Bounces ran VST3 plugins with processMode kRealtime and never set
clap.render, so plugins that work differently offline never could.
Offline renders now create their plugins with Plugin::set_offline(true):
VST3 plugins get kOffline in setupProcessing and in every process call,
and CLAP plugins with clap.render are set to CLAP_RENDER_OFFLINE.
Playback stays realtime.
Fixes#1289.
Found while testing crates/dsp/src/offline.rs:125-134 (remove_dc)
Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
True peak, the Maximizer window minimum, flush and GainRamp are compared
bit for bit with their previous implementations computed in the test, so
the checks hold whatever the platform libm.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Profiling a demo-session bounce showed the time going to per-sample work that
can be done more cheaply while producing bit-identical results:
- mix: the fader ramp converted dB to gain (two powf) for every sample of every
strip and of the master; GainRamp converts once per block.
- mix: apply_matrix_span has slice fast paths for one and two taps per output,
summing in the same order as the general loop.
- mix/dsp: strip meters and the bounce peak use an 8-lane max (channel_peak);
max is order-independent, so the result is unchanged.
- dsp: LoudnessMeter true peak keeps its history in a doubled ring instead of
shifting it every sample and runs the four phases side by side, each phase
still summing its taps in the original order.
- dsp: Maximizer finds the window minimum with a monotonic queue instead of
scanning the whole lookahead window every sample.
- dsp: flush() tests both bounds without short-circuiting; audio-io quantize
rounds half away from zero without the libm call (exact on its clamped range).
Demo bounce (24-bit dithered WAV, 55.9 s, 3 bounces per run, interleaved,
15 runs each, Ryzen 16 threads, shared machine): median 3.677 s -> 2.955 s
(-19.6 %), min 3.116 s -> 2.394 s (-23.2 %). Output WAV byte-identical, reported
LUFS/true peak/peak identical. New tests pin meter, maximizer, plate reverb and
demo bounce output against values taken from the previous implementation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Auto Pan: balance the left and right channels at constant power instead of panning their mono sum
* Strip Silence rectangles: on the web, rescan when a slider drag ends instead of on every frame of it
* Paste: keep the clipboard's remapped Auto Rename keys only when the paste succeeds
* Subharmonic: test that Q 5 filters after the saturator keep the output finite
* AudioSuite window: drop the constant-speed varispeed controls no menu item opens
* docs: gaps: Clip Looping has no loop crossfade and caps Number of Loops at 512
Slow Down reads up to the end of the input as it stops, and Speed Up starts
reading from its first sample. The interpolation dropped the taps past
either end, so with Fades Off a Slow Down faded to silence at the stop and
a Speed Up started about 1.5% low. Those taps now read the first or last
sample; a channel shorter than the others stays silent past its end.
The built-in plugins had no subharmonic synthesizer. Subharmonic
(`subharmonic`, Harmonic category, also offline as AudioSuite) adds the
octave below a lower and an upper band of the input. The Range picks the
two band frequencies (120-180, 80-120, 60-90 or 40-60 Hz). Each band
band-passes the input at its frequency and multiplies it by a flip-flop
that changes sign on every rising zero crossing, which moves the band an
octave down at a level that follows the band. A direct band adds the
input's own bass.
Each band has a gain from -120 to +24 dB and a solo; a solo also mutes
the dry signal. Drive raises the summed bands into one of six saturation
characters, and HP and LP filters (5 to 1000 Hz, Q 0.1 to 5) shape the
result. Below 50 % Mix the dry signal stays at full level, above 50 % the
wet signal does, and Wet Solo mutes the dry signal. Input and Output run
from -18 to +18 dB.
The Total row in docs/plugin-parity.md now counts 25 processors and 3
instruments, the entries in the built-in registry, and its Instruments
row lists `sampler` and no longer lists the Sampler as missing.
AudioSuite > Pitch Shift > Vari-Fi resampled the clip at a constant
speed. It now ramps the speed between normal and a complete stop, so
the pitch falls or rises with it. Slow Down and Speed Up set the
direction. Fit To keeps the clip's length and plays two thirds of it;
Extend plays all of it and makes the clip 150 % long. Fades On fades
the audio out with the slowdown or in with the speedup.
The ramp is offline::vari_fi, run by audiosuite.process as vari_fi
with change, selection and fades params. The constant-speed varispeed
process stays available to commands.
Auto Pan (`auto_pan`) pans the mono sum of a stereo track between the
left and right channels with constant-power gains. The position is
Manual scaled by (1 - Width) plus the modulator scaled by Width, and
Path sets the direction. The modulator is an LFO with seven waveforms,
or an envelope follower that moves the signal from the start of the
path at the threshold to the end at full scale.
The LFO rate is set in BPM, or follows the session tempo with Link to
Tempo, and Duration (a 16th note to 4 bars) sets the length of one
cycle at that rate. The LFO runs free, runs once, restarts at every
Duration on the transport (Beat Clock; bar Durations count from the
bar line), or runs one cycle each time the level rises through the
threshold or the Manual Trigger switch changes. After an envelope
trigger, the next one waits until the level has stayed below the
threshold for the Release time. Output sets the level from -24 dB to
+12 dB. On a mono track the insert has one channel, and only Output
applies.
The plugin parity doc, ROADMAP and the README plugin list name it, and
the parity doc's built-in count now reads 25 processors + 3
instruments.
The built-in plugins had no ring modulator, and AudioSuite > Modulation >
Sci-Fi ran the Flanger instead. Ring Modulator (`ring_mod`, Modulation
category, also offline as AudioSuite) has four effects: Ring multiplies the
input by a sine carrier, Frequency Mod reads the input through a delay the
carrier swings by 1 ms, and Resonator + and Resonator - feed the output back
after one period of the frequency with a positive or a negative sign. At full
depth an LFO or sample and hold moves the frequency by up to two octaves
either way, and an envelope follower raises it by up to two octaves.
AudioSuite > Modulation > Sci-Fi now opens it.
The Total row in docs/plugin-parity.md now counts 25 processors and 3
instruments, the entries in the built-in registry.
Precompute the windowed-sinc weights once per phase of the reduced from/to ratio; each output is one dot product. Same weights, order and edges as the per-tap kernel; large ratios fall back to it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The ping-pong loop reflected a voice at the loop's end once and clamped it to the
edge, so a step wider than the loop (a narrow loop with high transposition or
sample-rate conversion) dropped the rest of the travel and made the pitch and loop
phase wrong. The distance past the edge is now folded into the loop: an even number
of crossings keeps the direction, an odd number turns it round. Steps narrower than
the loop move exactly as before.
detect_transients (Tab to Transient, Separate at Transients, Beat Detective)
missed most onsets that weren't the loudest around, and put notes that start
over a ringing note 25-35 ms early, in the previous note's tail. Its
threshold was a share of the loudest flux in the analysed audio, so quiet
hits vanished next to loud ones and the result changed with where the
analysis started. It placed each onset on the first sample reaching a
quarter of the frame's peak, which a ringing note already does.
- Vibrato-suppressed spectral flux: 21 ms windows 5.3 ms apart, log
magnitudes on 24 bands per octave from 30 Hz to 20 kHz, each band compared
with the loudest of its neighbours in the frame before, so vibrato and
chorus don't count. Channels are analysed as the sum of their energies,
so stereo content that cancels in mono still counts.
- A peak must be the highest within 30 ms and exceed the mean flux from
100 ms before to 70 ms after by a fixed amount (2.5 at sensitivity 0.5),
so quiet hits count and the result doesn't depend on where the audio
starts.
- A fast release smears energy between a note's partials, which looks like
a rise. A detection also needs a 3 dB step in its high-passed energy, or
total energy that grows in its frame or the next.
- Each onset goes to the step edge of the high-passed energy (the sample
where the next 3 ms gain most over the 6 ms before), then back to where
the energy crosses the midpoint between the two: 0.3-0.5 ms before
percussive attacks.
On 29 synthetic cases with known onsets (drums with ghost notes; drum-synth
grooves dry and through reverb, compression and limiting; 180 bpm; flams and
claps; legato piano; plucked bass and guitar; strums; 808 kicks; hand drums;
synth bass, leads, pads and staccato notes; string swells; a vibrato pad;
quiet hits over noise and hum; stereo pairs; formant syllables), the
F-measure went from 0.658 to 0.977. It found 1398 onsets instead of 870,
with 5 false ones instead of 315; all 5 are vowels starting after a
consonant. Still missed: hats under a crash, ghost notes under a louder
hit's tail, and slow string swells.
The old offline_meters test bursts stopped dead at -37 dB, an audible click
that now counts as a transient; they ring out instead.
A bounce rendered the whole mix (or bus) into memory and then encoded a
second copy, and the render silently stopped at 2^29 samples: about 93
minutes of stereo at 48 kHz, 31 of 5.1, 15 of 7.1.4. Longer bounces came
out cut short while file.bounce_mix still reported the requested length.
- audio-io: FileEncoder writes WAV/BWF (RF64 above 4 GiB), AIFF and FLAC
block by block into any Write + Seek, byte for byte what encode writes
for the whole buffer. check_room fails up front when an AIFF (4 GiB) or
a FLAC (2^36 frames) can't hold the bounce. AIFF and FLAC encode run on
the same writers; their output is unchanged.
- mix: RangeRender renders the main mix or one bus over a range of any
length, a block at a time; render_range and render_bus (in memory,
still capped) are built on it.
- engine: io::Bounce streams the main mix or a bus, or its stereo
fold-down, into "<name>.part" next to the target, syncs it and renames
it into place, so a failed bounce leaves no partial file and keeps the
old one. In the browser it encodes into memory (failing instead of
aborting when memory runs out) and delivers the file as before.
Normalize renders twice (peak, then the scaled write); levels are
measured as blocks are written. Stems stream the same way and share the
4-hour limit.
A 100-minute bounce of the demo session now writes all 288,000,000
frames with 83 MB peak memory.
The shelf corner (~1682 Hz) sits at or above Nyquist for rates under
~3.4 kHz. The bilinear prewarp tan() then wraps negative (unstable
poles, +750 LUFS readings, -144 integrated) or aliases. Hold the
design frequency below Nyquist (0.49 * sr, as Coeffs::design does).
Coefficients at 8 kHz and above are unchanged.
Fixes#240
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Strip Silence rendered the whole selection at once, and a render stops
at 2^29 samples over all channels: 93 minutes of stereo at 48 kHz, 46
at 96 kHz. Everything past that read as silence, so the clips there
were deleted. A 105-minute selection on a stereo track lost its clip at
100 minutes.
It now renders at most 2^24 samples at a time, only where unmuted audio
clips play, into a streaming version of the silence detector
(`SilenceScan`, which `non_silent_ranges` now runs on). A window takes
at most 64 MB instead of up to 2 GiB, and more than a day of clips is
refused rather than scanned for minutes. `render_clips` now skips clips
outside its range before looking up their clip effects, so a track of
5,000 clips strips as fast as before. Results are unchanged on the demo
sessions and on 10 minutes of tone bursts that cross window edges.
Fixes#220: Render in the Signal Generator window did nothing on a time
selection over an empty part of a track. AudioSuite only processed the
clips under the selection, so with none it stopped with "select audio
clips first", and that went to the status line only.
- A generator (soundcraft_dsp::is_generator, today only the Signal
Generator) ignores its input, so it no longer needs clips. With a
time selection it renders a new clip over exactly the selection on
each selected audio track, over whatever was there, as Pro Tools'
Signal Generator does. Before, it replaced whole clips under the
selection and left the empty parts empty.
- Other tracks in the selection are skipped. With no audio track in
it, or no time selection and no clips, it reports why.
- Explicit `clips` still process those clips. Effects behave as before.
- The AudioSuite window's hint says what Render will do for a
generator.
Saving, bouncing and the two-minute autosave read every third-party
plugin's state through the audio callback: a command made the callback
call each plugin's save_state between two blocks and reply, while the
UI waited for up to 2 s. So:
- CLAP's clap.state and VST3's getState ran on the audio thread,
although both formats want them on the main thread.
- The callback allocated and waited on the plugins; a plugin with a
large state (a sampler) could make the audio drop out on every save
and autosave.
- Without a running callback (a stalled or lost device), every save
waited 2 s and then kept stale plugin states.
Each instance now hands Side::prepare a state reader before it leaves
for the audio thread, the way it hands over its editor handle. CLAP's
GuiLink and VST3's EditorLink (which now holds the component as well)
read the state under their lock; Audio Units get a StateLink that does
the same. Each instance cuts its link off before it is destroyed, so a
reader never calls into a dead plugin. Player::capture_states reads
them on the calling (UI) thread, and the CaptureStates command is gone.
Each host's tests read the state while another thread processes the
instance, and get nothing once it is dropped. Playback reads states
with no audio thread at all.