because steinberg is an incredibly nice company, i can't actually distribute vst2 plugin binaries without a license, which they don't give out anymore :)
so you're gonna have to build the plugins yourself, but don't worry cause it's relatively easy! (i think)
no idea what you have to do for other platforms, refer to the `vst-rs` [docs](https://github.com/rustaudio/vst-rs). i think you can just build with `cargo b --package package_name --release` and take the `.so` or `.dll`, but don't quote me on that
there's a bit of an explanation of each of the plugins below, but it's not a thorough documentation or a manual, it's just a bunch of notes i've written and a short description of the parameters
simple gain plugin, used as a template for starting new projects
### noted
midi retriggerer
parameters:
-`tempo`: how often to retrigger a note
it listens for incoming midi, and while a note is on, it triggers it every `tempo` beats. if `tempo` is one, it will trigger once per beat
it's useful when you want to play a note super fast (over 1/64 tempo) but don't want to have a section full of tiny midi notes. just add the plugin, set the tempo to how often you want it to play, and add a midi note that lasts however long you want the notes to play for
### sosten
sustains a sound by replaying a grain of sound on loop
parameters:
-`enable`: will enable the sustain if it's over 0.5
-`length`: length of the grain in samples. maximum is 48000 cause i said so
-`manual/pitch detection`: whether to use the manually set length (if under 0.5) or use the detected pitch (over 0.5)
-`dissipation`: amount of dissipation of the input
to use this plugin, add an automation for `enable` and set the value to `1.0` wherever you want the sustain to happen. as soon as that happens, it'll start looping the last `length` samples
if set to manual, it uses the provided length for the looped grain. if pitch detection is enabled, it will use the detected pitch to calculate the period of the input, and it'll use that for the length of the grain. this should cause the sound to be sustained seamlessly
dissipation is a weird thingy. it smooths out the sound, and i think it's a lowpass filter? not sure. makes cool sounds though. what it does is roughly `x[n] = dissipation * x[n] + (1 - dissipation) * x[n + 1]` after each time it plays a sample, so `dissipation = 1` will leave the audio untouched, and setting it to `0.5` provides the greatest effect
-`frequency`: cutoff frequency. it's not in hz, so move it around until it does what you want it to
-`nuke`: amount of distortion
i haven't checked correctly, but there's probably some mistakes and it might not sound exactly the same. it does what i want it to, so that's good enough for me. also i have absolutely no idea what the code does, it's just a direct translation
you might need to play with the parameters around a bit to get it to sound good
### multidim
multidim simulates a ball bouncing around in a 16-dimensional cube. each time the ball bounces off of a wall, a midi note is sent out
parameters:
-`speed`: speed at which the ball moves. around 1 should cause approximately one bounce per beat
-`root`: the lowest note that will be generated (in midi number). the rest of the notes will be from `root` to `root + 16`
-`note_length`: length of each note in beats
-`enable`: enables the generation if over 0.5
since some daws keep the plugins running all the time (whether the song is playing or not), this plugin will generate notes constantly even if the song is paused. since this gets annoying fast, i added an `enable` param. set it to 1 to make the plugin generate notes
### robotuna
WIP automatic pitch correction and pitch shifting. the intention is to use it to make hyperpop-style high-pitched vocals
it kinda works, but not really. since the pitch shifting part is too slow using a phase vocoder, it doesn't run in real time, and there's some clicking noises. i need to rework that whole thing so it can run in real time. i'll probably change the whole thing completely instead of optimizing it cause yeah
### hysteria
hysteria is a hysteresis nonlinear effect, which compresses and distorts the input audio
parameters:
-`drive`
-`saturation`
-`width`: width of the hysteresis loop
original source [here](https://ccrma.stanford.edu/~jatin/ComplexNonlinearities/Hysteresis.html)
turn the values up for loud and distorted. don't set them all to the max at once though, that doesn't sound as interesting
-`high band`: frequency at which the high band starts
-`low width`: width for the low band
-`mid width`: width for the mid band
-`high width`: width for the high band
bands work as they do in `threebandeq`. the width parameters control how wide an audio signal should be in the stereo field. `width` of 1 leaves the audio as is, `width` of 0 makes it mono, values between 0 and 1 decrease the stereo width, values over 1 increase it.
hard limiter followed by a soft limiter with distortion
parameters:
-`pregain`: pregain for the hard limiter
-`drive`: drive for the soft limiter
-`distortion`: amount of distortion on the soft limiter
distortion affects lower volumes more than higher volumes, so if you crank up `drive` a lot, there will be less distortion (this is a good thing for high values of `distortion`!). if you leave `drive` low and set `distortion` to max, your audio will turn to almost white noise
-`high band`: frequency at which the high band starts
-`low folding freq`: folding frequency for the low band
-`mid folding freq`: folding frequency for the mid band
-`high folding freq`: folding frequency for the high band
bands work as they do in `threebandeq`. the `folding freq` parameters control the frequency of the wavefolding. higher is more distortion. use values over 40 if you want to hear white noise
weird kinda distortion that makes loud things quiet and makes quiet things loud
parameters:
-`dry/wet`: dry/wet control
yeah there's not many params in this one, the implementation is pretty straightforward. it does weird things: a square wave of amplitude 1 will just be completely eliminated, while sine waves are distorted
the effect is reversible (it's an [involution](https://en.wikipedia.org/wiki/Involution_(mathematics))), so if you add this plugin twice in a row you get the original signal back. this means you can apply drdi to your audio, apply some other effect, and apply drdi again to get some fun stuff
### transmute midi
analyzes pitch of incoming audio and sends out the corresponding midi note
params:
-`passthrough`: how much of the original audio to be let through
latency should be close to 1024 samples, which is around 20ms i think. the pitch detection is not excellent and it's monophonic, so if you have a noisy input or a bunch of notes at the same time it's anyone's guess what the midi output will be. there's also no pitch bending or anything fancy like that, so it'll jump around notes even if the input has portamento.
aside from that, it works well enough on my quick tests
issues and prs are welcome, but please open an issue before making any big pr, i don't wanna have to reject a pr where you have put a lot of effort on. if you are fine with that, ig go ahead i'm not your mum