If you've installed a mono plugin in a mono aux and then change the Aux to stereo, that's not necessarily going to change the plugin to mono-->stereo. In that case you may have to de-install and then re-install the mono-->stereo version.
I guess I wasn't clear enough. Anyway to put things simply, I can't seem to get a stereo delay from a mono source without preceding the delay plugin with a M->S or Stereo instance of a logic stock plug.
Aux 1 (Stereo) : Has one stereo instance of ECHOES with a ping pong preset but I only get a mono delay. If I now put a say Logic Gain (Stereo) plug before the ECHOES plug on aux 1, the delay magically becomes a proper stereo ping pong delay.
Aux 1 (Mono) : Has one M->S instance of ECHOES with a ping pong preset but I only get a mono delay. If I now put a say Logic Gain (M->S) plug before the ECHOES plug on aux 1, the delay magically becomes a proper stereo ping pong delay.
2) If I create a stereo track, place mono audio in it and place a stereo instance of ECHOES or P&M Echoflex on the first instance I still only get a mono delay. The moment I insert a stereo plug like say Logic Gain or even slate VCC I immediately get stereo delay (ping pong).
It seem to be a plugin specific bug that affects only a few 3rd party plugs. I don't have this issue with Logic Stereo delay, waves H-delay or the Manny Delay. These work perfectly in both M->S and S modes.
Delay plugins are audio software-based audio effects used in DAWs that create a copy of the original signal. You can then mix the original audio with the copy to enhance the perception of space, depth, and ambience.
With the budding popularity of DAWs in the 1990s, software-based delay effects came to prominence. Products like H-Delay by Waves and Karlette by Steinberg began to shape the market for delay plugins.
Today, the market has so many options that choosing the best delay plugin can challenge even the most seasoned producers. Plugins offer more flexibility when compared to their hardware counterparts, but their different algorithms, modulation capabilities, and vintage emulations make it harder to select the right one.
The plugin is feature-heavy, so if you are looking for just an analog tape delay plugin, you might consider something more straightforward. But rest assured, Timeless also has excellent built-in tool tips to guide you at every step.
The designers at Soundtoys went above and beyond basic delay features. Echoboy offers a 2-band EQ for fine-tuning, ping-pong mode for spatial exploration, stereo imaging control, and a dash of lo-fi charm with low-fi bit-depth control.
Tape delay - the one that started it all, a tape delay works by printing the dry signal onto a piece of tape before delaying a certain amount of time and playing it back. In the process of printing, the audio becomes warmer and smoother sounding, an effect which, to this day, musicians and producers still love the sound of. Keeping and maintaining tape delay units, however, is notoriously difficult and expensive, hence why most musicians tend to use plugins.
Using delays on drums or other percussive elements can really help with adding movement to your tracks. Many delay plugins offer a way to sync to the tempo of your DAW, meaning the delays bounce along with the music, creating entirely new elements of groove to turn that stock hi-hat sample into something completely unique.
Delay plugins can handle myriad production tasks for the creative music maker, too. You can use them to enhance the depth and dimension of your tracks, add warmth and make things sit better in the context of the mix. Alternatively, you can launch said tracks into another cosmos with wild, infinitely repeating swells of noise that can overwhelm even the most flagrant noise hound.
With so much choice and variety available, we decided to put together a handy delay plugin guide for producers and mix engineers both budding and seasoned, with the aim of narrowing down the countless options to some choice picks for your productions.
With just a handful of controls, this is one of the simpler-looking plugins on this list. Within that however, the controls themselves offer plenty of flexility, giving you up to 3500ms of delay, a huge range of high- and low-pass filters, as well as +/-18dB on the output knob.
Designed to give you a bunch of classic digital delay units in one handy plugin, the SSL X-Delay takes inspiration from big names like Lexicon and Roland, providing a full palette of delay sounds to paint your mixes with.
I love playing and composing music and I have released three albums over the years. I generally use Logic Pro X as my digital audio workstation, sprinkled with a few Waves plugins which I love (e.g. the H-Comp Hybrid Compressor, H-EQ Hybrid Equalizer, H-Reverb Hybrid Reverb, H-Delay Hybrid Delay, Bass Rider, Vocal Rider, L2 Ultramaximizer, Dorrough Stereo and WLM Plus Loudness Meter).
for a total of $2131 which is more expensive than the Platinum Bundle! Maybe it would be more intelligent to wait for Waves to do sales (which they practically always do) or get the Platinum Bundle and try to make use of its plugins to the full.
PPS: As a Logic Pro X user, I tend to use the Logic Compressor and the Logic Channel EQ more than their Waves counterparts (H-Comp Hybrid Compressor and H-EQ Hybrid Equalizer) because they integrate better in the Logic mixer. I would love to have the same kind of integration with the Waves plugins though. Waves? Apple?
This document describes the built-in native audio plugin interface of Unity 5.0. We will do this by looking at some specific example plugins that grow in complexity as we move along. This way, we start out with very basic concepts and introduce more complex use-cases near the end of the document.
The native DSP (Digital Signal Processing) plugin which has to be implemented as a .dll (Windows) or .dylib (OSX) in C or C++. Unlike scripts and because of the high demands on performance this has to be compiled for any platform that you want to support, possibly with platform-specific optimizations.
The GUI which is developed in C#. Note that the GUI is optional, so you always start out plugin development by creating the basic native DSP plugin, and let Unity show a default slider-based UI for the parameter descriptions that the native plugin exposes. We recommend this approach to bootstrap any project.
Also note that both the native DSP and GUI DLLs can contain multiple plugins and that the binding happens only through the names of the effects in the plugins regardless of what the DLL file is called.
The native side of the plugin SDK actually only consists of one file (AudioPluginInterface.h), but to make it easy to have multiple plugin effects within the same DLL we have added supporting code to handle the effect definition and parameter registration in a simple unified way (AudioPluginUtil.h and AudioPluginUtil.cpp). Note that the NativePluginDemo project contains a number of example plugins to get you started and show a variety of different plugin types that are useful in a game context. We place this code in the public domain, so feel free to use this code as a starting point for your own creations.
To make it easy to have multiple plugins in the same DLL, each plugin is residing in its own namespace, and a specific naming convention for the callback functions is used such that the DEFINE_EFFECT and DECLARE_EFFECT macros can fill out the UnityAudioEffectDefinition structure. Underneath the hood all the effects definitions are stored in an array to which a pointer is returned by the only entry point of the library UnityGetAudioEffectDefinitions.
This is useful to know in case you want to develop bridge plugins that map from other plugin formats such as VST or AudioUnits to or from the Unity audio plugin interface, in which case you need to develop a more dynamic way to set up the parameter descriptions at load time.
The UnityAudioEffectState contains various data from the host such as the sampling rate, the total number of samples processed (for timing), or whether the plugin is bypassed, and is passed to all callback functions.
Other simple plugins included are the NoiseBox plugin, which adds and multiplies the input signal by white noise at variable frequencies, or the Lofinator plugin, which does simple downsampling and quantization of the signal. All of these may be used in combination and with game-driven animated parameters to simulate anything from mobile phones to bad radio reception on walkies, broken loudspeakers etc.
Native audio plugins use the same scheme as other native or managed plugins in that they must be associated with their respective platforms via the plugin importer inspector. You can read more about the subfolders in which to place plugins here. The platform association is necessary so that the system knows which plugins to include on a each build target in the standalone builds, and with the introduction of 64-bit support this even has to be specified within a platform. OSX plugins are special in this regard since the Universal Binary format allows them to contain both 32 and 64 bit variants in the same bundle.
For platforms such as IOS the plugin code needs to be statically linked into the Unity binary produced by the generated XCode project and there - just like plugin rendering devices - the plugin registration has to be added explicitly to the startup code of the app.
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