Why no delays in the library?

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SamC
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Why no delays in the library?

Post by SamC » Tue May 18, 2010 8:46 pm

just curiuos.

zaminx
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Re: Why no delays in the library?

Post by zaminx » Tue May 18, 2010 8:52 pm


SamC
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Re: Why no delays in the library?

Post by SamC » Mon Jun 07, 2010 8:22 pm

Thanks, I will check it out.

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david1103
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Re: Why no delays in the library?

Post by david1103 » Tue Jun 08, 2010 1:00 am

thats a reverb from a delay unit.

i would love to see a delay, but there are technical challenges to overcome for nebula i understand from posts on the old forum. someone made a feedback loop in reaper using a nebula tape to get a cool effect.

there is a volterra kernel based delay coming onto the market from another company soon i am lucky enough to be testing... but this is nebula forums ;)

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MOjO_FET
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Re: Why no delays in the library?

Post by MOjO_FET » Mon Jun 28, 2010 2:45 pm

Volterra kernel based product from another company?
Now, that's interesting news.

Regarding delays, you can create very cool delay effects with tape presets. Place the delay on an FX send and after it you put some nebula tape. Mix the FX send with the original signal and there you go.
A tip: The wolensak tone preset from CDSoundmasters free R2R presets is great for some trippy mojo.

Michael

cupraikso
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Re: Why no delays in the library?

Post by cupraikso » Mon Nov 08, 2010 5:33 am

david1103 wrote:there is a volterra kernel based delay coming onto the market from another company


Is this technology licensed from Acoustica Audio or did they develop it on their own?

Are we going to soon have competing volterra kernels plugins?

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giancarlo
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Re: Why no delays in the library?

Post by giancarlo » Mon Nov 08, 2010 7:01 am

like for convolution, there is no trademark on convolution but on "dynamic convolution". Here it is the same: a propretary technology based on volterra series, which are a common math approach.
There will be a lot of products based on our engine, but this is not the case.

We decided to not support delays because they could have impacted on performances of all other emulations (a lot of branches in the engine, making things slower). Anyway they are obviously possible for a single repetition. For more repetitions it would be even worse: I think an optimized plug-in based on them would be a better approach.

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