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daretokuguitar.bsky.social

⚡️#DTM無料⚡️ 期間限定! Brandenburg Piano by IK Multimedia tinyurl.com/mu4c3wde#DTM 最新DTMセール情報は → 誰得ギター(@daretokuguitar)を見てね

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AAarzdigdig.bsky.social

来月気が変わらなかったら #sonicLAB#VOLBotwww.sonic-lab.com/volbot/

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RSreillypascal.bsky.social

I got some code updates done for my reverb plugin! I'd been wanting to simplify and clean up the code for a while. github.com/reillypascal...#CPlusPlus#Programming#Developer#Coding#JUCE#VST#VST3#AU#AudioPlugin#Reverb#DSP

C++ code in Xcode:

struct ProcessorFactory
{
    std::unique_ptr<ReverbProcessorBase> create(int type)
    {
        auto iter = processorMapping.find(type);
        if (iter != processorMapping.end())
            return iter->second();
        
        return nullptr;
    }
    
    std::map<int,
             std::function<std::unique_ptr<ReverbProcessorBase>()>> processorMapping
    {
        { 0, []() { return std::make_unique<DattorroPlate>(); } },
        { 1, []() { return std::make_unique<LargeConcertHallB>(); } },
        { 2, []() { return std::make_unique<GardnerSmallRoom>(); } },
        { 3, []() { return std::make_unique<GardnerMediumRoom>(); } },
        { 4, []() { return std::make_unique<GardnerLargeRoom>(); } },
        { 5, []() { return std::make_unique<Freeverb>(); } }
    };
};
C++ code in Xcode:

struct ReverbProcessorParameters
{
    ReverbProcessorParameters() {}
    
    ReverbProcessorParameters& operator=(const ReverbProcessorParameters& params)
    {
        if (this != &params)
        {
            damping = params.damping;
            decayTime = params.decayTime;
            diffusion = params.diffusion;
            modDepth = params.modDepth;
            modRate = params.modRate;
            roomSize = params.roomSize;
        }
        return *this;
    }
    
    bool operator==(const ReverbProcessorParameters& params)
    {
        if (params.damping == damping &&
            params.decayTime == decayTime &&
            params.diffusion == diffusion &&
            params.modDepth == modDepth &&
            params.modRate == modRate &&
            params.roomSize == roomSize)
            return true;
        
        return false;
    }
    
    float damping { 20000.0f };
    float decayTime { 0.35f };
    float diffusion { 0.75f };
    float m
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I'm still updating the GUI and adding a few more features, but I'll make an updated release for the plugin soon! I'm also planning to make a blog post that goes into more detail about the updates I'm doing. #CPlusPlus#Programming#Developer#Coding#JUCE#VST#VST3#AU#AudioPlugin#Reverb#DSP

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PMprashantmishra.bsky.social

Interesting to see that Coke is exploring the human connection with sounds and how this can help in brand association. They now have an audio plugin that works in the DAW? www.coca-cola.com/us/en/offeri...#cokesoundz#audioplugin#marketing#sonicbranding#sonicidentity#audiobranding

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