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August
2001: WaveWarp 2.0 reviewed in Recording Magazine
Check
out the August 2001 edition of Recording
Magazine for an in-depth review of WaveWarp 2.0. Here's
what they say:
SoundsLogical
WaveWarp
Create your own plug-in out of processing blocks
Review by
Bill Stunt (click
here for PDF version of published article)
Instead of
being a virtual recreation of a hardware device, SoundsLogical's
WaveWarp gives you the basic building blocks to construct the
audio
processing/analysis tool you desire. Somewhat like Cycling '74's
MSP, this
program does for audio processing what Symbolic Sound's Kyma and
the
recently released Tassman from Applied Acoustics Systems do for
synthesis;
it's the ultimate type of program for the do-it-yourselfers of
the DAW
world.
WaveWarp can
be used as a plug-in, and there are detailed instructions on
how to do that in most of the popular DirectX-compatible software
packages. But WaveWarp is quite happy-and indeed easier to make sense of
and use-as a stand-alone program. You can construct the effects and processors
you want in stand-alone mode, save them, and then access them as DirectX
plug-in
presets.
This is not
a simple program to master, but it's certainly rewarding to
use, both as an education tool and from a practical standpoint-meaning
that it sounds great and offers a palette that is unparalleled. Play with
WaveWarp for even a short period of time and you'll have a far
deeper understanding of how effects are created and how properly designed
algorithmic components sound.
How it
works
WaveWarp uses
a drawing board metaphor to construct effects from object-based software bits. There are hundred of objects to choose
from, including signal generators, panners, digital filters, pitch shifters,
distortion algorithms, delays, reverbs, and on and on.
The range
is complete, in fact there are parameters here that you've never
encountered in an effects plug-in. When was the last time you
saw an ASCII text file as a possible component for processing?
That very esoteric feature is actually rather cool, as we'll see.
Once you've
assembled the components necessary to construct what you desire
on the drawing board, you simply connect them with virtual patch
chords. Your audio (or ASCII?) file goes at the head of the chain, and
you and create an output to your sound card or to a destination WAV file.
In the middle go the various effect and control components.
After you've
placed a component on the drawing board, double clicking it opens
an editing dialog similar to what you'd expect from a typical
plug-in. The program has enough sense to restrict you from doing
things like dragging the stereo output from one component to the
mono input of another.
To help you
keep things organized on the drawing board, audio effects are
blue, inputs are green, and the various types of signal generators
are orange. Control components are red. Red-blue objects are control-to-audio
or audio-to-control converters.
The desktop
can get busy with open windows very quickly, so you get in the
habit of closing a box as soon as you're satisfied with the results.
Choices
That's the
easy part. The hard part, of course, is knowing which components to pick for that ultimate flanger. (As it turns out, the flanger's
not too hard.) But to make it easier, a large library of presets makes
some of the choices fairly straightforward.
The choices
become more interesting for a reverb, as you are presented with
a list of components that include choices like a "Moorer
Comb Bank with 6 parallel comb filters with built in low cut filter" or a
"reverb built from comb and allpass filters with FIR early reflections."
Now, I've
been working in the audio business for over 20 years and am
actually familiar with those terms. I couldn't begin to predict
what a reverb built from those components would sound like!
That's part
of the joy (and maybe the frustration) of a program like this.
My curiosity piqued, I dove right in and compared those two and
the rest of the basic blocks, emerging with a much clearer idea of how a reverb
preset is constructed.
The concepts
behind effect construction become clearer as you start to
delve into the dozens and dozens of sample drawing boards that
come with the program. You start to understand and hear what it takes to
make a great sounding reverb algorithm. Most of the best examples have multiple
building blocks.
It's a good
idea to start by mastering some of the basic effects-typical
time- and dynamics-based processors for instance. Then you move
on to some of the truly bizarre and wonderful sounds WaveWarp will help you
create. Just going through the sample drawing boards can be an enchanting
experience; the sheer complexity and weirdness of what comes from
your speakers is mind-blowing.
Each sample
drawing board includes a pop-up explanation of how the effect
was created-a terrific addition to the well written and organized
HTML manual. Time spent reading all the material will be well spent;
more than likely you'll feel prepared to create effects can lift your audio
projects to a new place.
Text
As for the
ASCII file? Here's an example of the pop-up dialog that
accompanies a drawing board example:
"Dancing
Money Vocoder illustrates the technique of spectral cross-synthesis
based on convolution of two signals. The signals can be of any
origin. In this case a sequence of financial data is convolved
with a dance track. The financial data (stored in the ASCII wave
table file finance txt.) corresponds to the percentage daily price
variation of oats(on the US commodities market) from March 1979
to November 1995. The
financial data is convolved with a dance track thus imposing the
underlying spectral characteristics of the dance music on the
price fluctuations."
In other words,
the ASCII file's data are interwoven with a drum loop! The resulting
track has an interesting modulating quality; it sounds like something
that would be right at home at your local dance club. Björk
could be singing the lead vocal on that track, or maybe even Madonna.
The pop-up
goes on a some length about how the various components interact
and what each does to achieve this marvelous bit of vocoder fun.
This could be a very intriguing way for those who've recently taken a hit
in the markets to express themselves musically... or simply some good
fun if you're feeling your oats. (Sorry.)
Dehors
The previous
example should give you an idea just how outside the box you
can get with WaveWarp. But it's perfectly capable of producing
mainstream effects as well-and equally capable of showing you how to manipulate
them in ways that will improve their quality by several notches. This
program could also be a Skil saw in the tool box of a sound designer.
Of course
you're not going to start constructing effects in the middle of
a hectic session, but this kind of new territory is part of what
working with a DAW should be all about: pushing sound in new directions.
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