Thermionik Amp Modeler Plugin by Kazrog LLC

All sounds very interesting.

Any chance of it being zero latency to play through in real time?
 
All sounds very interesting.

Any chance of it being zero latency to play through in real time?

There's no such thing as "zero" latency in digital, but no noticeable latency when run at 64 samples/buffer in your DAW. Any latency incurred isn't coming from Thermionik itself, in other words.
 
"And post a video where I talk about "game changing" and other meaningless marketing buzzwords, but that's really not my style. :lol:

Lol in the video I think it says a new revolutionary way or something...


Anyway still can't wait.
 
"And post a video where I talk about "game changing" and other meaningless marketing buzzwords, but that's really not my style. :lol:

Lol in the video I think it says a new revolutionary way or something...


Anyway still can't wait.

Video titling is a very useful thing. There's no way I could have delivered "the new revolution in amp modeling" straight faced into the camera. :lol:

Admittedly, it's pretty cheesy, but people have come to expect some kind of "drama" from plugin trailers on YouTube. I threw it together pretty quickly in Final Cut Pro - it's a lot of fun getting cinematically hokey with various transitions and titles.
 
Im actually more interested in recabinet 4
any new technology behind it?
new cabs? did you re-record old ones?


What is gonna make it better than the other impulses?
 
Im actually more interested in recabinet 4
any new technology behind it?
new cabs? did you re-record old ones?

What is gonna make it better than the other impulses?

Mainly, Recabinet 4 focuses on expanding the library, not only in terms of cabs and mics, but also adding some room ambiences that can be blended in optionally.

As far as the technology, Recabinet 3 already has speaker dynamics, and as far as what would make the library itself "better" than other impulses - that's a highly subjective topic, which is one of the reasons why Recabinet 3 supports third party IRs. It's nice to be able to shoot custom IRs in your studio, for example, and load them up with speaker dynamics, etc. in Recabinet and get "your" custom sound.

So much value has been added to Recabinet 3 in the past couple of years in the form of free updates that I don't foresee any kind of major tech breakthrough on that front. I could add 8 million channels like some of the competition, but TBH if you use IRs that have been recorded well, it's not necessary to use more than 1 or 2 at a time. There's no sense in increasing options anxiety, cluttering the interface, and adding more CPU hit in the process. At one point I'd toyed with the idea of adding power tube simulation to Recabinet 4, but it seems silly to emulate that much of the rig without going all the way into full on amp modeling, so Thermionik was the logical next step.
 
Thanks for the info ;)
and if i can make a suggestion...
+1 to impulses of the 5153 cab
 
If I could make one request for a new feature on Recabinet 4 it would be moveble mics like on Amplitube.
 
If I could make one request for a new feature on Recabinet 4 it would be moveble mics like on Amplitube.

That's something I'd considered, however, the way that "gapless" mic positioning in plugins typically works is essentially parametric EQ that moves and sweeps some "mystery" frequency boosts and cuts depending on the X/Y position in the UI.

I've never heard an example of gapless mic positioning from a plugin that was convincing whatsoever - typically I find them to be nasal and fizzy no matter where the mic is placed, impossible to ever find the sweet spot. While there may be a better way to do it (I can think of one way that would be a lot better, actually), it's far more valuable to producers to offer handpicked mic positions that have a good overall balances, and let them fine tune them with EQ and blending.

Part of the goal of analog modeling is to replicate the sound of real analog gear, and the other part of the goal is to offer a level of convenience and mix readiness that far surpasses the analog workflow. I can think of all sorts of other drudgery the plugin industry could replicate from the analog world in a (such as patch bay rats' nests), but it doesn't mean we should.
 
the way that "gapless" mic positioning in plugins typically works is essentially parametric EQ that moves and sweeps some "mystery" frequency boosts and cuts depending on the X/Y position in the UI.
Maybe 10 years ago, actually it's multiple IRs interpolation, which can be pretty damn accurate, as long as you capture enough "knot" IRs.
Nothing that hard to implement, it can also be even more efficient (CPU wise) than a single IR + parametric EQ, if the implementation is smart enough, so I don't really see any point in using EQ, nowadays...
 
Maybe 10 years ago, actually it's multiple IRs interpolation, which can be pretty damn accurate, as long as you capture enough "knot" IRs.
Nothing that hard to implement, it can also be even more efficient (CPU wise) than a single IR + parametric EQ, if the implementation is smart enough, so I don't really see any point in using EQ, nowadays...

Interpolation was the "better" way that I thought of when I wrote my previous post. If that's the case with gapless plugins out there now, then perhaps the sonic issue I've noticed isn't the methodology behind the gapless implementation, but the way the IRs themselves were captured. And of course that's my subjective opinion, I have my preferences when it comes to the sound of IRs, etc...

Definitely not a hard thing to implement, but it's not been a popular request, and there are bigger fish to fry. I'm not averse to implementing such a feature in a future free update to Recabinet 4, but it's doubtful that it's something that would make it into the dot zero release. I'll have to experiment a bit, maybe there's some room to innovate here.