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Old 09-03-2023, 06:38 AM   #1
80icio
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Default do you think this is a typo or intentional? Sonic Anomaly QUADRACOM

Code:
  prm.drv0 = 10^((slider1 * 0.15)/20);
  prm.drv1 = 10^((slider2 * 0.015)/20);
  prm.drv2 = 10^((slider3 * 0.15)/20);
  prm.drv3 = 10^((slider4 * 0.15)/20);
I was peeping at Sonic Anomaly QUADRACOM just to see how is QUADRACOM jsfx plug worked and I've found that on line 288 where he defines compression gain the lowmids slider amount is multiplied by 0.015 instead of 0.15 as all the other bands.

I have a feeling this is a typo and not something by design, but since I never programmed a JSFX and I don't know much about this I'm asking more experienced JSFX devs a confirmation.

the whole code can be found here
https://github.com/Sonic-Anomaly/Son...QuadraCom.jsfx
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Old 09-03-2023, 10:47 AM   #2
Fabian
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Default

That looks like a typo to me. Those seem to be computing the "compress" values for the four compressors, and slider2 is for the Lo-Mid compressor, so should (probably) all be identical.

Change it and see (hear) what happens.
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Old 11-01-2023, 12:39 AM   #3
YanHurd
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Doesn't seem to be a typo - but rather an attempt to level the bands. However, that leveling doesn't seem to be optimal: By default, the LM band is a bit attenuated .. but when set to 0.15 like the other bands, the LM band gets too loud. By setting the following values, my frequency analyzer displays a rather flat response:

Code:
  prm.drv0 = 10^((slider1 * 0.16)/20);
  prm.drv1 = 10^((slider2 * 0.1)/20);
  prm.drv2 = 10^((slider3 * 0.14)/20);
  prm.drv3 = 10^((slider4 * 0.16)/20);
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