Max | Designing your own Reverb (with gen~) [Full Lesson]

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  • Опубликовано: 17 авг 2019
  • visit www.tune4media.com
    link to CCRMA ccrma.stanford.edu/~jos/pasp/...
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Комментарии • 42

  • @DevashishGuptaOfficial
    @DevashishGuptaOfficial 3 года назад +18

    There's an interesting property to those delay sample numbers, they're coprime to each other, which minimizes the noticeable repetitions of the feedback

  • @sxsxk
    @sxsxk 4 года назад +2

    thanks! You're expert enough to explain your learnings and share. that's a pretty good inspiration.

  • @jamiepond
    @jamiepond 3 года назад +2

    Applying subtle chorus to each fbcf will help make it smoother and smoothen out those resonances.

  • @GoGoGoRunRunRun
    @GoGoGoRunRunRun 9 месяцев назад

    Hey, thanks alot for the video! I usually do sequencers, modulation and stuff like that, but wanted to mess a bit with dsp fx. I actually think the reverb sounds quite nice, pretty smooth reflections. Not harsh or springy. Pretty cool, thx.

  • @oracledsp
    @oracledsp 4 года назад +10

    Thanks! I feel like there isn't enough gen/jitter related stuff on RUclips when compared to the wonderful amount of max/msp/m4l tutorials.

    • @Tune4media
      @Tune4media  4 года назад +2

      I agree

    • @flutur8i8
      @flutur8i8 3 года назад

      for Jitter check Federico Foderaro Amazing Max Stuff

  • @GamerExtremeITA
    @GamerExtremeITA 4 года назад +1

    Love you so much

  • @DJChappie001
    @DJChappie001 3 года назад +3

    Please do more Max tutorials!

  • @ol.gp.4031
    @ol.gp.4031 4 года назад

    Good job 👏👏

  • @NedRush
    @NedRush 3 года назад +2

    cool vid

  • @flaminggarlic
    @flaminggarlic 4 года назад +10

    Great work, I've just started learning this myself and this helped me wrap my head around it quite a bit. One thing that I noticed you did that was cool was using a coefficient to scale the numbers on the filters. It is worth noting that the numbers chosen for those values are mutually prime (or something like that) meaning they aren't divisible by the same numbers. What this does (to my limited knowledge), is ensure that your reflections aren't doing a bunch of lining up at regular intervals. I think this keeps the phase smear smooth but I am far from an expert.

    • @normanfreund
      @normanfreund Год назад

      The same is done for struts in duct fans, so the blades do not pass over the struts in sync to build up vibrations.

  • @osbjune204
    @osbjune204 3 года назад

    good video thanks dude

  • @FuLaShu
    @FuLaShu 4 года назад

    Very good demystification. Thanks!

  • @skyscape2087
    @skyscape2087 2 года назад

    Thanks! :)

  • @henriquematias1986
    @henriquematias1986 4 года назад +5

    great stuff, thanks for sharing!
    would be nice to see a similar video with "comb filter", "stereo phaser", "pitch shifter" and some other similar effects!
    for the reverb, you could potentially have 2 1-pole filters ( lp and hp ) before the reverb patch and/or perhaps in between the feedback loops?

    • @Tune4media
      @Tune4media  4 года назад +1

      henrique matias thank you. More will come.
      I think it’s a good idea to encase the reverb in a bendpass filter. I’d personally try at the end of the affected signal chain. To make the signal coming into the effect chain as pure as can be.

    • @henriquematias1986
      @henriquematias1986 4 года назад

      @@Tune4media perhaps band-reject filters would also be awesome, specially if they're modulating!!
      are you planning to do more of these with other effects? it would be great to see this as a series!!
      thank you

    • @Tune4media
      @Tune4media  4 года назад

      henrique matias that’s cool, I should try this! Thank you.
      I am planning of doing more videos like this.

  • @TerekkiTerekki
    @TerekkiTerekki 10 месяцев назад

    V good ty

  • @ArctaProductions
    @ArctaProductions 4 года назад +5

    Theres some phase cancellation on your final reverb. It's impossible to hear it on a mono phone speaker

    • @Tune4media
      @Tune4media  4 года назад +1

      You're right, in my downloadable m4l version I've actually fixed this

  • @shimster13
    @shimster13 2 года назад

    Thanks for this! With your help I was able to develop a custom reverb in the Unity game engine. By the way, I'm trying to find this app called Gen~ but I haven't had any luck. Can you point me in the right direction? Thanks!

    • @Tune4media
      @Tune4media  2 года назад

      awesome :)
      inside Max, you have an object called gen~,
      once you load up gen~ (just like any other Max objects) you can double click this object and it will open up the gen~ environmrnt

  • @robertsyrett1992
    @robertsyrett1992 4 года назад +1

    Just curious, did you watch the AFnoding video on Reverb? It came out like a week after this and has a slightly different design. Always fun to compare notes. Cheers!

    • @Tune4media
      @Tune4media  4 года назад +2

      Robert Syrett I did not, thanks for introducing me to this channel, seems cool!

    • @robertsyrett1992
      @robertsyrett1992 4 года назад +1

      @@Tune4media node patchers of RUclips unite!

  • @LawlDenStore
    @LawlDenStore 4 года назад

    Just went out for a walk. My feet are already fucking drenched!

  • @michaelhawthorne5516
    @michaelhawthorne5516 3 года назад +5

    you totally yoinked my vid but you did a good job

  • @andso
    @andso 3 года назад +2

    Maybe I do not fully understand, but it looks like your implementation of the allpass filter is not correct. You're feeding signal with gain b0 back to the delay, but from the diagram delay line should be fed back to itself via the -Am coefficient (+ the input signal), and this sum is then going through the b0 and summed with the output of the delay line.

    • @vojkofau
      @vojkofau 3 года назад

      I noticed that too, it doesn't make sense to me

    • @vojkofau
      @vojkofau 3 года назад

      also I believe that the "a" factor is not supposed to be just -1 but that it is the 0.7 value (inverted to -0.7) in the other block diagram

    • @andso
      @andso 3 года назад +1

      @@vojkofau those gains are more related to the desired configuration. Also, if I remember correctly delay line sizes are optimized for 25kHz sample rate, so it should be recalculated for the desired rate in Max according to the formulas in paper.

    • @enricodamiani6416
      @enricodamiani6416 2 года назад +1

      Yes, the correct implementation should be summing x(n) with -aM, and then feed the sum into the delay input and sum the delay output with b0 to get y(n). The point is that if you do this with the aM = 1, since aM > b0 you will get a positive feedback loop that will blow everything up. You have to set aM = 0.7 (so basically set aM = b0) to make it work as an allpass filter.

  • @pneumador7492
    @pneumador7492 3 года назад

    Sorry, absolute beginner, but how did you do the stereo gain object for the wet signal?

    • @Tune4media
      @Tune4media  3 года назад +1

      This object is called 'mc.gain~' it's part of the 'MC' feature that was newly added to Max 8... in this scenario, it's basically a single setero gain slider (instead of opening two mono sliders)

    • @pneumador7492
      @pneumador7492 3 года назад

      @@Tune4media thanks a lot

  • @weirdconstructor2810
    @weirdconstructor2810 3 года назад

    Really nice tutorial, but I actually did not hear any difference in the result at minute 18.

  • @MsZero333
    @MsZero333 4 года назад +1

    Can someone explain what 'gen~' actually is? Kinda new to this

    • @Tune4media
      @Tune4media  4 года назад +10

      Sergio Salinas gen~ is an object that opens up an entirely different and powerful protocol than MSP. Inside the object, patching may seem similar to Max/MSP, but it’s in fact a different language (somewhat “closer to the machine”). The gen~ process is written(or patched) in the gen language and can be actually exported as C++! While MSP is processing audio in “vectors”, gen~ is continuously processing single samples in 64bit floating number, which makes it very powerful for creating detailed and accurate signal processing.

  • @subeg
    @subeg 4 года назад

    😤