airfx package

    Dec 27 2021 | 3:08 pm
    Hello forums! I've just finished up an initial release of a side project I've been working on for a few months -- a package of 150+ audio effect externals all ported directly from the open source airwindows VSTs. There are compressors, delays, reverbs, bitcrushers, filters... All sorts of good stuff. Big thanks to Chris Johnson for making Airwindows open source!
    Here is airfx v1.0.0 (you can find the downloads on the release page).
    You may ask: why not just use the vst~ object? Well, the real answer is that I wanted an excuse to see if I could automate generating min-based externals! The Airwindows plugins' source code is pretty standardized and easy to parse as text, so I decided to give it a go. But also it's nice to know that you can bundle up the external in, for example, a M4L device and not require the user to have the plugin installed.
    Anyway. Hope you enjoy! If you run into anything that seems broken, feel free to leave a GitHub issue. :)

    • Dec 27 2021 | 5:34 pm
      This is awesome Isabel! These will be hugely helpful as min examples. I will definitely be playing with this, and will also share it with my professor friends at UVic for potential course materials!
    • Dec 27 2021 | 9:40 pm
      Thank You! ✨🥇++🥇++🥇✨
    • Dec 28 2021 | 3:27 pm
      Thanks! :)
    • Dec 28 2021 | 9:32 pm
      I'm probably being dim here, but I downloaded the zip and put the airfx folder in my Packages folder, but when I launch any of the help files , the ar. objects all get the message "no such object". What am I missing? Ta.
    • Dec 28 2021 | 9:36 pm
      Are the .mxo and .mxe64 files in the externals folder?
      Also, are you on Windows? (If so, there could have been an issue with the GitHub actions build and I can recompile and test again soon when I’m near my Windows machine again.)
    • Dec 28 2021 | 10:32 pm
      Hi Isabel,
      I’m on Mac, and there isn’t an externals folder at all! Have I downloaded the wrong thing? (“Download ZIP” in the Code drop-down. (I’ve never really gotten my head around GitHub)
    • Dec 28 2021 | 11:22 pm
      yup. the /source folder is emtpy, too (unzipped under win here)
    • Dec 28 2021 | 11:59 pm
      Ah, to clarify you should download from the releases page here: (the first item, not the source code)
      Will update the original post...
    • Dec 29 2021 | 1:00 am
      Thanks so much for these:)
    • Dec 29 2021 | 1:15 pm
      Thanks for that Isabel.
    • Dec 29 2021 | 7:07 pm
      Wow! This is great! Thank you very much,
    • Dec 30 2021 | 5:58 pm
      Lots of useful objects… but loading any of the ones I tried (in the help files) bumped processor load up to around 35%. That seems a bit hungry for a single object to me!
    • Dec 30 2021 | 6:34 pm
      Some of the reverb algorithms might be higher performance hits, but I wouldn't expect that for a lot of the lighter weight ones.
      For example, ar.pocketverbs~ is around 10-15% load on my machine whereas ar.adt~ is around 2% load.
    • Dec 30 2021 | 7:07 pm
      I _was a bit surprised when I saw that. So I’ll check them again tomorrow. This will be on an M1 and max 8.2 without Rosetta.
    • Dec 31 2021 | 5:13 pm
      Hmm. I tried several of the objects, and with Max8.2/Rosetta they were using from 15-30% cpu, but with Rosetta off, the load was 0-1% . Pocketverbs used a steady 5%. Would you would expect that much difference with/without Rosetta?
    • Jan 14 2022 | 9:38 pm
      Thanks for making these! I'm noticing an issue where the external's attributes reset when the dsp chain resets. i.e. if I make a new msp object somewhere, the attributes will reset to the their default value. I can get around this by setting them in a numbox and resending them each time.
    • Jan 14 2022 | 9:55 pm
      Would you would expect that much difference with/without Rosetta?
      I am not too surprised to hear there's a pretty different level with/without Rosetta. It's hard to say, unfortunately.
      if I make a new msp object somewhere, the attributes will reset to the their default value.
      Thanks for this catch! I know why it's happening, but it may take a little while to fix all the objects. ;)
    • Jan 14 2022 | 11:51 pm
      no rush! I appreciate the effort that went into this. thanks again