[HN Gopher] Deep Learning for Guitar Effect Emulation ___________________________________________________________________ Deep Learning for Guitar Effect Emulation Author : teddykoker Score : 277 points Date : 2020-05-11 12:02 UTC (10 hours ago) (HTM) web link (teddykoker.com) (TXT) w3m dump (teddykoker.com) | exabrial wrote: | Pretty cool! Is this how Kemper amplifiers work when they do a | capture? | ratww wrote: | AFAIK Kemper performs multiple passes of impulse-response | capture, all at multiple signal levels in order to model non- | linearities (like distortion). This is called dynamic | convolution. [1] [2] | | There are other ways to do that, like Volterra Series, used by | Nebula plugins [3] | | [1] https://www.uaudio.com/webzine/2004/july/text/content2.html | | [2] http://www.sintefex.com/docs/appnotes/dynaconv.PDF | | [3] https://en.wikipedia.org/wiki/Volterra_series | [deleted] | veenkar wrote: | B-but a simple convolution would do the same. Or for faster | operation - a transfer function obtained using least squares | method. NN is kinda overkill for this, but it's cool POC anyways | ;) | willis936 wrote: | A neat approach for sure. I am more interested in SPICE style | modeled VSTs though. There's no need to throw ML at a simple math | problem to get a bad approximation. I have not found many VSTs | that seem like they're doing proper simulation of analog | circuits. The VST space is filled with people claiming awesome | results, but never revealing the sauce. If you're making a | convincing sounding zener limiter, what are you actually doing? | There are a dozen different levels of approximations you could | make. Shouldn't a VST that is really simulating the analog | circuit advertise that? On paper it should be easy, right? I've | sat down with pen and paper to try to write out a simple | input/output equation for a zener limiter circuit and I decided | it was probably more worth my time to just plop a zener SPICE | model into some language that could evaluate expressions and | compile to VST (or use a systems of equations solver). | | And then there's the real holy grail of analog simulation: the | tube amplifier. I'm not sure SPICE models really capture the | limiting behavior of tubes very well. You might need to implement | the spec sheet in code. All fun sounding problems, and I'm not | sure anyone has even done them yet. | ben7799 wrote: | Right..the Spice modeled version has a much better chance of | catching the oddball behavior of guitar effects across the wide | span of possible inputs. | saadalem wrote: | This is actually impressive, I'm wondering if we could transfer | the smartphone mic to a high quality one with AI | svantana wrote: | End-to-end modelling is very enticing for the lazy engineer, | unfortunately parameter control (knobs) are an important feature | of most audio effects, and sampling enough of the parameter space | will become prohibitive for more complex effects. That's why the | traditional approach is divide-and-conquer. | | Also, I don't think this approach won't work well with time- | varying effects such as chorus, although I'm happy to be proven | wrong. | phn wrote: | Even without parameterisation, it might be interesting as a | "make my guitar sound like Jimmy Page" kind of tool. | | Like you said, it will most likely have limitations, but it's | still one more tool in the belt, regardless. | tricky wrote: | You're right in the "this is one more tool in the belt" sense | but there are modelers like the Kemper and Fractal already | out there that make your guitar sound like... anyone... and | they are really convincing. I'd argue this is almost a solved | problem. Still cool, nonetheless. | luckydata wrote: | Building the model is not solved though. Kemper sort of | does that by not sure what, but an approach that simply | measures the effect and creates a complete model in hours | would radically change the industry. Companies like Yamaha | (line6) would be able to add hundreds of simulations in | months instead of a couple. | ratww wrote: | There's an Italian company already doing something like | that for offboard gear: Acustica Audio. But they're using | convolution instead of neural networks. It's instant | instead of taking hours. | | An acquaintance that builds boutique studio gear had some | of his creation modeled by them, and we were quite | impressed. | | https://www.acustica-audio.com/store/en | hashkb wrote: | > make my guitar sound like... | | That isn't reasonable. There are too many variables beyond | the effect, like room, fingers, guitar, and amp. Without the | knobs, you haven't delivered the effect. | fxtentacle wrote: | Sadly, I believe you will be proven correct. | | What that neural network learns is basically an approximation | of a static impulse response. So while it can simulate linear | time-invariant effects such as reverb quite nicely, it'll | surely have issues with chorus. | sk0g wrote: | Reverb is time invariant? You can set custom decay time, rate | etc, so the one not can be heard for say, 10 seconds if you | want to go full Devin Townsend. I'd think Chorus would work | better. | | I wanted to do a very similar project, but with an overdrive. | Let's see if I get time anytime soon! | vnorilo wrote: | Reverb is indeed linear time invariant (sans some rarer | internal modulation techniques) but it's quite a high order | filter. | sk0g wrote: | Ah righto, the reverb pedal I'm most familiar with turns | out to not be just reverb - EQD Afterneath does a whole | bunch of funky stuff. Plain reverb though, yeah. I was | approaching this more from the angle of training a neural | network, where the input and output waves have to be | correlated over a great span of time/ samples. | InitialLastName wrote: | >Reverb is time invariant? | | You might want to familiarize yourself with [0]. Time- | invariance is a specific property of a system, where the | output (for any given input) has no dependency on if the | input signal happens now or 1 second from now or 100 years | from now (except for the corresponding delay). Most reverb | models are, to a first approximation, time invariant, | because the effect will have the same sound for the same | guitar line, no matter when you play the line. | | Chorus, on the other hand, has a (perhaps subtle) modulator | to get that warbly (scientific word!) sound. It doesn't | feel like a time-based effect, but it certainly is and that | makes it quite a lot more difficult to mimic with a system | that (as others have noted) boils down to an impulse | response. | | [0]https://en.wikipedia.org/wiki/Time-invariant_system | TheOtherHobbes wrote: | Impulse response reverbs (Bricasti, etc) are based on | time-invariant convolution. | | Studio reverbs famously aren't, and some of the most | popular models (notably Lexicon) have included time- | variant algorithms since the late 70s. The processing | power to handle IR convolution didn't exist, and it | turned out some time variation added lushness and density | to the sound that simpler models couldn't capture. | | Modelling a chorus or time-variant reverb with any form | of convolution - including any convolution-based neural | net - is a complete waste of time, because most chorus | algos are trivial and convolution is completely the wrong | tool for the job. | | It's literally about as useful as taking a still picture | of a 90 minute movie. | sk0g wrote: | Thanks for the info! Did some reading and I can see plain | reverb being time invariant indeed :) I never realised | chorus pedals did more than just stack frequency offsets | onto your signal, but I only really play distorted so | choruses are of limited use to me. | | Pasting the other response below as well: | | > Ah righto, the reverb pedal I'm most familiar with | turns out to not be just reverb - EQD Afterneath does a | whole bunch of funky stuff. Plain reverb though, yeah. I | was approaching this more from the angle of training a | neural network, where the input and output waves have to | be correlated over a great span of time/ samples. | luckydata wrote: | Then what you need is a multi dimensional matrix of impulse | responses, one for each combination of parameter. You can | further simplify the model by limiting to only useful | combination ranges etc... | Gatsky wrote: | Not saying that it is in any way practical or useful in the | real world, but I think there are approaches which are more | geared towards what we might understand as 'emulating' rather | than modelling an effect. It seems that emulators can be | learned from data with surprising efficiency [1]. These would | be amenable to parameter control. | | [1] https://arxiv.org/abs/2001.08055 | Tade0 wrote: | Sounds great and I had to listen to both of the samples to guess | correctly. | | That being said the Tube Screamer is a somewhat simple effect: | it's just a distortion with the clipping diodes moved to the | feedback loop. | | How possible would it be to get the famous A/B class amplifier | voltage sag and associated changes in parameters of the whole | amplifier, or in other words "will it chug"? | cesaref wrote: | I think this would be very possible - there was quite a bit of | discussion of using NN techniques for modelling fx discussed at | DAFx2019 (http://dafx2019.bcu.ac.uk/). There are a number of | papers discussing different techniques in the paper archive. | | Many of the techniques discussed were variations on image | processing - transforming the input to the frequency domain | then converting this to an image, and applying standard | techniques to transform the image, then back to the time | domain. There are many compromises with this approach (loosing | phase information for example) but with a suitable overlap/add | the results were better than I expected, and certainly there's | room for further investigation to see if there's useful stuff | in there. | | Another time domain approach that was applicable to your | amplifier model question was an attempt to determine hidden | variables in a circuit. Basically, the circuit under test is | examined, and rather that build a spice model (which can be | laborious) the technique was to expose the interval voltages | following components with memory (so capacitors for example). | These outputs were included in the NN training model, and so in | effect the normally hidden internal state was exposed and | allowed for a very good approximation. | | Here's the paper: | | http://dafx2019.bcu.ac.uk/papers/DAFx2019_paper_42.pdf | Tade0 wrote: | Thank you very much. | | Do you know if there will be a DAFx2020? That would make it | the first conference in years that I would really want to | attend. | cesaref wrote: | Unfortunately not, it's been delayed. DAFx2020 was due to | be in Vienna, and i'm assuming they are still planning on | being there, but it's scheduled to be in 2021. | | It's a great conference, well worth attending. It's heavy | on the maths, but that's DSP for you! | sdenton4 wrote: | It has been said that if we achieve the ability to fully simulate | the universe from initial conditions, the first application will | be creating a perfect recreation of Marvin Gaye's Roland 808 drum | machine in a 1982 performance. | ericfrederich wrote: | So this seems similar to an IR (impulse response) where you get a | snapshot of an amp mic'd up in a room with knobs fixed at a | particular position. In the end, you don't get knobs to fiddle | with. | | Awesome, I'd love to hear Josh from JHS Pedal's opinion on this. | ratww wrote: | This is even more impressive since regular IRs can't duplicate | the distortion effect itself, only the frequency response | munificent wrote: | What is the difference between "distortion itself" and "only | the frequency response"? Are you saying the phase response is | important? | ratww wrote: | Impulse responses can only represent linear time-invariant | systems. Like delays, reverbs, equalization curves. | | Distortion is non-linear, it is something like a _max(-1, | min(1, input))_ function (a waveshaper, like you said), and | it produces harmonics when applied to audio signals. | | However guitar pedals also have some additional circuitry | to "sweeten" the distortion, removing the extra harmonics | added by the clipping diodes. Tubescreamers are notable for | cutting bass and enhancing mids. An IR is able to capture | this. This is important for guitar pedals, and the reason | multiple of them exist. | | If you capture the impulse response of an overdrive pedal | you'll be capturing only the frequency response of a | distorted impulse. If you process clean guitar trough this | you'll simulate the frequency response but not the | distortion itself, so it will just be a clean guitar with a | tinny, shrill, sound, not an overdriven guitar sound. | | One way around it (other than the idea in this article!) is | doing multiple passes of Impulse Response capture with | different amplitudes, this will capture this distortion | non-linearity. This is supposedly how a Kemper Profiler | works. | jelling wrote: | > We find that the model is able to reproduce a sound nearly | indistinguishable from the real analog pedal. | | Maybe for the average person or buried in the mix, but the audio | samples were easy to distinguish for me as a guitarist. The NN | samples unnatural decay were a dead give away. | hashkb wrote: | Confirmation bias overrides ear training. Always have an | unbiased tone junkie do your blind test. | sailfast wrote: | Yeah - this was clearly audible on my phone speakers, | especially during more muddy / multi-note sequences. | | While it may not be able to emulate a real pedal to create | one's own sound, it would be interesting / fun for amateurs | when applied as a post-filter with an interface that says "make | this sound like X famous incredible track" coming out of a | stock guitar signal. | mrob wrote: | I could also tell the difference, but I preferred the more | staccato sound of the NN version. | zwieback wrote: | Yeah, real pedal sounds much "better" but maybe we're just used | to how they sound. | jefftk wrote: | Not really a guitarist, but listening to them I couldn't hear a | specific difference. Yet I still liked one of them more. And | when I clicked "reveal" that one was the real one, turns out. | zuppy wrote: | the real one has longer fading tones, the one generated by | machine learning cuts the sound abruptly. | | it seems easy for me to differentiate them and I'm a beginner | with guitars (~1 month, so I'm your average Joe). it's pretty | good though, I'm sure it can be improved greatly. | Tade0 wrote: | Also the pretty obvious quantization noise which sounds as if | the effect had a wide bandwidth, which is impossible with their | op-amps at these gains. | magicalhippo wrote: | Even as a regular Joe it was easy for me to distinguish them, | and though I was not very confident in my guess, I did guess | correctly as well. | | It was close though, so maybe for say a beginner on a shoe- | string budget it would be perfectly acceptable. | finder83 wrote: | Agreed, the NN had that "digital" sound you typically get from | a simulated tube screamer, such as in a POD HD or something. | | Very impressive given it's from a NN, but I specifically moved | to analog for that reason. | baylessj wrote: | Excellent writeup, I love seeing real engineering applied to | guitar pedals rather than black magic tone chasing. | | I'd be really curious to see if the model could be expressed as a | transfer function and compared to the schematic for the pedal. | The Tubescreamer is a fairly simple circuit but the mystery | surrounding it indicates that there are some weird variables at | play with the component properties that would lead to additional | factors in the transfer function. Wonder if those variables could | be identified somehow. | hashkb wrote: | The "weird variables" may have to do with the various changes | in manufacturing over the years. "Tube screamer" refers to at | least 10 different units. Maxon, Ibanez, TS9, TS808, and | zillions of clones. | ben7799 wrote: | I play guitar and own a tube amp & a tube screamer. | | All of this sounds horrible.. it doesn't even sound like his | input is an actual guitar, it sounds like he's using a synth | guitar sound or something. There's no dynamics, almost no | sustain, no articulations. The outputs barely even sound | distinguishable as a guitar through a tube screamer, even his | actual tube screamer samples. (Possibly cause his interface is | terrible?) | | The conclusion is ridiculous given how simplistic everything is. | | You can't use two tiny little clips to justify your model being | high quality. | | The true test has to even allow a bunch of guitarists to move all | the knobs, plug the model into different amp & guitar | combinations, put other effects in front of and behind it, etc.. | | The Tube screamer is called a Tube screamer because it's intended | use case is to make the tubes in a tube amp "scream". Using it | with all the knobs at noon is not consistent with this, it | usually gets used with a tube amp that is already on the verge of | distortion, and then you use the TS with the volume turned up a | lot (3/4-max) and the gain quite low, this might be part of why | this sounds so bad to me. | | There are actually two different trains of thought on guitar | effect modeling: | | - Model it based on input & output waveforms like he's doing | | - Actually model the circuit as an electrical simulation and then | pass the signal through that. | | I have personally found the second approach to be way more | realistic and satisfying. The Yamaha THR amps work this way and | they're really amazing. | | One of the tricks here is a listener might not be able to tell a | difference, but the guitar player picks up on a perceived change | in how the guitar feels with these effects. A tube screamer has a | lot of compression built into it for example. It causes | everything to play to sound a little dirtier for the same amount | of picking energy you put into the guitar. It will cause the | player to play a little more lightly than they would without the | effect. This is the kind of thing that makes a player reject the | model and want to stick with the real thing, whereas the guy in | the naive lab building the model thinks it's great cause they're | not even playing an actual guitar through it. Once a skilled | player tries it the "feel" is a dead giveaway which is which. | | It's easy for some of this stuff to get lost on the electronics | crowd if the background is electronic music. An actual acoustic | piano is the only keyboard based instrument that has anywhere | near the nuance that a guitar has, and a guitar still has way | more weird stuff going on with dynamics and articulation. The | range of inputs you have to feed into any kind of computer model | to simulate guitar well is huge. | mgamache wrote: | It would be interesting to see how this responds to dynamics. For | example, a favorite guitar sound is a fuzz cranked, but with the | guitar volume turned down. This results in a compressed dirty | sound that can overdrive into distortion if you hit the strings | harder (attack). | SeanFerree wrote: | Love this! Great read! | [deleted] | EamonnMR wrote: | Add the ability to train on arbitrary effects as inputs and this | will a best-selling VST for whoever can make it first. | TrackerFF wrote: | Isn't this essentially just learning the case of learning one | function, with set parameters? | | I.e, if you want to build a complete model of the tubescreamer, | you'd essentially have to train a model for each possible setting | on the pedal - or in other words, every combination of the knobs. | | Sounds like a real chore, if you were to actually do that | physically - and in the end, don't you just want to learn the | impulse response of the circuit? | | I know some tools - like the Kemper modelling gear, are made for | that exact purpose, and with extremely convincing results. | Scene_Cast2 wrote: | Not quite. As long as the knobs make consistent changes, just | feed some large amount of tests and the model should generalize | (smartly interpolate) the rest. | | What I do have a problem with is that if the pedal is already | implemented digitally, then all the human interpretability, | along with the classic DSP machinery, is thrown out the window. | A better approach would be to build the pedal via a | differentiable programming language and then try to gradient | descent toward some analog "can't get this juicy tube sound | digitally" variant. | ben7799 wrote: | The knobs actually don't behave linearly on a tube screamer. | Even the "tone" knob (EQ) doesn't behave at all linearly like | you might expect out of consumer audio gear. Tube Screamers | have an S-curve potentiometer in use for that knob. | | That would be part of the problem with this approach. | | Also with this approach you pretty much have to train the | model with a near infinite collection of guitars in front of | the model and a near infinite number of other effects turned | on and off in front of the model. | Scene_Cast2 wrote: | The knobs don't have to be linear at all, just | differentiable - that's the beauty of ML. | | As for the collection of guitars and samples - not | necessarily, it would depend on how you set up the | training. | ZoomZoomZoom wrote: | For anyone planning to try this, don't forget about impedance | matching and use a transformer/active reamper. Some pedals may | react very differently. | ateamtexas wrote: | https://ateam-texas.com/things-to-take-care-while-outsourcin... | mrob wrote: | This isn't bad, but the note decays sound noticeably different. | My guess is that the NN doesn't know that human ears have non- | linear response that makes them more sensitive to errors in the | decay than the attack, so it treats them equivalently. If this is | the case then it might be fixable by using logarithmic scale | audio samples instead of linear. | | The non-linearity of the ear is frequency dependent[0], but in | practice I suspect it would be sufficient to pre-process the | linear PCM data with x=sqrt(x) and undo before playback with | x=x^2. | | [0] https://en.wikipedia.org/wiki/Equal-loudness_contour | rubatuga wrote: | Why square root and not log? | mrob wrote: | Cheap and dirty fast calculation. I don't actually know what | the best mapping is, so I'd start with this. | wintermutestwin wrote: | "many purists argue that the sound of analog pedals can not be | replaced by their digital counterparts." | | Truly effective modelling of analog pedals, tube amps and guitar | cabs has been around for years and is way more cost effective | from the bedroom to touring bands. | | The "purists" are hipsters who value the rarity of some pedals, | massive pedalboards and their tube amps. I'm not knocking them - | I understand why there is a nostalgia factor and tweaking dials | is cool. As a computer guy though, I much prefer the ability to | make things like this in my bedroom: | https://i.imgur.com/OqMoBxz.png And when I want to tweak a dial, | I program an expression foot controller to tweak any parameter | (or multiple). | | All that said, great to be looking at modelling techniques... | maeln wrote: | A lot of band stopped using analogue hardware for sound also | because they tend to be way less reliable than their digital | counter part. A lot of analog amp, pedals and synth will tend | to change their sound due to the analogue hardware aging. | Digital stay virtually the same. And the same can be said about | weather condition. Change in temperature and humidity affect | analogue hardware, not so much digital. | | You will have the same sound from gig to gig and a lot of band | really value this. | willis936 wrote: | Effective modeling, yes, but not necessarily accurate modeling. | The analog circuits are imperfect in many subtle ways, and | component level simulation is rare (if it exists at all, I have | not seen it). It's all a bunch of high level approximations | that don't nail the feel to the point of beating blind tests. | | It can be done. I don't know why we aren't there. | | The audio world is halfway to to the alien truther community: | the closer a rational outsider looks at it, the crazier they | feel. Technically, it's a trivial field. Yet here we are with | snake oil saturation and subpar solutions. | wintermutestwin wrote: | https://www.fractalaudio.com/iii/ | | This guy has been doing component level simulation from the | beginning. I have one and it is accurate enough to convince | some pretty big players to ditch their tube amps. | selykg wrote: | I am by no means a musician or an experienced one at that. I | tinker and enjoy playing and learning. But I have limited | experience overall. | | My personal experience with electronic tools is the lack of | feel. Can I make music with digital tools like AxeFX and | similar? Absofreakinglutely. No doubt about it. | | But those digital tools feel VERY different to me than the real | thing. I'm not just talking about a speaker moving air, though | that's certainly part of it. My tube amp simply responds | differently than any digital model of a similar amp. | | I find tools like the Kemper to be amazing, but they're just a | snapshot of an amp in a particular configuration in a | particular room. | | From a technical standpoint, all this modeling stuff is super | cool. But it doesn't feel the same at the end of the day and | this is a personal opinion and preference on my part. | | I look forward to the day that I can get an amp in a pedal | (like the Strymon Iridium) and it behaves the same as the real | amp. I think Fender's Deluxe Reverb (Tonemaster model) is as | close as it has ever gotten, but it very specifically emulates | a single amp and does so within a real amp cabinet rather than | pushing it out to an audio interface. | | Anyway, anything that gets people playing guitar is, in my | opinion, a great thing. We live in a golden age of guitar | equipment. I don't think it can honestly get much better than | it is right now. It's an amazing time to be a guitar player and | incredible options are available at amazing prices. | wintermutestwin wrote: | I find that the AxeFX gets enough of the tube amp feel right | by modelling amp sag. | | It is indeed an amazing time to be a guitar player! | melq wrote: | >My tube amp simply responds differently than any digital | model of a similar amp. | | Can you expand on this a bit? Curious what you mean by | responds and what the difference is. | renaudg wrote: | >Anyway, anything that gets people playing guitar is, in my | opinion, a great thing. We live in a golden age of guitar | equipment. I don't think it can honestly get much better than | it is right now. It's an amazing time to be a guitar player | and incredible options are available at amazing prices. | | It sure is a great time for guitar equipment, as the digital | revolution has made its way there too. | | But being a guitar player is also increasingly lonely : https | ://www.washingtonpost.com/graphics/2017/lifestyle/the-s... | | And it's arguably an opportunity cost for a kid to be pouring | so much effort today learning the iconic (but tired) | instrument of the boomer generation, when they could be | breaking new musical ground instead, mastering Ableton's Push | for instance. But to each their own, of course. | anodyne33 wrote: | In a similar vein, I worked (eg: interned) at a few recording | studios in my 20s. Most tracking in both was done to a 2" 24tk | analog tape deck and the majority of post and mixing was all | done digitally. I don't know what progress has been made in | plug-ins in 20 years, I suspect a lot, but at that point there | was nothing digitally that came close to the sound of electric | guitars overdriven into the tape deck and saturating the tape | to an extreme. Now I'm curious if anybody has gotten it right, | but there are fewer and fewer studios with 2" tape decks to do | a true A/B. | hashkb wrote: | This is ad hominem. You haven't included any data. You are just | as superstitious about your bedroom rig as I am about my | basement rig. | wintermutestwin wrote: | I guess you are technically right, but this part of the | discussion is highly subjective. I was merely pointing out | that the quoted statement was subjective and I wasn't using | "hipster" as a pejorative - I was actually being somewhat | sympathetic to their view. | | Overall, my goal was to add to this discussion by pointing | out the massive progress that has been made and also to show | off my supercool signal path in the hopes that it would be | inspirational to fellow geeks like me. | hashkb wrote: | It would have gone over better with me (your average analog | hipster) if you'd just mentioned the positive aspects of | the thing you like. I'm eagerly awaiting the day when | modeling is actually good enough for me; and your (common) | attitude (that it is, obviously, and anyone who can't hear | it is nostalgic/supersitious/hipster) is one of the reasons | I don't give modelers a try more often. | melq wrote: | It wasn't an ad hominem attack. Ad hominem quite | literally refers to an attack against a specific person. | Not only was he not attacking a person, but referring to | 'hipsters' is not necessarily pejorative. | | I believe he was incorrect to call guitar players who use | analog equipment hipsters, as using analog equipment is | the status quo, not some niche subculture outside of the | mainstream. | | I would like to respectfully suggest being a little less | sensitive, though. Not giving new things a chance because | of other people attitudes seems very silly to me. | mikevm wrote: | I'm a guitar noob, but have been wanting to pick up an electric | for ages :). | | Quick question - how does that Axe-FX compare to various Amp | emulators such as AmpliTube, Line 6 Helix Native, Guitar Rig, | Positive Grid BIAS Amp, S-Gear, etc... ? | luckydata wrote: | AxeFX is the most true to life, the Helix is quite a bit | simpler to use, the Kemper has the best "feel" of every | simulator. They achieve very similar results sound-wise, all | of them can be used in record production no problem. | | IMHO for the bedroom player the Helix is the best solution as | it's good enough and significantly cheaper than the other | options. | wintermutestwin wrote: | As a guitar noob, I'd say that all of those options are great | (and yes, I've used them all). If you were more than a noob | and had specific needs, I might recommend a specific one to | match those needs. I went with the AxeFx because it is | insanely tweakable... | playingchanges wrote: | I think what you mean by 'hipsters' is 'professionals'. As | someone who's made several records and been in many recording | studios, I would challenge you to name a single record that | does not utilize an analog signal chain, for mastering at the | very least. VST modeling is great when you want a super clear | tone and is very popular in certain genres. But definitely not | ubiquitous and certainly not superior tech. Digital just don't | SLAP like analog. | hashkb wrote: | Trey Anastasio of Phish famously uses 2 stacked tube screamers. | (And so do many of us phans). He deserves to be mentioned because | more notes have hit audience ears through his screamers than | anyone else's. | | Also, the modern TS9 isn't exactly right. I'd love to see this | work applied to vintage vs current TS vs modded units. | 317070 wrote: | That is very cool. Though, part of the pedal are of course the | knobs. You'd need to condition the wavenet on the knobs. Did that | work well (I assume that you tried that already)? | | Also, what is the inference latency on your model? A nice thing | about analog guitar effects is that they are blazingly fast. | fab1an wrote: | Pretty cool, though I wonder what the latency of this would be if | used as a plugin? | | The author says it works in real-time, but to non music/audio | folks this could mean '100 ms latency is real-time enough, | right?' | | Generally, I think the audio VST business is a really fun space | to be in for a lifestyle business, as it is way too small to be | attractive for VCs. It seems like a space that provides many | niches for lots of small players to thrive in. | | As an aside, it's really quite interesting that a lot of cutting | edge tech is now used to emulate the hardware-based tech of | yesteryear. Think film filters for photoshop, and about 90% of | all audio plugins that emulate high end hardware, compressors, | pedals, etc etc. | [deleted] | TheRealPomax wrote: | while training? terrible. As finalised model running in an | AU/VST3 wrapper? probably extremely low. | whiddershins wrote: | Do solo or small shop vst plugin developers make any money? | | I'm curious if anyone has any direct knowledge about that. | | There are so many professional activities similar to that where | no one makes any money and people really just do it for the | love, and then there are seemingly similar things like that | where people make surprisingly large amounts of money. | ff7f00 wrote: | There are definitely big players making a lot of money from | plugins they develop. Here are a few to check out: | | ($1200) https://www.native- | instruments.com/en/products/komplete/bund... | | ($300) https://www.soundtoys.com/product/soundtoys-5/ | | ($500) https://www.arturia.com/products/analog- | classics/v-collectio... | | However, piracy is also pretty big when it comes to plugins. | moralestapia wrote: | Sure, but, | | >Do solo or small shop vst plugin developers make any | money? | kleer001 wrote: | The implication seems to be "no". | TheRealPomax wrote: | That implication would be wildly incorrect. | kleer001 wrote: | With the operative word being "developers" I disagree. | TheRealPomax wrote: | Yeah but facts don't really care about agreement: there | are loads of renowned single-person VST shops, and many | more "just a handful of folks" ones. Chris Heinz, Steve | Duda, Strezov Sampling, Matt Tytel, heck even Plugin | Guru, etc. etc. are all renowned folks in the VST/VSTi | world, and that doesn't even scratch the surface. | rogerclark wrote: | Steve Duda wrote Serum, probably the most popular synth | plugin in modern electronic music. everyone I know has a | license. so "yes", with the caveat that it's difficult to | actually create products of this level of quality | fab1an wrote: | Quite a few small developers in this space. It's not like | indie gaming, but there's also less competition. I think | you need to be a musician/producer to be successful here | though. | williamdclt wrote: | Having a friend working at Arturia, I don't think they're | "small shop" nor do they make "a lot of money" to be honest | gregsadetsky wrote: | I was in talks with a (new-style) 'label' that sells samples, | sound packs, and VST plugins. Some of their plugins have been | purchased 25k times. | | One of the things I've also heard from labels is that not | only there's money in the VST world (it's also very crowded, | piracy is rampant as noted, etc.), a lot of plugins are | ported over to iOS and are sold as "virtual pedals". The | number of sales and revenue there was noted as being very | interesting. | williamdclt wrote: | When I had an active band, our guitarist went from bringing | his amp to rehearsal, to having a bunch of pedals, to | having a digital pedal board, to having an iPhone with some | sort of tiny adapter. | | I made fun of him and we wouldn't have trusted it to be | used live, but damn it worked impressively well | jeremyjh wrote: | AFAIK, Mike Schuffham (www.scuffhamamps.com) earns a living | developing and selling S-Gear. It might be a semi-retirement | or lifestyle type living - not sure - but he's been doing it | over a decade now. He doesn't charge as much as he could and | gives away free updates for far too long. Despite being a | (mostly at least) solo effort, its widely regarded as being a | top-tier amp sim. I personally think it sounds better than | both Helix and Bias, which are both heavily bank-rolled | outfits. | | It doesn't have their breadth, but the tones it does have are | nearly as good as it gets without serious air movement. | TheRealPomax wrote: | They do. Strezov sampling is one guy. Serum is one guy. Chris | Heinz is one guy, etc. etc. | | But you have to be willing to put in the time and make | phenomenal products, because no one wants average instruments | and effects, we can get those for free. | munificent wrote: | Steve Duda, the developer of Serum is kind of the poster | child for this. He contracts out for pieces of the synth (UI | design, resampler, filters), but he's mostly a one-man shop | and, as I understand it, Serum pays the bills. | | It's hard to tell how much Duda is an outlier, though, and | how many other people could succesfully follow his path. | abaga129 wrote: | I'm fairly new to the game, but I'm a solo developer. | Currently I dont make enough to quit my day job, but it is a | nice supplementary income, and it's nice to get paid a bit | for something I truly enjoy. | | There are also several solo/small shop developers that do | make a living from selling plug-ins. Here are a few that I | can think of off the top of my head. | | Auburn Sounds: https://www.auburnsounds.com/ Valhalla DSP: | https://valhalladsp.com/ Kilohearts: https://kilohearts.com/ | fab1an wrote: | what's your link? | abaga129 wrote: | Cut Through Recordings: | https://cutthroughrecordings.com/home | false_kermit wrote: | +1 Valhalla makes some of my favorite reverbs! | alexlarsson wrote: | I assume by real-time he meant "able to produce samples at a | rate equal to or higher than the audio output sample rate". | amelius wrote: | Latency is equally important. | TheRealPomax wrote: | That's not what real time, means though. Real time processing | means taking signals as they come in, and outputting the | transformed result such that there is as close to no signal | lag as possible. The output can in fact be wildly lower or | higher resolution, real-time does not particularly say | anything about that. It's all about whether the output plays | (for practical purposes) at the perceived "same time" as the | input signal. There will always be some delay, but that delay | can't get perceivable, and for obvious reasons there can't be | any (significant) buffering. | jeffbee wrote: | Is that your private definition of "real-time"? I think it | is common to define real-time processing by a specified, | finite time between input and output. Many real-time | processes are concerned more with the consistency of the | latency than with its absolute value. | avisser wrote: | For guitar pedals, there is an implied sub- | perceptibility. The output needs to happen as I play - if | the delay is too long, it's now a delay pedal. | | So realtime might match your definition, but it is | consistent in audio production. | | For humans, you can start to notice the lag @ 50ms. (A | selection of experimental results summarized here | https://gamedev.stackexchange.com/a/74975) | NobodyNada wrote: | Latency is _much_ more noticeable when you're playing a | musical instrument; 25-30ms is the point at which it | becomes distracting in my (anecdotal) experience as a | keyboardist. 50ms would be literally unplayable --- I | cannot keep in time if latency is that severe. And that's | _total_ output latency from the moment a key is depressed | to the moment the sound comes out the speakers, so it's | important for every component in the signal chain to have | the lowest possible latency. A bunch of 5-10ms delays | adds up _really_ quickly. | strbean wrote: | Throw on some headphones, and mix your clean signal with | the rest of the ensemble on a 50ms delay. | | (jk) | TheOtherHobbes wrote: | 1ms is usually considered inaudible. 5ms is bearable. | 10ms will start to annoy some people. 25ms is actually | pretty bad. | nitrogen wrote: | I think "rate" in the parent comment was just referring to | speed, not sample rate. But yes, latency is critical for | anything used during recording or performance. However way | back when I used to make my own music I used non-realtime | plugins sometimes and it was okay. | jfkebwjsbx wrote: | RT does not necessarily mean a small latency but a | guarantee on a maximum one, whatever that is. | qppo wrote: | I know of a few shops that took VC money. The big problem isn't | the market size so much as how slow the market moves. The | product lifetime of a plugin is around a decade. And users hate | subscriptions. And it's really hard to determine the value you | add to your customers. And no one wants to pay you. | | It's basically a terrible place to be a developer in it for the | money. Really fun work otherwise. The cool gigs are the ones | where you build custom plugins for someone's crazy idea. | | In consumer applications, plugins are used all the time for | prototyping before you go to hardware. MATLAB is way too slow | for anything useful. | nil-sec wrote: | The success of splice would disagree with your notion that | "users hate subscriptions". Given the horrendous price point | of many of these plugins it seems to be perfect for a | subscription based model. To me it always seemed there is | more of a pushback from the industry producing vsts than from | the consumers. | qppo wrote: | Splice's numbers aren't public so I can't comment on their | success. Avid's are, and they had a terrible quarter - and | they're the poster child (alongside Adobe) for subscription | licensing in creative software. But I'd be interested to | see what the breakdown in revenue is for plugin licenses | versus preset/sample packs (bit of a blade & razor model | there). | | The price points really aren't horrendous if you consider | how expensive the engineering is, how little demand there | is, and how long you need to maintain a product. You aren't | being ripped off by spending a couple hundred bucks on a | plugin. I think we'll end up at a place where everything is | a subscription, but I can tell you from experience that it | creates friction for the users. | nil-sec wrote: | Agreed. The business model seems to be to give access to | the rent to own deals via the sample subscription fee. | Don't think they make any money of their plugin deals. | I'm also not arguing it's too expensive or a rip off. But | it's still a large amount of money for software, in the | private space at least. The rent to own thing seems like | a smart tool to get rid of the barrier of entry. | eru wrote: | Real-time has a few slightly different meanings. So it's hard | to say what the author means. | | One meaning is just that you can guarantee specific deadlines. | So if your programme can react within an hour guaranteed, that | would be real-time. (Though usually we are talking about | tighter deadlines, like what's needed to make ABS brakes work.) | | For 'real time' music usage you wouldn't need strict | guarantees, but something that's usually fast enough. | aea12 wrote: | Implementing a VST plugin is literally the _exact_ definition | of requiring strict latency guarantees. Your comment winds | through a lot of unrelated comparisons to ultimately not make | any sense. | | "Usually fast enough" are three words that guarantee failure | in a live show/MIDI environment, which is a large use case of | VST and its peers beyond production. By extension, "usually | fast enough" further guarantees nobody will ever use your | software. That's noticeable right away. | | The question isn't about compsci real-time theorycrafting, | it's "here's a buffer of samples, if you don't give it back | in a dozen milliseconds the entire show collapses." That's | pretty clearly meant by "real time" contextually. | swebs wrote: | No, the other guy is right. Technically the definition of | real-time can have a lot of leeway. Here's the paper linked | in the article. Note how the authors never define what they | really mean by real-time. They even make statements like | "runs 1.9 times faster than real-time". They certainly | _imply_ your definition, but there 's plenty of wiggle room | to say "Well technically, I wasn't lying" | | https://www.mdpi.com/2076-3417/10/3/766/pdf | [deleted] | zodiac wrote: | In the context of e.g. offline video encoders "1.9x | realtime" is a statement about throughput, not latency | eru wrote: | The show won't collapse, if you have one glitch an hour. | munificent wrote: | If you drop an audio buffer and fire off a 22kHz impulse | into a 50,000 watt soundsystem, you are going to have | thousands of very unhappy people and likely some hearing | damage. | melq wrote: | Point taken, but 22khz is too high for people to hear I | think. | munificent wrote: | You don't need to perceive a sound to have your ears be | damaged by it. | | (This goes in both directions on the spectrum too. You | can have your hearing damaged by infrasound as well.) | melq wrote: | Ah, this makes a lot of sense, thank you. Much like there | are spectrums of light we can't see that can damage the | eyes. | aea12 wrote: | Yes, it absolutely 100% will, depending on what you mean | by handwaving "glitch". VST is built into chains, and a | flaky plugin will derail an entire performance, often | making downstream plugins crash. I'm speaking from | extensive experience writing plugins and performing with | them in multiple hosts and trigger setups. It's not a | robust protocol, but it gets the job done. | | Are you speaking from some experience with which I'm | unfamiliar where it's okay for DSP code to fail hourly? | Trying to understand your viewpoint. | gregsadetsky wrote: | Hey @aea12, would you be available for a quick chat? My | email is in my profile. Thank you! | nseggs wrote: | Agreed. If anyone wants to see some of the more | successful DSP work being done today for pro or prosumer | audio, I recommend checking out Strymon and Universal | Audio products. Both make use of SHARC SoCs and achieve | great results. | boomlinde wrote: | A VST that doesn't fill its buffer on time shouldn't | crash another plugin. It's your other plugins that are | flaky. | boomlinde wrote: | To expand on this, each plugin will receive host managed | buffers that they're requested to fill and the input | they're expected to process. If they don't do that in | time for the host to mix the buffers and deliver the | mixed buffer to the audio driver, it simply won't. | Nowhere do the plugins directly interact through this | process. | | If your plugins are crashing because of an underrun you | have a much more serious problem than underruns. Then you | have plugins writing to or reading from memory that | wasn't either handed to them by the host or allocated by | themselves. That bad code running in your process can | cause it to crash is an orthogonal problem to buffer | underruns causing skips or stuttering in audio. | [deleted] | remcob wrote: | Are there any VST containers? Something that will wrap | the VST, intercept under-runs or other bad behaviour and | substitute some alternative signal (zero, passthrough, | etc.). This could also be part of the host software. | | The article and your comments inspired in me the idea of | a wave-net based VST learning wrapper. If the real plugin | fails, substitute a wave-net based simulation of the | plugin. | boomlinde wrote: | Underruns are not bad behavior. It's the host | application's responsibility to hand VSTs buffers to | process, and the VSTs themselves have no concept of how | much processing time is available to them (except a | method that signals to distinguish real-time processing | from offline processing) or what it means to underrun the | buffer. | | The behavior you describe (zero signal on underruns) is a | common mitigation. The DAW or the driver itself | initializes that'll eventually be handed to the sound | card to zero before the host application requests the | plugins to process, and if it doesn't have time to mix | the plugin outputs it'll play back the initialized buffer | instead. | | From aea12 one might think that it's normal for an | underrun to be fatal. Because underruns are not an | exceptional occurrence during production (where you might | occasionally load one plugin too many or run a different | application with unpredictable load characteristics like | a web browser) it really isn't an unexplored area and | although they're are a pretty jarring degradation I've | never experienced crashes that directly correlated with | underruns. | boomlinde wrote: | "Usually fast enough" is unfortunately the only guarantee a | preemptive multitasking OS can give you. Unless your system | is guaranteeing your program x cycles of uninterrupted | processing per frame of audio and you can consistently | process the frame in that amount of cycles, the only | mitigation is to deliver frames in large enough chunks that | you never run out of time in practice under agreeable | circumstances. | | That said, I agree that the question of what "real-time" | might mean is irrelevant given the context. | aea12 wrote: | It is completely irrelevant, given the context. The only, | only, only thing real-time means here is "can be run on a | live signal passing through it" rather than "is a slow, | offline effect for a DAW". No hard real-time, no soft | real-time, no QNX, no pulling out the college compsci | textbook. There IS real-time in that sense in DSP, it | just isn't in a VST plugin. | | I'll repeat again that any compsci theorycrafting is not | the concern here, and real-time has a very specific | meaning in DSP. Computer science does not own the concept | of real-time, and the only people tripping over the | terminology are those with more compsci experience than | DSP. I appreciate everyone trying to explain this to me, | but (a) I understand both, and (b) this is like saying | "no, Captain, a vector could mean anything like a | mathematical collection, air traffic control should learn | a thing or two from mathematics." | boomlinde wrote: | Just to be perfectly clear here because I'm not sure | you're just using my post as a soapbox or if you have | misunderstood my argument: I agree that it's clear what | real-time means in this context. I disagree that "usually | fast enough" guarantees failure for a VST, because in the | case of VST, "usually fast enough" is the only guarantee | the host operating system will offer your software. | | It's not "theorycrafting" to say that real-time music | software running in a preemptive multitasking operating | system without deterministic process time allocation will | have to suffer the possibility of occasional drops. It | happens in practice and audio drivers have to be | implemented to account for the bulk of it, and the VST | API is designed in such a way that failure to fill a | buffer on time needn't be fatal. | TheOtherHobbes wrote: | It usually doesn't happen in practice unless you're doing | a lot of other things at the same time. Which you | shouldn't be. | | Of course audio is block buffered over (mostly) USB, and | as long as the buffers are being filled more quickly than | they're being played out, the odd ms glitch here and | there is irrelevant. | | As real-time systems Windows, MacOS and Linux are | terrible from a theoretical POV, and they're useless for | the kinds of process control applications where even a ms | of lag can destroy your control model. | | But with adequate buffering and conservative loading they | work well enough to handle decent amounts of audio | synthesis processing without glitching - live, on stage. | boomlinde wrote: | _> It usually doesn 't happen in practice unless you're | doing a lot of other things at the same time. Which you | shouldn't be._ | | _> Of course audio is block buffered over (mostly) USB, | and as long as the buffers are being filled more quickly | than they 're being played out, the odd ms glitch here | and there is irrelevant._ | | As I've noted earlier in the thread. In fact, that the | only thing you can offer under such circumstances is that | "it usually doesn't happen" because "it's usually fast | enough" is my entire point. | | _> As real-time systems Windows, MacOS and Linux are | terrible from a theoretical POV, and they 're useless for | the kinds of process control applications where even a ms | of lag can destroy your control model._ | | You could employ the same strategies to process control | problems where latency is not a problem so much as | jitter. You don't, because unlike a music performance an | occasional once-in-a-week buffer underflow caused by a | system that runs tens to hundreds of processes already at | boot can actually make lasting damage there. | microcolonel wrote: | Not to mention if the inference is done on the CPU, it | shouldn't be that hard to control it. The matrices are of a | set size by the time you're running a VST; this is the | actual simple answer. | | The medium answer is "this is a wavenet model, so inference | is probably really expensive unless the continuous output | is a huge improvement to performance". | mochomocha wrote: | Indeed. Having myself spent some time in the "VST | lifestyle business" when I was in grad school (was | selling a guitar emulation based on physical modelling | synthesis), and now working in ML, I think there's no | chance for such an approach to hit "mainstream" anytime | soon. Even if you do your inference on CPU, most deep | learning libraries are designed for throughput, not | latency. In a VST plugin environment, you're also only | one of the many components requiring computation, so your | computational requirements better be low. | jerf wrote: | You might be able to combine it with the recent work on | minimizing models to obtain something that is small | enough to run reliably in real time. | | Although the unusual structure of the net here may mean | you're doing original and possibly publication-level work | to adapt that stuff to this net structure. | | If you were really interested in this, there could also | be some profit in minimizing the model and then figuring | out how to replicate it in a non-neural net way. Direct | study of the resulting net may be profitable. | | (I'm not in the ML field. I haven't seen anyone report | this but I may just not be seeing it. But I'd be | intrigued to see the result of running the size reduction | on the net, running training on _that_ network, then | seeing if maybe you can reduce the resulting network | again, then training _that_ , and iterating until you | either stop getting reduced sizes or the quality degrades | too far. I've also wondered if there is something you | could do to a net to encourage it not to have | redundancies in it... although in this case the structure | itself may do that job.) | microcolonel wrote: | I wonder if teddykoker has looked at applying FFTNet or | similar methods as a replacement for Wavenet. I'm not | sure but it seems to me like FFTNet is a lot more | tractable than Wavenet, and not necessarily that much | worse for equivalent training data. | samplenoise wrote: | There's latency and there's the somewhat separate question of | how much time is needed to make a prediction. Wavenet is causal | (no look-ahead) and operates on the sample level so there are | no buffers and thus no latency in the strict sense, beyond | encoding/decoding into the sample rate and format required by | the ML model, which should take <1ms. Whether a model manages | to make a prediction in that amount of time depends on things | like the receptive field and number of layers. The linked paper | says their custom implementation runs at 1.1x real-time. I | guess this isn't impossible; their receptive field is ~40ms, | vs. 300 for the original (notoriously slow) wavenet, and the | model is likely to have less layers and channels. | cjlars wrote: | "Round trip," or guitar to processing to speakers needs to be | sub 10ms to be transparent to the musician. Source: spent | years playing guitar through my guitar -> DAC -> PC -> DAC -> | speaker signal chain | samplenoise wrote: | The receptive field size is how much 'history' the | algorithm requires, it doesn't affect the round trip time, | which can still be sub ms | munificent wrote: | I'm not an expert on machine learning or DSP, but I do know just | enough of each to suspect this isn't anywhere near as impressive | as it seems. | | A distortion pedal is essentially just a waveshaper [1]. Think of | audio in digital terms as just a series of numbers. A waveshaper | is just a simple mathematical function. To apply it, you | literally just apply the function to each value in the input | stream and there's your output stream. There's no memory or | interesting algorithms going on. It's the audio equivalent to | calling map() on your list of samples with some lambda to produce | a new list of samples. | | Of course distortion pedals do that in the analogue domain using | circuitry, which has some additional complexity because | transistors and diodes and friends don't behave exactly like | mathematical functions. There's "sag" and some other physical | effects that cause the output to also somewhat depend on previous | input. | | Even so, that can generally be modelled using a simple | convolution. Each output sample is calculated by taking some | finite number of previous input samples, multiplying each of them | by a weight factor, and then summing the results. | | Does that sound like a neural net? It is. That's what we call | them _convolutional_ neural networks. Convolution is bread and | butter in DSP. You can easily generate one that produces the same | effect as some piece of hardware or acoustic environment by | running an impulse (a single 1.0 sample surrounded by silence) | through the system and then recording the result. That "impulse | response" essentially _is_ your set of convolution weights. | | So using a _deep_ neural network and then _training_ sounds a lot | to me like overkill to me. You could accomplish much the same by | using a "depth-1 network" and running an impulse through it. | | Caveat, though: I am just a novice here, so there could very well | be a lot of subtlety I'm missing out on. | | [1]: https://en.wikipedia.org/wiki/Waveshaper | afro88 wrote: | I think you're hand waving away all the complexity. You're | right that distortion is pretty much waveshaping. But all the | nuance, "warmth" and lovely non-linearities that make these | pedals highly sought after is the really really hard part. It | can't be simply solved with convolution. | | The same pedal from this post has been pain stakingly circuit | modeled by Cytomic[1] over the past few years and still isn't | out of beta. Analog circuit modeling is a huge thing in DSP | right now because it's the closest we have to proper 1:1 | software clones of analog hardware. But it's incredibly time | consuming. | | I'm really excited by this use of WaveNet. It could drastically | cut down the time to clone old costly to maintain hardware. But | it will have some way to go before you can tweak the parameters | in realtime. Or so I assume? | | [1]: https://cytomic.com/#plugins | ndm000 wrote: | I think the real innovation here is that this was done on just | a few minutes of training data, opening up the possibility for | all kinds of effects / amps to be modeled through this same | method somewhat easily. I'm not sure how current DSPs are | designed, but this is likely orders of magnitude more simple | than designing the audio transformations (digital or analog) | manually. | [deleted] | samplenoise wrote: | > You could accomplish much the same by using a "depth-1 | network" and running an impulse through it | | This would be true for a linear impulse response, however for | this kind of effects you need both state/memory (like a | convolution) and non-linearity (like a waveshaper), which is | why people use RNN's and CNN's | munificent wrote: | Ah, good point. Thank you for mentioning non-linearity. This | has helped clarify my novice thinking on this. | rrss wrote: | From a certain point of view, modern deep neural networks for | audio are 'just' nonlinear adaptive filters on steriods. | | Linear adaptive filters have been around for a long long time, | and nowadays are everywhere. They can't capture the nonlinear | behavior of effect pedals, not even just the waveshaper. | | The model you are describing sounds like a 'wiener model,' | which refers to a linear filter followed by some nonlinearity | (i.e. the waveshaper). | | There are other approaches to nonlinear adaptive filters, like | Volterra series and kernel methods. | | People have been using all of these techniques, and more, to | approximate analog audio effects for decades. | | A 'trained deep neural network' is not in principle that much | different or 'less pure' than other nonlinear adaptive | filtering techniques, just with a load more parameters. What | matters is if the results are sufficiently improved to justify | the computation. | Exmoor wrote: | Also not an expert, but that sounds about right to me. | | I imagine the difficulty in designing these models comes from | modeling the variable factors, IE the parameters normally | controlled by the knobs on the amp or effect. Some of these | should be straightforward (for example "gain" increasing the | volume on the input signal), but I suspect that in some pedals | these parameters changing can have impacts on how other | parameters behave. I don't see any mention of how this "deep | learning" model works with that. | | Guitar modeling gear has been around for about 25 years (The | first Line6 amp debuted in 1996, I'm not sure if their were | earlier products brought to market). They've been derided by | purists, but have kind of turned a corner in recent years and | are now becoming very mainstream. | | Some modern products, such as those sold by Kemper, actually | allow you to plug in to your existing gear and generate a | profile based on the impulse response. The results, at least | according to the reviews I've read, are actually very | impressive. | dontreact wrote: | I believe you are are vastly oversimplifying this. | | An impulse response will characterize only a system that is | | * linear | | * time-invariant | | Many effects are not linear (especially distortion: the | crunchiness comes from the nonlinearity). f(a) + f(b) != f(a+b) | | And many effects are time varying, for example phasers and | choruses which have low frequency oscillators controlling how | the sound is shaped depending on when it comes in. Chorus for | example will vary the pitch up and down. | aerospace_guy wrote: | Yup! This covers the basics of control theory; a simple | concept that most don't understand. | dharma1 wrote: | Here is the original paper from 2019 by Eero-Pekka Damskagg- | https://research.aalto.fi/en/publications/realtime-modeling-... | | It was also published as a realtime JUCE project, which might be | more useful for actual (realtime VST/AU) use: | | https://github.com/damskaggep/WaveNetVA | | Alec Wright has done more work on this since then, using it for | amplifiers: | | https://www.aalto.fi/en/news/deep-learning-can-fool-listener... | | And time variant effects: | | https://github.com/Alec-Wright/NeuralTimeVaryFx ___________________________________________________________________ (page generated 2020-05-11 23:00 UTC)