the string ensembles in use at the time. The Ursa Major Space Station was based around an unstable feedback arrangement, that relied upon randomization to achieve longer decay times without self-oscillating.
Recently, Barry Blesser has written about randomization in his book, “Spaces Speak: Are You Listening?” Blesser argues that thermal variations in most real-world acoustic spaces results in small variations of the speed of sound within those spaces. Multiply this by several orders of reflections, and the result is an acoustic space that is naturally time varying. Blesser goes on to argue that random time variation in algorithmic reverbs emulates the realities of an acoustic space more accurately than time-invariant convolution reverbs.
Blesser makes a convincing argument, but I am not convinced that the heavy amounts of delay modulation used in the older reverbs makes for a more “realistic” space. The randomization in the older algorithms does a nice job in masking the periodic artifacts that can be found when using a small amount of delay memory. However, the depth of modulation used in the old units goes far beyond what can be heard in any “real world” acoustic space. The thermal currents in a symphony hall will result in a slight spread of frequencies as the sound decays, but will not create the extreme chorusing and detuning found in the EMT250, or in the Lexicon algorithms with high levels of Chorus.
Having said that, I would argue that the strengths of algorithmic reverbs is not in emulating “real” acoustic spaces, but in creating new acoustic spaces that never existed before. Blesser recently said that the marketing angle of the EMT250 was to reproduce the sound of a concert hall, but later describes the EMT250 in terms of a “pure effect world.” The early digital reverbs, in the hands of sonic innovators such as Brian Eno and Daniel Lanois, were quickly put towards the goal of generating an unreal ambience, where sounds hang in space, slowly evolving and modulating. Listen to Brian Eno’s work with Harold Budd, on “The Plateaux of Mirror,” to hear the long ambiences and heavy chorusing of the EMT250 in action. A later generation of ambient artists made heavy use of the modulated reverb algorithms in such boxes as the Alesis Quadraverb to create sheets of sound, that bear little resemblance to any acoustic space found on earth.
Creating these washy, chorused, “spacey” reverbs has been a pursuit of mine since 1999. My early Csound work explored relatively simple feedback delay networks, with randomly modulated delay lengths, in order to achieve huge reverb decays that turn any input signal into “spectral plasma” (a term lifted from Christopher Moore, the Ursa Major reverb designer). With my more recent work, I have tried to strike a balance between realistic reverberation, and the unrealistic sounds of the early digital units. The plate algorithms in Eos are an attempt to emulate the natural exponential decay of a metal plate, but were also inspired by my understanding of the EMT250. The Superhall algorithm in Eos was not attempting to emulate any “natural” space, but rather the classic early digital hall algorithms, with heavy randomization, nonlinear build of the initial reverberation decay, and the possibility of obtaining near infinite decays. The “real” world continues to be a source of inspriation for my algorithms, but I find myself more attracted to the unreal side.
Eos has been out for a month and a half now, and the reception seems pretty positive. I thought I would share some tricks that came up during the development of the algorithms, as well as some more recent ideas.
If you have any Eos tricks that you would like to share, feel free to post them in the comments.
After 10+ years in this business, my first commercial plugin work has been released. Eos is an algorithmic reverb, available in VST and AU format for OS X and PC.
I developed the three reverb algorithms used in this product, under contract to the good folks at Audio Damage. The AD guys spec’d out the algorithms, and designed the GUI and all the interface code, while I contributed the DSP.
Go take a listen. Today is a good day.