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Sound Particles AIR

Instruments, effects, DAWs -- any hardware or software we use to make music. Anyone can view, any member can contribute.
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woodrose
Posts: 45
Joined: Jun 27, 2017 5:39 am

Re: Sound Particles AIR

Post by woodrose »

I'm puzzled as to why they decided to demo this plugin with a bombastic music piece instead of sound effects.

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Hannes_F
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Joined: Nov 15, 2015 6:20 pm

Re: Sound Particles AIR

Post by Hannes_F »

Exactly in the right moment, thanks Anders!!!
Traveller in boundlessness, at home in the Now
http://www.strings-on-demand.com


Lawrence
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Joined: Aug 23, 2015 3:28 am
Location: New York City

Re: Sound Particles AIR

Post by Lawrence »

woodrose wrote: Jul 03, 2020 6:53 pm I'm puzzled as to why they decided to demo this plugin with a bombastic music piece instead of sound effects.
Me too. I was hoping for various other sound sources, including single orchestral Instruments, though that’s not what they’re aiming at.


Guy Rowland
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Re: Sound Particles AIR

Post by Guy Rowland »

woodrose wrote: Jul 03, 2020 6:53 pm I'm puzzled as to why they decided to demo this plugin with a bombastic music piece instead of sound effects.
Especially one with baked in ambience. Very odd decision, isn't it?

There's a some spot effects in the first demo at least, which makes it sound uncannily like - well, a low pass filter. Is it really just an LPF but with controls so marked that it's easy to dial in the technical right amount based on physical parameters?


Lawrence
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Location: New York City

Re: Sound Particles AIR

Post by Lawrence »

Anders-fair point. Personally, I think they could use better demos to intrigue people into trying it. The price is reasonable enough.


Guy Rowland
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Re: Sound Particles AIR

Post by Guy Rowland »

You are right Anders, and good news is the trial doesn't even need an iLok activation.

It is indeed an LPF. The temperature and humidity controls do change the shape of the curve though. Watching the shape of the curve change as you sweep through the temp in particular is fascinating. I honestly have no real clue to true to life it is, but I assume its based on solid maths. Worth pointing out though that its clearly based on long distances - a version where you could set the input as a voiceover mic, say, and then roll back the distance just over a few feet to eliminate proximity effect might have been a nice touch. Equally, obviously there's no convolution engine to account for any buildings, trees etc.

I might try it on a few more sources over the coming 30 days, but in my basic voice tests I honestly don't feel the need for it. I'll probably just carry on rolling off the top end to taste, playing with the curve til it sounds about right.

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