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[新手求助] 自己看吧....

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13667
#586 16-4-6 12:53
本帖最后由 himhui 于 16-4-6 12:55 编辑

改良版....


  







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13667
#587 16-4-7 08:47
Murano 2 (Core8) ....新版面!

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13667
#588 16-4-8 09:19
本帖最后由 himhui 于 16-4-9 11:48 编辑

purple (M5)

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5826
#589 16-4-8 10:47
全面攻陷的架势啊!

13667
#590 16-4-9 11:44
本帖最后由 himhui 于 16-4-9 11:48 编辑

P1

P1 is more for bassguitar and bottomdrum, M5 more for vocals and guitars.

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13667
#591 16-5-2 18:25
本帖最后由 himhui 于 16-5-2 18:38 编辑

給有興趣了解一下的朋友看看.....

I don't want to move this topic to the geeky corner: simply they are two different approaches/categories.
infinite impulse response IIR

finite impulse reponse FIR

I'll be very quick and not accurate, but at least you have a rough idea.
Normally those approaches are mixed in DSP, for example the FIR approach is used sometimes in oversampling even in plug-ins based on IIR filters. At the end of the day the system impulse response is finite or infinite

For what I know we are the only company which is adopting a FIR approach to the whole modeling process. For example you can find FIR equalizers around, but not a FIR equalizer which is also modeling harmonic distortion using a FIR technique, and dynamically. Sometimes a FIR equalizer calculates the filter at run-time, while our one is based always on sampling
Acustica is a strong believer of the FIR approach (a bit like the tube vs solid state fight).

Our approach is close to a sampler vs an analog modeled virtual instrument. I'm just trying to simplify the concept to something you already know. As you know, a sampler requires to load huge amounts of things in memory, which is not good and not very simple to do. The closest thing to our engine is a rendering engine, the one you could find in 3d videogames or virtual reality (like oculus-rift). So our tech is based on different engine releases: a bit like "id tech 3" vs "id tech 5" used in quake or doom3 videogames.
This could not be so obvious at first sight, but we use similar data structures (we have large trees to calculate in realtime, exactly like it happens in doom video game for handling the partition of the space). Same things, same solutions (while an audio sampler just can stream things from the hard drive or it caches them and it just plays the sample you want).


839
#592 16-5-3 04:18
多谢楼主和大家的介绍和讨论!
这楼我先收藏,慢慢了解AA的各个插件……

1267
#593 16-5-7 07:07
本帖最后由 世内仙 于 16-5-7 07:14 编辑

         SCARLET 3 这次升级 真的非常非常优秀!!! 这他妈的就是硬件本身!!!

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1267
#594 16-5-7 07:08
期待Murano 2 的升级到来!!!

13667
#595 16-5-7 23:11
世内仙 发表于 16-5-7 07:08
期待Murano 2 的升级到来!!!

據說下周有機會.....先聽著吧, 否則會睡不著
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1267
#596 16-5-8 00:01
himhui 发表于 16-5-7 23:11
據說下周有機會.....先聽著吧, 否則會睡不著

下周就会来?这么快??? 看来下一周都要失眠了...

116
#597 16-5-9 19:42
谢谢楼主分享,看到官网已经7个免费效果器了,提示我说下载有问题换个浏览器试试,我去重新装个浏览器~有些时候苹果就是麻烦~

1267
#598 16-5-9 21:07

润色利器


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116
#599 16-5-10 19:50

studio one我装了redEQ,显示授权无效,studio one直接强退,logic也不行。。。我去找找原因

13667
#600 16-5-10 20:41
sdzqbzx 发表于 16-5-10 19:50
studio one我装了redEQ,显示授权无效,studio one直接强退,logic也不行。。。我去找找原因

要先登記的, 看這裡

http://www.audiobar.net/forum.ph ... age%3D1&page=27
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