Short: Reverb. 16-bit,MUI,68k/PPC, non-realtime Author: Daniel Westerberg (deniil@algonet.se) Uploader: Daniel Westerberg (deniil algonet se) Type: mus/misc Version: 1.32 Architecture: m68k-amigaos; ppc-warpup; ppc-powerup This program is an experiment to create really phat reverb effects on audio samples. It can (only) process 16-bit AIFF mono or stereo or 16-bit RAW stereo samples (at the moment). It has a ton of different settings you can mess with to get the best you of it for each song, or whatever you want to put reverb on! Classical or choir that is recorded in studio or some other room with bad accoustics benefit most from this program. But also modules like ProTracker mods can sound quite nice :) ----- The main program is compiled for 68000 CPU. The engines are available for: 68020 without FPU 68040 with FPU PPC - PowerUP (seems to not work properly) PPC - WarpOS PPC - MorphOS (no available yet) If you have a PPC I suggest you use it! I did some testings on my 68LC040/25MHz vs. 603e/160MHz. The PPC was about 35 times faster than the LC040 with fpu-emulation! Still the PPC could barely do real-time speed with about 30 echoes. Theory: ~~~~~~~ The program is based on the theory that in a cathedral (or church or any big (non-square) room) a sound that is emitted somewhere will be reflected by the walls, carrying pillars and other stone monuments usually found in these kinds of buildings, with different delay for each echo. These different delay times for each echo would seem close to random if listed in a table, but they are not in a real building, ofcourse. Also the volume of the different echos are different depending on how far away each wall is and how soft it is. My program then creates a list of echoes with different delay times which are randomly generated within the limits you specify. Each echo also has a randomly generated volume, also within your specified limits. This is then applied onto a sample and the result can be quite remarkable! Try the default settings, they should give a nice first impression :-) This program generates reverb by using brute force. New & Changes: ~~~~~~~~~~~~~~ * NEW * Recompiled the WOS engine with GCC and squeezed the living shit out of the optimizer and managed to produce about 15% faster code :-) I used VBCC before but my code was to optimized already so turning on the speed-optimizer in VBCC actually only made it slower, but GCC is better ;-) * FIX * There were inconsistency in the version numbers is v1.32. The window title reported v1.31. This has been fixed and all places should read v1.33 now. * FIX * Cathedral always save the settings when quitting. This is not the case anymore. * FIX * The echo settings was always read from the echolist file even if this feature was turned off. v1.31 ~~~~~ * If a file seems to be raw it is assumed to be stereo now instead of mono as most 16-bit raw files, like CDDA are stereo. * Added a gauge in the Status-field to show progress more clearly. * Changed the default settings a bit. * Added hotkeys for most menu-operations. * Removed most Seek()-operations which might make it easier to use PIPE: as input. * NOTE * There were no changes in the engines compared to v1.3. v1.3 ~~~~ * Added a lowpass filter. This will make the reverb more true. v1.2 ~~~~ * Added a start and end percentage volume for the echolist generator so that it will be possible to make f.ex. the echoes that is most far away to have a lower volume in avarage. * Added a window in which you can see the echolist and all the echo peaks graphically. See the Echolist menu. * Now it is possible to design your own echolist manually as a textfile. This is nice if you want to simulate something specific and not a random building or something. You can also export an echolist as text so that you can look at it in detail and change it to perfection if you want. v1.1 ~~~~ * This was the first public release! -- Other programs by Deniil 715! can be found on OnyxSoft homepage at: http://www.onyxsoft.nu/ Feel free to mail me if you found bugs or have suggestions!