Welcome to %s forums

BrainModular Users Forum

Login Register

Plug VSTi parts and buid your synth directly in Usine!

General Discussion about whatever fits..
Post Reply
User avatar
Vincent
Member
Posts: 317
Location: PACA
Contact:

Unread post by Vincent » 03 Aug 2008, 16:31

Unfortunately in french, but very exciting: http://nay-seven.com/detail.php?forumid=3&id=817&page=1
And screenshot: http://bserrano.free.fr/Usine-Modular.png
In some words: SynthEdit developpers are thinking to DLLs that are parts of synths. Just assemble them in Usine to build your own machine, and save a lot CPU.
What dou you think?
vincent michel
composer & novelist

stanlea
Member
Posts: 94
Location: Bordeaux
Contact:

Unread post by stanlea » 03 Aug 2008, 21:52

Nice idea. Not limited to Synthedit I think. But the first shots are promising.
You know my name (look up the number)

User avatar
Vincent
Member
Posts: 317
Location: PACA
Contact:

Unread post by Vincent » 03 Aug 2008, 23:14

stanlea wrote:Not limited to Synthedit I think.
I meant: plugins done specially for Usine! (since no else soft can do half the same). Hot stuff in SE-plugins buiders heads.
Bet that other builders will follow soon...
vincent michel
composer & novelist

martignasse
Site Admin
Posts: 611
Location: Lyon, FRANCE
Contact:

Unread post by martignasse » 03 Aug 2008, 23:54

yes,

a very, very good idea...

I think about something about optimization and cpu :

DLL versus usine module (i think about the SDK here), who is best optimised ?

anyway, a good start to this fabulous concept.


ps : if only we have a C++ SDK, i could put my hands on....but i know usine need to be stable enough (in coding interface terms) before.
Martin FLEURENT - Usine Developer - SDK maintainer

amiga909
Member
Posts: 324
Contact:

Unread post by amiga909 » 04 Aug 2008, 17:40

Vincent wrote:. Just assemble them in Usine to build your own machine, and save a lot CPU.
What dou you think?
cpu: every SE .dll has some cpu overhead. you have to load the SE engine for every plugin. make a simple delay with SE. compare plugin loading time, filesize and cpu meter with eg. mda delay (or any other basic delay).

-> rather try to build subpatches with usine modules to have synth basic parts.
or use a modular vsti like Zebra or Vaz. much more effective than using loads of SE plugs.

the good thing about your idea is that Usine has dedicated in+output pins for vst params, this really let's you go much further than with a host like energyXT.

still I dont think this opens new perspectives for vst dev's. to deliver basic modules like an oscillator/lfo/env is a matter for the host (usine).

of course: if you can progress in synth/fx patching using basic SE plugs in Usine, go for it :)

if you want a cpu effective solution, look for a single vst that can do the job.

bserrano
New member
Posts: 1
Contact:

Unread post by bserrano » 16 Aug 2008, 23:25

Performances are really correct! http://bserrano.free.fr/Modular.png

The same patch with HeliosII use about 30% more.

Cheers...

amiga909
Member
Posts: 324
Contact:

Unread post by amiga909 » 17 Aug 2008, 12:20

30% faster if you split one plugin in several smaller ones?
can you explain me how this should be possible? I doubt this test is representative.

I am really no vst expert but there has to be a tradeoff for SE's framework flexibility instead of a single purpose vst, and a tradeoff for multiple plugs instead of one?

bsork
Site Admin
Posts: 1334
Location: Asker, Norway
Contact:

Unread post by bsork » 21 Aug 2008, 08:45

amiga909 wrote:30% faster if you split one plugin in several smaller ones?
can you explain me how this should be possible? I doubt this test is representative.

I am really no vst expert but there has to be a tradeoff for SE's framework flexibility instead of a single purpose vst, and a tradeoff for multiple plugs instead of one?
I'm also no VST expert - in fact I've never developed any VST or VSTi at all - so this is just plain guesswork...:

I agree that there must be some overhead in running several DLLs instead of one, but as long as the patch has only a subset of the features found in the synth, I think it's likely that that might compensate for the multi-DLL overhead. I haven't got the faintest clue how bserrano constructed neither the HeliosII nor the Modular patch, but I can see that the patch only contains parts of the synth. Even if a part of a VST(i) isn't in use, the plugin has to have some bit of code running to check that.

I really like the idea of separate modules - it makes it possible to create unusual signal paths without investing time and/or money in buying and learning some extra modular synth.
Bjørn S

Post Reply

Who is online

Users browsing this forum: No registered users and 106 guests