Revision history for NativeLatencyDatabase


Revision [1939]

Last edited on 2015-10-12 13:26:49 by admin
Additions:
//Important note: in the PARIS manual, EDS plugins are referred to as "native" plugins (as distinct from VST/DX plugins) - evidently because at that time EDS plugins were thought of as being "native" to the PARIS hardware. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Terminology here reflects that current usage, rather than the manual's minority usage. **Hence all plugins that are accessed through the EDS plugin slots in your Mixer Window and run on the ESP2 chips of the EDS cards (eg stock, Skunkworks or Mike Audet) will be referred to here as "EDS Plugins". All plugins that are accessed via the VST/DX slots in your Mixer Window - whether run on your computer's CPU (eg the VST/DX plugins referred to here) or on other resources such as UAD cards - will be referred to as "Native Plugins" for simplicity.** There's little to know about the latency of PARIS' EDS plugins - they are all either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//
Deletions:
//Important note: in the PARIS manual, EDS plugins are referred to as "native" plugins (as distinct from VST/DX plugins) - evidently because EDS plugins were thought of as being "native" to PARIS hardware. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Terminology here reflects that current usage, rather than the manual's minority usage. **Hence all plugins that are accessed through the EDS plugin slots in your Mixer Window and run on the ESP2 chips of the EDS cards (eg stock, Skunkworks or Mike Audet) will be referred to here as "EDS Plugins". All plugins that are accessed via the VST/DX slots in your Mixer Window - whether run on your computer's CPU (eg the VST/DX plugins referred to here) or on other resources such as UAD cards - will be referred to as "Native Plugins" for simplicity.** There's little to know about the latency of PARIS' EDS plugins - they are all either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//


Revision [1938]

Edited on 2015-10-12 13:25:22 by admin
Additions:
Consider a song with a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]. Insert a ""RenComp"" on a track with 64 samples of latency. How much is that in real terms? At 129 BPM it translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI resolution of 960 "ticks" per quarter note, a single instance of RenComp in a 129 BPM song would be equivalent to three "ticks" of delay. By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is a random value with a range +/- 10 ticks.// What this means is that the amount of latency is so negligible as to be inaudible unless you're combining multiple mics from a single source, which has the potential to disrupt phase relationships between the mics (one simple workaround would be to make sure to insert the same plugin - say a Ren Comp - on all mics from the same source, and simply set the threshold too high to trigger on the ones you don't want effected).>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on frequencies in combined audio (eg "comb filtering", often heard as a "phasey" quality or a "hollowing" of the blended sound). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).
Deletions:
Consider a song with a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]. Insert a ""RenComp"" on a track with 64 samples of latency. How much is that in real terms? At 129 BPM it translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI resolution of 960 "ticks" per quarter note, a single instance of RenComp in a 129 BPM song would be equivalent to three "ticks" of delay. By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is a random value with a range +/- 10 ticks.// What this means is that the amount of latency is so negligible as to be inaudible unless you're combining multiple mics from a single source, which has the potential to disrupt phase relationships between the mics (one simple workaround would be to make sure to insert the same plugin - say a Ren Comp - on all mics from the same source, and simply set the threshold too high to trigger on the ones you don't want effected).>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on frequencies in combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).


Revision [1937]

Edited on 2015-10-12 13:22:40 by admin
Additions:
Consider a song with a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]. Insert a ""RenComp"" on a track with 64 samples of latency. How much is that in real terms? At 129 BPM it translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI resolution of 960 "ticks" per quarter note, a single instance of RenComp in a 129 BPM song would be equivalent to three "ticks" of delay. By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is a random value with a range +/- 10 ticks.// What this means is that the amount of latency is so negligible as to be inaudible unless you're combining multiple mics from a single source, which has the potential to disrupt phase relationships between the mics (one simple workaround would be to make sure to insert the same plugin - say a Ren Comp - on all mics from the same source, and simply set the threshold too high to trigger on the ones you don't want effected).>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on frequencies in combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).
Deletions:
Consider a song with a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]. Insert a ""RenComp"" on a track with 64 samples of latency. How much is that in real terms? At 129 BPM it translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI resolution of 960 "ticks" per quarter note, a single instance of RenComp in a 129 BPM song would be equivalent to three "ticks" of delay. By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is a random value with a range +/- 10 ticks.// What this means is that the amount of latency is so negligible as to be inaudible unless you're combining multiple mice from a single source, which has the potential to disrupt phase relationships between the mics (one simple workaround would be to make sure to insert the same plugin - say a Ren Comp - on all mics from the same source, and simply set the threshold too high to trigger on the ones you don't want effected).>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on frequencies in combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).


Revision [1936]

Edited on 2015-10-12 13:22:20 by admin [added a clarification]
Additions:
Consider a song with a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]. Insert a ""RenComp"" on a track with 64 samples of latency. How much is that in real terms? At 129 BPM it translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI resolution of 960 "ticks" per quarter note, a single instance of RenComp in a 129 BPM song would be equivalent to three "ticks" of delay. By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is a random value with a range +/- 10 ticks.// What this means is that the amount of latency is so negligible as to be inaudible unless you're combining multiple mice from a single source, which has the potential to disrupt phase relationships between the mics (one simple workaround would be to make sure to insert the same plugin - say a Ren Comp - on all mics from the same source, and simply set the threshold too high to trigger on the ones you don't want effected).>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on frequencies in combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).
Deletions:
Consider a song with a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]. Insert a ""RenComp"" on a track with 64 samples of latency. How much is that in real terms? At 129 BPM it translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI resolution of 960 "ticks" per quarter note, a single instance of RenComp in a 129 BPM song would be equivalent to three "ticks" of delay. By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is a random value with a range +/- 10 ticks.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on frequencies in combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).


Revision [1934]

Edited on 2015-08-23 09:47:38 by admin [added a clarification]
Additions:
>>**Sidebar - Latency in perspective**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //
Deletions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //


Revision [1933]

Edited on 2015-08-23 09:47:13 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //
Deletions:
>>**Sidebar - Latency in musical perspective**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //


Revision [1932]

Edited on 2015-08-23 09:47:03 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>**Sidebar - Latency in musical perspective**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //
Deletions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //


Revision [1856]

Edited on 2010-03-19 11:55:34 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to the edit screen (and other ""non-FaderWorks"" submixes). This is because latency always represents a "delaying" of audio, so the only true correction for that would be to "advance" that audio the same amount, playing it back "early"; ""FaderWorks"" can only affect audio that has already passed through the native inserts, ie it can't play audio any earlier than it receives it. But it's a great solution to correct *relative* latencies between channels within submixes. Plugin delays are still cumulative per channel - however, Faderworks keeps track of what each channel "needs" for compensation, and the maximum overall delay ""FaderWorks"" will introduce in a submix will be no more than that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.
Deletions:
""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to the edit screen and other ""non-FaderWorks"" submixes. This is because latency represents a "delaying" of audio, so the only true correction for that would be to "advance" that audio the same amount, playing it back "early" - but ""FaderWorks"" can only affect audio that has already passed through the native inserts, ie it can't play audio any earlier than it receives it. But it's a great solution to correct *relative* latencies between channels within submixes. Plugin delays are still cumulative per channel - however, Faderworks keeps track of what each channel "needs" for compensation, and the maximum overall delay ""FaderWorks"" will introduce in a submix will be no more than that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.


Revision [1855]

Edited on 2010-03-15 00:59:09 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Consider a song with a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]. Insert a ""RenComp"" on a track with 64 samples of latency. How much is that in real terms? At 129 BPM it translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI resolution of 960 "ticks" per quarter note, a single instance of RenComp in a 129 BPM song would be equivalent to three "ticks" of delay. By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is a random value with a range +/- 10 ticks.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on frequencies in combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).
Deletions:
Consider a song with a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]. Insert a ""RenComp"" on a track with 64 samples of latency. How much is that in real terms? At 129 BPM it translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI resolution of 960 "ticks" per quarter note, a single instance of RenComp in a 129 BPM song would be equivalent to three "ticks" of delay.
By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is +/- 10 ticks.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on frequencies in combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).


Revision [1854]

Edited on 2010-03-15 00:58:27 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //
Consider a song with a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]. Insert a ""RenComp"" on a track with 64 samples of latency. How much is that in real terms? At 129 BPM it translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI resolution of 960 "ticks" per quarter note, a single instance of RenComp in a 129 BPM song would be equivalent to three "ticks" of delay.
By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is +/- 10 ticks.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on frequencies in combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).
Deletions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late". At 129 BPM that translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI clock is 960 pulses per quarter note, a single instance of RenComp would be equivalent to three "ticks" delay. By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is +/- 10 ticks.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on frequencies in combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).


Revision [1853]

Edited on 2010-03-14 22:39:57 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Thanks to the efforts of PARIS guru Dimitrios, those users who want their latency automatically compensated gained a new more convenient option for //relative// latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach; a ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary.
""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to the edit screen and other ""non-FaderWorks"" submixes. This is because latency represents a "delaying" of audio, so the only true correction for that would be to "advance" that audio the same amount, playing it back "early" - but ""FaderWorks"" can only affect audio that has already passed through the native inserts, ie it can't play audio any earlier than it receives it. But it's a great solution to correct *relative* latencies between channels within submixes. Plugin delays are still cumulative per channel - however, Faderworks keeps track of what each channel "needs" for compensation, and the maximum overall delay ""FaderWorks"" will introduce in a submix will be no more than that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.
Deletions:
Thanks to the efforts of PARIS guru Dimitrios, those users who want their latency automatically compensated gained a new more convenient option for //relative// latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach; a ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. ""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to the edit screen and other ""non-FaderWorks"" submixes (since latency is a "delaying" of audio, the only true correction for that would be to "advance" that audio the same amount, playing it back "early" - but ""FaderWorks"" can only affect audio that has already passed through the native inserts, ie it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay ""FaderWorks"" will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.


Revision [1852]

Edited on 2010-03-14 22:37:31 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
In other situations a single sample of latency may be sufficient to cause issues. When splitting multi-mic'd recordings, blending "wet" and "dry" signals, or where latencies are greater than the direct detection threshold (ie UAD plugins), users can -
Deletions:
In other situations a single sample of latency may be sufficient to cause issues. When splitting multi-mic'd recordings, blending "wet" and "dry" signals, or where latencies are greater than the direct detection threshold (ie UAD plugins) -


Revision [1851]

Edited on 2010-03-14 22:36:43 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late". At 129 BPM that translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI clock is 960 pulses per quarter note, a single instance of RenComp would be equivalent to three "ticks" delay. By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is +/- 10 ticks.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on frequencies in combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).
Deletions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late". At 129 BPM that translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI clock is 960 pulses per quarter note, a single instance of RenComp would be equivalent to three "ticks" delay. By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is +/- 10 ticks.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).


Revision [1850]

Edited on 2010-03-14 22:36:04 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late". At 129 BPM that translates to a delay of one-tenth of one 32nd note. At Logic's internal MIDI clock is 960 pulses per quarter note, a single instance of RenComp would be equivalent to three "ticks" delay. By way of comparison, the default setting of the "Humanize" function in Logic which slightly randomizes MIDI times is +/- 10 ticks.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).
Deletions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late". At 129 BPM that translates to a delay of one-tenth of one 32nd note.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).


Revision [1849]

Edited on 2010-03-14 22:18:35 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
2) attempt to manually compensate for latency by nudging or sliding audio on the edit screen, or using plugins such as [[http://www.analogx.com/contents/download/Audio/sslide/Freeware.htm SampleSlide]]
Those who want to avoid the issue altogether can simply avoid plugins {{color text="marked in red" c="red"}} or {{color text="green" c="green"}} below. Those seeking to manually compensate for latency can look up the exact latency of a particular plugin and nudge their audio earlier by that amount - or nudge (or [[http://www.analogx.com/contents/download/Audio/sslide/Freeware.htm SampleSlide]]) all other audio later by that amount (see important notes in sidebar to right for things that affect this approach).
Deletions:
2) attempt to manually compensate for latency by nudging or sliding audio on the edit screen, or using plugins such as SampleSlide
Those who want to avoid the issue altogether can simply avoid plugins {{color text="marked in red" c="red"}} or {{color text="green" c="green"}} below. Those seeking to manually compensate for latency can look up the exact latency of a particular plugin and nudge their audio earlier by that amount - or nudge (or SampleSlide) all other audio later by that amount (see important notes in sidebar to right for things that affect this approach).


Revision [1848]

Edited on 2010-03-14 22:16:47 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late". At 129 BPM that translates to a delay of one-tenth of one 32nd note.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd (or "wet" and "dry") signals, the small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored by most users (although be aware that latencies are cumulative if chained in series).
Deletions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late". At 129 BPM that translates to a delay of one-tenth of one 32nd note.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).


Revision [1847]

Edited on 2010-03-14 22:14:35 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late". At 129 BPM that translates to a delay of one-tenth of one 32nd note.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the threshold at which even trained listeners can perceive them as discrete events). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).
Deletions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late". At 129 BPM that translates to a delay of one-tenth of one 32nd note.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).


Revision [1846]

Edited on 2010-03-14 22:13:41 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late". At 129 BPM that translates to a delay of one-tenth of one 32nd note.//>> How much of an issue is this? It depends; many latency issues are far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds are below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).
Deletions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late". At 129 BPM that translates to a delay of one-tenth of one 32nd note.//>> Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds, ie below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).


Revision [1845]

Edited on 2010-03-14 22:12:46 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
The PARIS app, last updated in 2001, lacks internal latency compensation (sometimes called "ADC" or "PDC") for either native or EDS plugins, so PARIS users have evolved a variety of workarounds.
Deletions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins (sometimes called "ADC" or "PDC"), so PARIS users have evolved a variety of workarounds.


Revision [1844]

Edited on 2010-03-14 21:54:48 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late". At 129 BPM that translates to a delay of one-tenth of one 32nd note.//>> Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds, ie below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).
Deletions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late" - a delay of one-tenth of a 32nd note.//>> Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds, ie below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).


Revision [1843]

Edited on 2010-03-14 21:53:54 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>**Sidebar**: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__ //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late" - a delay of one-tenth of a 32nd note.//>> Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds, ie below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).
Deletions:
>>**Sidebar: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__** //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late" - a delay of one-tenth of a 32nd note.//>> Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds, ie below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).


Revision [1842]

Edited on 2010-03-14 21:53:04 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>**Sidebar: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__** //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track causes its audio to play back 64 samples "late" - a delay of one-tenth of a 32nd note.//>> Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds, ie below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).
Deletions:
>>**Sidebar: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__** //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track gives 64 samples of latency, causing the track to play back 64 samples "late" - a delay of one-tenth of a 32nd note.//>> Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds, ie below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).


Revision [1841]

Edited on 2010-03-14 21:52:03 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>**Sidebar: __How much is 64 samples of latency (""RenComp"" etc) in musical terms?__** //Consider a [[http://recording.songstuff.com/delay_calculator.php tempo of 129 BPM and a sample rate of 44.1k]]; a ""RenComp"" inserted on a track gives 64 samples of latency, causing the track to play back 64 samples "late" - a delay of one-tenth of a 32nd note.//>> Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds, ie below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).
Deletions:
Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds, ie below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).
>>**Sidebar: __How much is 64 samples of latency (RenComp etc) in musical terms?__** //Consider a tempo of 129 BPM and a sample rate of 44.1k; a RenComp inserted on a track gives 64 samples of latency, causing the track to play back 64 samples "late" - a delay of one-tenth of a 32nd note.//>>


Revision [1840]

Edited on 2010-03-14 21:50:31 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a couple of milliseconds, ie below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency caused by plugins {{color text="marked in green" c="green"}} below are essentially irrelevant and can safely be ignored (be aware that latencies are cumulative if chained in series).
>>**Sidebar: __How much is 64 samples of latency (RenComp etc) in musical terms?__** //Consider a tempo of 129 BPM and a sample rate of 44.1k; a RenComp inserted on a track gives 64 samples of latency, causing the track to play back 64 samples "late" - a delay of one-tenth of a 32nd note.//>>
In other situations a single sample of latency may be sufficient to cause issues. When splitting multi-mic'd recordings, blending "wet" and "dry" signals, or where latencies are greater than the direct detection threshold (ie UAD plugins) -
Deletions:
Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a few milliseconds, below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency such as those {{color text="marked in green" c="green"}} below are irrelevant and can safely be ignored. In other situations a single sample of latency can be sufficient to cause issues.
When splitting multi-mic'd recordings, blending "wet" and "dry" signals, or where latencies are greater than the direct detection threshold (ie UAD plugins) -


Revision [1839]

Edited on 2010-03-14 21:26:35 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a few milliseconds, below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, small amounts of latency such as those {{color text="marked in green" c="green"}} below are irrelevant and can safely be ignored. In other situations a single sample of latency can be sufficient to cause issues.
Deletions:
Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a few milliseconds, below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, latency is irrelevant and can safely be ignored. In other situations a single sample of latency can be sufficient to cause issues.


Revision [1838]

Edited on 2010-03-14 21:24:43 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Those who want to avoid the issue altogether can simply avoid plugins {{color text="marked in red" c="red"}} or {{color text="green" c="green"}} below. Those seeking to manually compensate for latency can look up the exact latency of a particular plugin and nudge their audio earlier by that amount - or nudge (or SampleSlide) all other audio later by that amount (see important notes in sidebar to right for things that affect this approach).
Deletions:
Those who want to avoid the issue altogether can simply avoid plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of a particular plugin and nudge their audio earlier by that amount - or nudge (or SampleSlide) all other audio later by that amount (see important notes in sidebar to right for things that affect this approach).


Revision [1837]

Edited on 2010-03-14 21:23:25 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||Chunkware||Vanilla||{background-color:green; color:white}44||
||Izotope||Alloy||{background-color:green; color:white}1||
||Waves||C4 Multiband||{background-color:green; color:white}64||
||Waves||GTR3 Amps||{background-color:green; color:white}34||
||Waves||GTR2 Amps||{background-color:green; color:white}34||
||Waves||L1 Ultramaximizer||{background-color:green; color:white}64||
||Waves||L2 Ultramaximizer||{background-color:green; color:white}64||
||Waves||L3-LL Multimaximizer||{background-color:green; color:white}64||
||Waves||L3-LL Ultramaximizer||{background-color:green; color:white}64||
||Waves||""MaxxVolume""||{background-color:green; color:white}64||
||Waves||Renaissance Axx||{background-color:green; color:white}64||
||Waves||Renaissance Channel||{background-color:green; color:white}65||
||Waves||Renaissance Compressor||{background-color:green; color:white}64||
||Waves||Renaissance ""DeEsser""||{background-color:green; color:white}64||
||Waves||Renaissance Vox||{background-color:green; color:white}64||
||Waves||SSL G Master Buss Compressor||{background-color:green; color:white}1||
||Waves||""TransX"" Multi||{background-color:green; color:white}64||
||Waves||""TransX"" Wide||{background-color:green; color:white}64||
||Waves||C360 Surround Compressor||{background-color:green; color:white}64||
||Waves||L360 Surround Limiter||{background-color:green; color:white}64||
Deletions:
||Chunkware||Vanilla||{background-color:red; color:white}44||
||Izotope||Alloy||{background-color:red; color:white}1||
||Waves||C4 Multiband||{background-color:red; color:white}64||
||Waves||GTR3 Amps||{background-color:red; color:white}34||
||Waves||GTR2 Amps||{background-color:red; color:white}34||
||Waves||L1 Ultramaximizer||{background-color:red; color:white}64||
||Waves||L2 Ultramaximizer||{background-color:red; color:white}64||
||Waves||L3-LL Multimaximizer||{background-color:red; color:white}64||
||Waves||L3-LL Ultramaximizer||{background-color:red; color:white}64||
||Waves||""MaxxVolume""||{background-color:red; color:white}64||
||Waves||Renaissance Axx||{background-color:red; color:white}64||
||Waves||Renaissance Channel||{background-color:red; color:white}65||
||Waves||Renaissance Compressor||{background-color:red; color:white}64||
||Waves||Renaissance ""DeEsser""||{background-color:red; color:white}64||
||Waves||Renaissance Vox||{background-color:red; color:white}64||
||Waves||SSL G Master Buss Compressor||{background-color:red; color:white}1||
||Waves||""TransX"" Multi||{background-color:red; color:white}64||
||Waves||""TransX"" Wide||{background-color:red; color:white}64||
||Waves||C360 Surround Compressor||{background-color:red; color:white}64||
||Waves||L360 Surround Limiter||{background-color:red; color:white}64||


Revision [1836]

Edited on 2010-03-14 21:21:43 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||DSPFX||Optimizer||{background-color:green; color:white}33||
Deletions:
||DSPFX||Optimizer||{background-color:red; color:white}33||


Revision [1835]

Edited on 2010-03-14 21:20:54 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a few milliseconds, below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold and there's no need to combine multi-mic'd (or "wet" and "dry") signals, latency is irrelevant and can safely be ignored. In other situations a single sample of latency can be sufficient to cause issues.
Deletions:
Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a few milliseconds, below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd or "wet" and "dry" signals, the latency can safely be ignored.


Revision [1834]

Edited on 2010-03-14 19:38:12 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Thanks to the efforts of PARIS guru Dimitrios, those users who want their latency automatically compensated gained a new more convenient option for //relative// latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach; a ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. ""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to the edit screen and other ""non-FaderWorks"" submixes (since latency is a "delaying" of audio, the only true correction for that would be to "advance" that audio the same amount, playing it back "early" - but ""FaderWorks"" can only affect audio that has already passed through the native inserts, ie it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay ""FaderWorks"" will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.
Deletions:
Thanks to the efforts of PARIS guru Dimitrios, those users who want their latency automatically compensated gained a new more convenient option for //relative// latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach; a ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. ""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to the edit screen and other ""non-FaderWorks"" submixes (latency is a "delaying" of audio and the only true correction for that would be to "advance" that audio the same amount - but ""FaderWorks"" can only affect audio that has already passed through the native inserts, ie it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay ""FaderWorks"" will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.


Revision [1833]

Edited on 2010-03-14 19:34:44 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
"Latency" is the time delay a plugin or other process introduces into an audio stream. Some plugins process in "real time"; others introduce delays into the audio stream that can range from a single sample up to well over a full second. This can create obvious problems, from disrupting internal phase relationships between multi-mic audio (or between "wet" and "dry" signals) all the way to "dragging" the timing of a track.
Deletions:
"Latency" is the time delay a plugin or other process introduces into an audio stream. Some plugins process in "real time"; others introduce delays into the audio stream that can range from a single sample up to well over a full second. This can create obvious problems, from disrupting internal phase relationships between multi-mic audio or between "wet" and "dry" signals, all the way to seriously "dragging" a track's timing.


Revision [1832]

Edited on 2010-03-14 19:33:16 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
//Important note: in the PARIS manual, EDS plugins are referred to as "native" plugins (as distinct from VST/DX plugins) - evidently because EDS plugins were thought of as being "native" to PARIS hardware. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Terminology here reflects that current usage, rather than the manual's minority usage. **Hence all plugins that are accessed through the EDS plugin slots in your Mixer Window and run on the ESP2 chips of the EDS cards (eg stock, Skunkworks or Mike Audet) will be referred to here as "EDS Plugins". All plugins that are accessed via the VST/DX slots in your Mixer Window - whether run on your computer's CPU (eg the VST/DX plugins referred to here) or on other resources such as UAD cards - will be referred to as "Native Plugins" for simplicity.** There's little to know about the latency of PARIS' EDS plugins - they are all either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//
Deletions:
//Important note: in the PARIS manual, EDS plugins are referred to as "native" plugins (as distinct from VST/DX plugins) - evidently because EDS plugins were thought of as being "native" to PARIS hardware. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Terminology here reflects that current usage, rather than the manual's minority usage. **Hence all plugins that are accessed through the EDS plugin slots in your Mixer Window and run on the ESP2 chips of the EDS cards (eg stock, Skunkworks or Mike Audet) are referred to as "EDS Plugins". All plugins that are accessed via the VST/DX slots in your Mixer Window - whether run on your computer's CPU (eg the VST/DX plugins referred to here) or on other resources such as UAD cards - will be referred to as "Native Plugins" for simplicity.** There's little to know about the latency of PARIS' EDS plugins - they are all either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//


Revision [1831]

Edited on 2010-03-14 19:32:42 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
//Important note: in the PARIS manual, EDS plugins are referred to as "native" plugins (as distinct from VST/DX plugins) - evidently because EDS plugins were thought of as being "native" to PARIS hardware. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Terminology here reflects that current usage, rather than the manual's minority usage. **Hence all plugins that are accessed through the EDS plugin slots in your Mixer Window and run on the ESP2 chips of the EDS cards (eg stock, Skunkworks or Mike Audet) are referred to as "EDS Plugins". All plugins that are accessed via the VST/DX slots in your Mixer Window - whether run on your computer's CPU (eg the VST/DX plugins referred to here) or on other resources such as UAD cards - will be referred to as "Native Plugins" for simplicity.** There's little to know about the latency of PARIS' EDS plugins - they are all either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//
Deletions:
//Important note: in the PARIS manual, EDS plugins are referred to as "native" plugins (as distinct from VST/DX plugins) - evidently because EDS plugins were thought of as being "native" to PARIS hardware. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Terminology here reflects that current usage, rather than the manual's. **Hence all plugins that are accessed through the EDS plugin slots in your Mixer Window and run on the ESP2 chips of the EDS cards (eg stock, Skunkworks or Mike Audet) are referred to as "EDS Plugins". All plugins that are accessed via the VST/DX slots in your Mixer Window - whether run on your computer's CPU (eg the VST/DX plugins referred to here) or on other resources such as UAD cards - will be referred to as "Native Plugins" for simplicity.** There's little to know about the latency of PARIS' EDS plugins - they are all either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//


Revision [1830]

Edited on 2010-03-14 19:32:20 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
//Important note: in the PARIS manual, EDS plugins are referred to as "native" plugins (as distinct from VST/DX plugins) - evidently because EDS plugins were thought of as being "native" to PARIS hardware. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Terminology here reflects that current usage, rather than the manual's. **Hence all plugins that are accessed through the EDS plugin slots in your Mixer Window and run on the ESP2 chips of the EDS cards (eg stock, Skunkworks or Mike Audet) are referred to as "EDS Plugins". All plugins that are accessed via the VST/DX slots in your Mixer Window - whether run on your computer's CPU (eg the VST/DX plugins referred to here) or on other resources such as UAD cards - will be referred to as "Native Plugins" for simplicity.** There's little to know about the latency of PARIS' EDS plugins - they are all either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//
Deletions:
//Important note: in the PARIS manual, EDS plugins are referred to as "native" plugins, and VST/DX plugins are referred to separately. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Terminology here reflects that current usage, rather than the manual's. **Hence all plugins that are accessed through the EDS plugin slots in your Mixer Window and run on the ESP2 chips of the EDS cards (eg stock, Skunkworks or Mike Audet) are referred to as "EDS Plugins". All plugins that are accessed via the VST/DX slots in your Mixer Window - whether run on your computer's CPU (eg the VST/DX plugins referred to here) or on other resources such as UAD cards - will be referred to as "Native Plugins" for simplicity.** There's little to know about the latency of PARIS' EDS plugins - they are all either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//


Revision [1829]

Edited on 2010-03-14 18:05:41 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
"Latency" is the time delay a plugin or other process introduces into an audio stream. Some plugins process in "real time"; others introduce delays into the audio stream that can range from a single sample up to well over a full second. This can create obvious problems, from disrupting internal phase relationships between multi-mic audio or between "wet" and "dry" signals, all the way to seriously "dragging" a track's timing.
Deletions:
"Latency" is the time delay a plugin or other process introduces into an audio stream. Some plugins process in "real time"; others introduce delays into the audio stream that can range from a single sample up to nearly a full second. This can create obvious problems, from disrupting internal phase relationships in multi-mic audio all the way to seriously "dragging" a track's timing.


Revision [1828]

Edited on 2010-03-14 18:03:11 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins (sometimes called "ADC" or "PDC"), so PARIS users have evolved a variety of workarounds.
Many native latency issues tend to be far below the threshold of direct perception (delays ranging from single samples up to a few milliseconds, below the direct detection threshold for even trained listeners). They can only be perceived indirectly through their effects on the frequency spectra of combined audio (eg "comb filtering"). Where the latency is below the direct detection threshold, and there's no need to combine multi-mic'd or "wet" and "dry" signals, the latency can safely be ignored.
When splitting multi-mic'd recordings, blending "wet" and "dry" signals, or where latencies are greater than the direct detection threshold (ie UAD plugins) -
1) avoid the issue (eg by keeping things that require exact sample alignment like multi-mic'd drums on the same submix and avoiding plugins that introduce latency).
2) attempt to manually compensate for latency by nudging or sliding audio on the edit screen, or using plugins such as SampleSlide
3) automatically compensate for latency via systems such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]].
Those who want to avoid the issue altogether can simply avoid plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of a particular plugin and nudge their audio earlier by that amount - or nudge (or SampleSlide) all other audio later by that amount (see important notes in sidebar to right for things that affect this approach).
Deletions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved a variety of workarounds.
Since the bulk of native latency issues are sub-millisecond, users can -
1) avoid the issue by keeping things that require sample alignment (multi-mic'd drums) on the same submix.
2) avoid the issue another way by avoiding plugins that introduce latency.
3) manually compensate for latency by nudging or sliding audio on the edit screen
4) automatically compensate for latency within a given submix via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]].
Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of a particular plugin and nudge their audio earlier by that amount - or all other audio later by that amount. See important notes in sidebar to right for considerations affecting this approach.


Revision [1827]

Edited on 2010-03-14 17:45:04 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved a variety of workarounds.
Since the bulk of native latency issues are sub-millisecond, users can -
1) avoid the issue by keeping things that require sample alignment (multi-mic'd drums) on the same submix.
2) avoid the issue another way by avoiding plugins that introduce latency.
3) manually compensate for latency by nudging or sliding audio on the edit screen
4) automatically compensate for latency within a given submix via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]].
Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of a particular plugin and nudge their audio earlier by that amount - or all other audio later by that amount. See important notes in sidebar to right for considerations affecting this approach.
Thanks to the efforts of PARIS guru Dimitrios, those users who want their latency automatically compensated gained a new more convenient option for //relative// latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach; a ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. ""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to the edit screen and other ""non-FaderWorks"" submixes (latency is a "delaying" of audio and the only true correction for that would be to "advance" that audio the same amount - but ""FaderWorks"" can only affect audio that has already passed through the native inserts, ie it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay ""FaderWorks"" will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.
Deletions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved a variety of workarounds. They can avoid the issue by avoiding plugins that introduce latency; manually compensate for latency by nudging or sliding audio on the edit screen; or compensate for latency within a given submix via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of a particular plugin and nudge their audio earlier by that amount (or all other audio later by that amount). See important notes in sidebar to right for considerations affecting this approach.
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for //relative// latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach; a ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. ""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to the edit screen and other ""non-FaderWorks"" submixes (latency is a "delaying" of audio and the only true correction for that would be to "advance" that audio the same amount - but ""FaderWorks"" can only affect audio that has already passed through the native inserts, ie it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay ""FaderWorks"" will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.


Revision [1826]

Edited on 2010-03-14 17:39:26 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
//Important note: in the PARIS manual, EDS plugins are referred to as "native" plugins, and VST/DX plugins are referred to separately. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Terminology here reflects that current usage, rather than the manual's. **Hence all plugins that are accessed through the EDS plugin slots in your Mixer Window and run on the ESP2 chips of the EDS cards (eg stock, Skunkworks or Mike Audet) are referred to as "EDS Plugins". All plugins that are accessed via the VST/DX slots in your Mixer Window - whether run on your computer's CPU (eg the VST/DX plugins referred to here) or on other resources such as UAD cards - will be referred to as "Native Plugins" for simplicity.** There's little to know about the latency of PARIS' EDS plugins - they are all either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//
Deletions:
//Important note: in the PARIS manual, EDS plugins are referred to as "native" plugins, and VST/DX plugins are referred to separately. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Terminology here reflects that current usage, rather than the manual's. **Hence all plugins that are accessed through the EDS plugin slots in your Mixer Window and run on the ESP2 chips of the EDS cards (eg stock, Skunkworks or Mike Audet) are referred to as "EDS Plugins". All plugins that are accessed via the VST/DX slots in your Mixer Window - whether run on your computer's CPU (eg the VST/DX plugins referred to here) or on other resources such as UAD cards - will be referred to as "Native Plugins" for simplicity. There's little to know about the latency of PARIS' EDS plugins - they are all either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//


Revision [1825]

Edited on 2010-03-14 17:39:10 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
//Important note: in the PARIS manual, EDS plugins are referred to as "native" plugins, and VST/DX plugins are referred to separately. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Terminology here reflects that current usage, rather than the manual's. **Hence all plugins that are accessed through the EDS plugin slots in your Mixer Window and run on the ESP2 chips of the EDS cards (eg stock, Skunkworks or Mike Audet) are referred to as "EDS Plugins". All plugins that are accessed via the VST/DX slots in your Mixer Window - whether run on your computer's CPU (eg the VST/DX plugins referred to here) or on other resources such as UAD cards - will be referred to as "Native Plugins" for simplicity. There's little to know about the latency of PARIS' EDS plugins - they are all either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//
Deletions:
//In the PARIS manual, EDS plugins are referred to as "native" plugins, and VST/DX plugins referred to separately. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Our database reflects that current usage, rather than the manual's opposite meaning. **Hence all plugins that run on the ESP2 chips of the EDS cards, such as Mike Audet's, will be referred to as "EDS Plugins". All plugins that run on your computer's CPU, eg the VST/DX plugins referred to here, are "Native Plugins".** PARIS' EDS plugins are either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//


Revision [1824]

Edited on 2010-03-14 17:31:29 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
//In the PARIS manual, EDS plugins are referred to as "native" plugins, and VST/DX plugins referred to separately. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Our database reflects that current usage, rather than the manual's opposite meaning. **Hence all plugins that run on the ESP2 chips of the EDS cards, such as Mike Audet's, will be referred to as "EDS Plugins". All plugins that run on your computer's CPU, eg the VST/DX plugins referred to here, are "Native Plugins".** PARIS' EDS plugins are either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//
Deletions:
//In the PARIS manual, EDS plugins are referred to as "native" plugins, and VST/DX plugins referred to separately. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Our database reflects that current usage, rather than the manual's opposite meaning. **Hence all plugins that run on the ESP2 chips of the EDS cards, such as Mike Audet's, will be referred to as "EDS Plugins". All plugins that run on your computer's CPU, eg the VST/DX plugins referred to here, are "native" plugins.** PARIS' EDS plugins are either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//


Revision [1823]

Edited on 2010-03-14 17:31:03 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
//In the PARIS manual, EDS plugins are referred to as "native" plugins, and VST/DX plugins referred to separately. **However,** since the days of PARIS, the audio industry has standardized the term "native" to mean "plugins that run on your CPU". Our database reflects that current usage, rather than the manual's opposite meaning. **Hence all plugins that run on the ESP2 chips of the EDS cards, such as Mike Audet's, will be referred to as "EDS Plugins". All plugins that run on your computer's CPU, eg the VST/DX plugins referred to here, are "native" plugins.** PARIS' EDS plugins are either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//
Deletions:
//In the PARIS manual, EDS plugins are referred to as "native" plugins, and VST/DX plugins referred to separately. However since the days of PARIS, the audio industry has taken the term "native" to mean "plugins that run on your CPU". Our database reflects that changed usage rather than the manual's. **All plugins that run on the ESP2 chips of the EDS cards, such as Mike Audet's, will be referred to as "EDS Plugins". The "native" plugins referred to here are "VST/DX" plugins.** PARIS' EDS plugins are either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//


Revision [1822]

Edited on 2010-03-14 17:28:54 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
//In the PARIS manual, EDS plugins are referred to as "native" plugins, and VST/DX plugins referred to separately. However since the days of PARIS, the audio industry has taken the term "native" to mean "plugins that run on your CPU". Our database reflects that changed usage rather than the manual's. **All plugins that run on the ESP2 chips of the EDS cards, such as Mike Audet's, will be referred to as "EDS Plugins". The "native" plugins referred to here are "VST/DX" plugins.** PARIS' EDS plugins are either "zero latency", a single sample, or user-determined (i.e. "lookahead"); [[ParisLatency click here for more details]].//


Revision [1806]

Edited on 2010-03-11 02:32:49 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||Waves||X-Crackle||{background-color:red; color:white}2625||
Deletions:
||Waves||X-Crackle|{background-color:red; color:white}2625||


Revision [1532]

Edited on 2010-01-05 15:36:39 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||Izotope||Ozone||{background-color:red; color:white}??1111??||


Revision [1531]

Edited on 2010-01-05 15:35:48 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||Izotope||Alloy||{background-color:red; color:white}1||


Revision [1493]

Edited on 2010-01-01 20:20:07 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for //relative// latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach; a ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. ""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to the edit screen and other ""non-FaderWorks"" submixes (latency is a "delaying" of audio and the only true correction for that would be to "advance" that audio the same amount - but ""FaderWorks"" can only affect audio that has already passed through the native inserts, ie it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay ""FaderWorks"" will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.
Deletions:
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for //relative// latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach; a ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. ""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to the edit screen, and other submixes (latency is a "delay" of audio, so the ideal solution to correct for it would be to "advance" that audio in time, but ""FaderWorks"" can only affect audio that has already passed through the native inserts - it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay ""FaderWorks"" will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.


Revision [1465]

Edited on 2010-01-01 17:41:31 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved a variety of workarounds. They can avoid the issue by avoiding plugins that introduce latency; manually compensate for latency by nudging or sliding audio on the edit screen; or compensate for latency within a given submix via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of a particular plugin and nudge their audio earlier by that amount (or all other audio later by that amount). See important notes in sidebar to right for considerations affecting this approach.
Deletions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved a variety of workarounds. They can avoid the issue by avoiding plugins that introduce latency; manually compensate for latency by nudging or sliding audio on the edit screen; or compensate for latency within a given submix via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (or all other audio later by that amount). See important notes in sidebar to right for considerations affecting this approach.


Revision [1464]

Edited on 2010-01-01 17:01:37 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for //relative// latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach; a ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. ""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to the edit screen, and other submixes (latency is a "delay" of audio, so the ideal solution to correct for it would be to "advance" that audio in time, but ""FaderWorks"" can only affect audio that has already passed through the native inserts - it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay ""FaderWorks"" will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.
Deletions:
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for //relative// latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach; a ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. ""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to other submixes (latency is a "delay" of audio, so the ideal solution to correct for it would be to "advance" that audio in time, but ""FaderWorks"" can only affect audio that has already passed through the native inserts - it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay ""FaderWorks"" will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.


Revision [1463]

Edited on 2010-01-01 17:00:38 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for //relative// latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach; a ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. ""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to other submixes (latency is a "delay" of audio, so the ideal solution to correct for it would be to "advance" that audio in time, but ""FaderWorks"" can only affect audio that has already passed through the native inserts - it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay ""FaderWorks"" will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.
Deletions:
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for relative latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach to compensate for global latency. A ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. ""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to other submixes (latency is a "delay" of audio, so the ideal solution to correct for it would be to "advance" that audio in time, but ""FaderWorks"" can only affect audio that has already passed through the native inserts - it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay ""FaderWorks"" will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.


Revision [1462]

Edited on 2010-01-01 16:52:13 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
"Latency" is the time delay a plugin or other process introduces into an audio stream. Some plugins process in "real time"; others introduce delays into the audio stream that can range from a single sample up to nearly a full second. This can create obvious problems, from disrupting internal phase relationships in multi-mic audio all the way to seriously "dragging" a track's timing.
Deletions:
"Latency" is the time delay a plugin or other process introduces into an audio stream. Some plugins process in "real time"; others introduce delays that can range from a single sample up to nearly a full second into the audio stream. This can create obvious problems, from disrupting internal phase relationships in multi-mic audio all the way to seriously "dragging" a track's timing.


Revision [1461]

Edited on 2010-01-01 16:51:41 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
"Latency" is the time delay a plugin or other process introduces into an audio stream. Some plugins process in "real time"; others introduce delays that can range from a single sample up to nearly a full second into the audio stream. This can create obvious problems, from disrupting internal phase relationships in multi-mic audio all the way to seriously "dragging" a track's timing.
Deletions:
"Latency" is the time delay a plugin or other process introduces into an audio stream. Some plugins process in "real time" whereas others introduce delays ranging from a single sample up to nearly a full second into the audio stream. This can create problems from disrupting internal phase relationships in multi-mic audio all the way to perceptibly "dragging" a track's timing.


Revision [1460]

Edited on 2010-01-01 16:50:46 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
"Latency" is the time delay a plugin or other process introduces into an audio stream. Some plugins process in "real time" whereas others introduce delays ranging from a single sample up to nearly a full second into the audio stream. This can create problems from disrupting internal phase relationships in multi-mic audio all the way to perceptibly "dragging" a track's timing.
Deletions:
"Latency" is the time delay a plugin or other process introduces into an audio stream. Some plugins process in "real time" whereas others introduce either imperceptible or audible delay into the audio stream. This can create problems from disrupting internal phase relationships in multi-mic audio all the way to perceptibly "dragging" a track's timing.


Revision [1459]

Edited on 2010-01-01 16:49:09 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for relative latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach to compensate for global latency. A ""FaderWorks"" plugin is inserted on each channel of the PARIS mixer; ""FaderWorks"" keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. ""FaderWorks"" is not full __global__ latency compensation - that particular submix will be delayed in relation to other submixes (latency is a "delay" of audio, so the ideal solution to correct for it would be to "advance" that audio in time, but ""FaderWorks"" can only affect audio that has already passed through the native inserts - it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay ""FaderWorks"" will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.
Deletions:
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for relative latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach to compensate for global latency. A Faderworks plugin is inserted on each channel of the PARIS mixer; Faderworks keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. FaderWorks is not full __global__ latency compensation - that particular submix will be delayed in relation to other submixes (latency is a "delay" of audio, so the ideal solution to correct for it would be to "advance" that audio in time, but FaderWorks can only affect audio that has already passed through the native inserts - it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay Faderworks will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.


Revision [1458]

Edited on 2010-01-01 16:47:44 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved a variety of workarounds. They can avoid the issue by avoiding plugins that introduce latency; manually compensate for latency by nudging or sliding audio on the edit screen; or compensate for latency within a given submix via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (or all other audio later by that amount). See important notes in sidebar to right for considerations affecting this approach.
Deletions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved a variety of workarounds. They can avoid the issue by avoiding plugins that introduce latency; manually compensate for latency by nudging or sliding audio on the edit screen; or compensate for latency within a given submix via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (see important notes in sidebar to right).


Revision [1457]

Edited on 2010-01-01 16:46:22 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved a variety of workarounds. They can avoid the issue by avoiding plugins that introduce latency; manually compensate for latency by nudging or sliding audio on the edit screen; or compensate for latency within a given submix via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (see important notes in sidebar to right).
Deletions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved a variety of workarounds. They can avoid the issue by avoiding plugins that introduce latency; manually compensate for latency by nudging or sliding the affected audio tracks on the edit screen; or compensate globally via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (see important notes in sidebar to right).


Revision [1456]

Edited on 2010-01-01 16:45:23 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved a variety of workarounds. They can avoid the issue by avoiding plugins that introduce latency; manually compensate for latency by nudging or sliding the affected audio tracks on the edit screen; or compensate globally via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (see important notes in sidebar to right).
Deletions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved a variety of workarounds. They can avoid the issue by avoiding latency-causing plugins; manually compensate for latency by nudging or sliding the affected audio tracks on the edit screen; or compensate globally via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (see important notes in sidebar to right).


Revision [1455]

Edited on 2010-01-01 16:44:50 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for relative latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach to compensate for global latency. A Faderworks plugin is inserted on each channel of the PARIS mixer; Faderworks keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. FaderWorks is not full __global__ latency compensation - that particular submix will be delayed in relation to other submixes (latency is a "delay" of audio, so the ideal solution to correct for it would be to "advance" that audio in time, but FaderWorks can only affect audio that has already passed through the native inserts - it can't play audio any earlier than it receives it). But it's a great solution to correct *relative* latencies between channels within submixes. Delays are cumulative per channel; however, the maximum overall delay Faderworks will introduce in a submix will be that of the most "latent" channel. Unless you're using highly "latent" plugins (or many native plugins with smaller latencies in series on a single channel), you may not notice any perceptible delay.
Deletions:
r
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for relative latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach to compensate for global latency. A Faderworks plugin is inserted on each channel of the PARIS mixer; Faderworks keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. FaderWorks is not full __global__ latency compensation - that particular submix will be delayed in relation to other submixes (latency is a "delay" of audio, so the ideal solution to correct for it would be to "advance" that audio in time, but FaderWorks can only affect audio that has already passed through the native inserts - it can't play audio any earlier than it receives it). But it's an excellent solution for *relative* latencies between channels. Delays are cumulative per channel, but the maximum overall delay Faderworks introduces in a submix will be that of the most "latent" channel. So unless you're using highly "latent" plugins (or many less-latent native plugins in series on one channel), you may not notice any perceptible delay.


Revision [1454]

Edited on 2010-01-01 16:42:43 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
r
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for relative latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach to compensate for global latency. A Faderworks plugin is inserted on each channel of the PARIS mixer; Faderworks keeps track of the latencies of each new plugin and delays all other channels in the submix accordingly if necessary. FaderWorks is not full __global__ latency compensation - that particular submix will be delayed in relation to other submixes (latency is a "delay" of audio, so the ideal solution to correct for it would be to "advance" that audio in time, but FaderWorks can only affect audio that has already passed through the native inserts - it can't play audio any earlier than it receives it). But it's an excellent solution for *relative* latencies between channels. Delays are cumulative per channel, but the maximum overall delay Faderworks introduces in a submix will be that of the most "latent" channel. So unless you're using highly "latent" plugins (or many less-latent native plugins in series on one channel), you may not notice any perceptible delay.
Deletions:
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach to compensate for global latency. A Faderworks plugin is inserted on each channel of the PARIS mixer; Faderworks can then keep track of the latencies of each new plugin and delays all other channels accordingly (logically Faderworks can only affect audio that has already passed through the native inserts - it can't play audio earlier than it receives it). Delays are cumulative per channel, but the maximum overall delay Faderworks introduces in a submix will be that of the channel with the most plugin latency.


Revision [1453]

Edited on 2010-01-01 16:25:10 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved a variety of workarounds. They can avoid the issue by avoiding latency-causing plugins; manually compensate for latency by nudging or sliding the affected audio tracks on the edit screen; or compensate globally via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (see important notes in sidebar to right).
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option for latency compensation for native plugins in 2009. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach to compensate for global latency. A Faderworks plugin is inserted on each channel of the PARIS mixer; Faderworks can then keep track of the latencies of each new plugin and delays all other channels accordingly (logically Faderworks can only affect audio that has already passed through the native inserts - it can't play audio earlier than it receives it). Delays are cumulative per channel, but the maximum overall delay Faderworks introduces in a submix will be that of the channel with the most plugin latency.
Deletions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved different workarounds. They can avoid the issue by avoiding latency-causing plugins; manually compensate for latency by nudging or sliding the affected audio earlier on the edit screen; or compensate globally via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (see important notes in sidebar to right).
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option in 2009 for latency compensation. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach to compensate for global latency. A Faderworks plugin is inserted on each channel of the PARIS mixer and then Faderworks keeps track of the latencies of each new plugin and delays all other channels accordingly. This approach is the opposite of the "manual slide" method; since Faderworks can only affect audio that has already passed through the native inserts it's limited to **delaying** audio.


Revision [1452]

Edited on 2010-01-01 16:19:16 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
"Latency" is the time delay a plugin or other process introduces into an audio stream. Some plugins process in "real time" whereas others introduce either imperceptible or audible delay into the audio stream. This can create problems from disrupting internal phase relationships in multi-mic audio all the way to perceptibly "dragging" a track's timing.

The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins, so PARIS users have evolved different workarounds. They can avoid the issue by avoiding latency-causing plugins; manually compensate for latency by nudging or sliding the affected audio earlier on the edit screen; or compensate globally via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (see important notes in sidebar to right).
Thanks to the efforts of user Dimitrios, PARIS users gained a new more convenient option in 2009 for latency compensation. [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] uses a clever approach to compensate for global latency. A Faderworks plugin is inserted on each channel of the PARIS mixer and then Faderworks keeps track of the latencies of each new plugin and delays all other channels accordingly. This approach is the opposite of the "manual slide" method; since Faderworks can only affect audio that has already passed through the native inserts it's limited to **delaying** audio.
Deletions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins. PARIS users use different approaches to work around this. They can either avoid the issue by avoiding latency-causing plugins, manually compensate for latency by nudging or sliding the affected audio earlier on the edit screen earlier, or compensate more globally via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can simply avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (see important notes in sidebar to right).
Thanks to the efforts of user Dimitrios, PARIS users in 2009 have a more convenient option for latency compensation: [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] acts as a subsystem for global latency compensation. It works by placing a Faderworks plugin on each channel of your mixer and at that point Faderworks can keep track of the latencies of each new plugin inserted on any track and automatically delay all other channels accordingly. This approach is the opposite of the "manual slide" method; Faderworks can only affect audio that has already passed through the native inserts, so its only choice for compensation is to **delay** that audio.


Revision [1451]

Edited on 2010-01-01 16:04:35 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Thanks to the efforts of user Dimitrios, PARIS users in 2009 have a more convenient option for latency compensation: [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]] acts as a subsystem for global latency compensation. It works by placing a Faderworks plugin on each channel of your mixer and at that point Faderworks can keep track of the latencies of each new plugin inserted on any track and automatically delay all other channels accordingly. This approach is the opposite of the "manual slide" method; Faderworks can only affect audio that has already passed through the native inserts, so its only choice for compensation is to **delay** that audio.
Deletions:
FaderWorks acts as a global latency framework. It works by placing a Faderworks plugin on each channel of your mixer; at that point you can use Faderworks to keep track of the latencies of each native plugin added on any track and automatically delay all other channels accordingly (this approach is the opposite of the "manual slide" method; Faderworks can only affect audio that has already passed through the native inserts, so its only choice for compensation is to **delay** that audio).


Revision [1450]

Edited on 2010-01-01 15:58:06 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
The PARIS app, last updated in 2001, lacks internal latency compensation for either native or internal plugins. PARIS users use different approaches to work around this. They can either avoid the issue by avoiding latency-causing plugins, manually compensate for latency by nudging or sliding the affected audio earlier on the edit screen earlier, or compensate more globally via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can simply avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (see important notes in sidebar to right).
FaderWorks acts as a global latency framework. It works by placing a Faderworks plugin on each channel of your mixer; at that point you can use Faderworks to keep track of the latencies of each native plugin added on any track and automatically delay all other channels accordingly (this approach is the opposite of the "manual slide" method; Faderworks can only affect audio that has already passed through the native inserts, so its only choice for compensation is to **delay** that audio).
Deletions:
As it was last updated in 2001, PARIS lacks internal latency compensation for plugins (either native or internal). PARIS users use different approaches to work around this. They can either avoid the issue by avoiding latency-causing plugins, manually compensate for latency by nudging or sliding audio earlier on the edit screen, or compensate more globally via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can simply avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (see important notes in sidebar to right).


Revision [1449]

Edited on 2010-01-01 15:43:43 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
|=|Displayed Value|=|Actual movement in editor|=|
Deletions:
|=|Displayed Value|=|Actual absolute movement in editor (in samples)|=|


Revision [1448]

Edited on 2010-01-01 15:40:51 by admin [Reverting last edit by admin [1932] to previous version [1856]]

No Differences

Revision [1447]

Edited on 2010-01-01 15:40:32 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
As it was last updated in 2001, PARIS lacks internal latency compensation for plugins (either native or internal). PARIS users use different approaches to work around this. They can either avoid the issue by avoiding latency-causing plugins, manually compensate for latency by nudging or sliding audio earlier on the edit screen, or compensate more globally via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Those who want to avoid the issue altogether can simply avoid the plugins {{color text="marked in red" c="red"}} below. Those seeking to manually compensate for latency can look up the exact latency of any particular plugin and nudge their audio earlier by that amount (see important notes in sidebar to right).
|?|Native Plugin Latencies||
Deletions:
Because it lacks internal latency compensation for plugins (either native or internal), PARIS users can either compensate for their latency manually or via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. To achieve this it's essential to know the exact latency of a particular plugin. Alternately, those who want to avoid the issue altogether can simply avoid the plugins {{color text="marked in red" c="red"}}. For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.
|?|Native Plugin Latency||


Revision [1446]

Edited on 2010-01-01 15:26:25 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
=====PARIS and Native Plug-in Latency=====
Deletions:
=====Native Plug-in Latency Database=====


Revision [1445]

Edited on 2010-01-01 15:25:18 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
|?|PARIS Editor: Displayed vs. Actual Values||
|?|Compensating for UAD plugin latency with "Sampleslide" plus "nudge"||


Revision [1444]

Edited on 2010-01-01 15:12:52 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Because it lacks internal latency compensation for plugins (either native or internal), PARIS users can either compensate for their latency manually or via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. To achieve this it's essential to know the exact latency of a particular plugin. Alternately, those who want to avoid the issue altogether can simply avoid the plugins {{color text="marked in red" c="red"}}. For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.
Deletions:
Because it lacks internal latency compensation for plugins (either native or internal), PARIS users can either compensate for their latency manually or via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Naturally to achieve this it's essential to know the exact latency of a particular plugin (if you want to avoid the issue altogether, avoid the plugins {{color text="marked in red" c="red"}}). For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.


Revision [1443]

Edited on 2010-01-01 15:11:52 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
|=|#|=|Type|=|Sampleslide value|=|Add this much "nudge" in Editor|=|
Deletions:
|=|#|=|Type|=|Sampleslide value|=|Plus nudge this much in Editor|=|


Revision [1442]

Edited on 2010-01-01 15:09:53 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
|=|Displayed Value|=|Actual absolute movement in editor (in samples)|=|
||"1ms"||80 samples||
||"5ms"||240 samples||
||"10ms"||480 samples||
||"25ms"||1120 samples||
||"50ms"||2240 samples||
||"75ms"||3360 samples||
||"100ms"||4480 samples||
Deletions:
|=|Displayed Value|=|Actual Value (samples)|=|
||1ms||80 samples||
||5ms||240 samples||
||10ms||480 samples||
||25ms||1120 samples||
||50ms||2240 samples||
||75ms||3360 samples||
||100ms||4480 samples||


Revision [1441]

Edited on 2010-01-01 15:07:27 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||Waves||Renaissance ""DeEsser""||{background-color:red; color:white}64||
||Waves||""SoundShifter""||{background-color:red; color:white}6946||
||Waves||""SuperTap""||0||
||Waves||""TransX"" Multi||{background-color:red; color:white}64||
||Waves||""TransX"" Wide||{background-color:red; color:white}64||
||Waves||""TrueVerb""||0||
||Waves||""UltraPitch""||{background-color:red; color:white}8239||
Deletions:
||Waves||Renaissance DeEsser||{background-color:red; color:white}64||
||Waves||SoundShifter||{background-color:red; color:white}6946||
||Waves||SuperTap||0||
||Waves||TransX Multi||{background-color:red; color:white}64||
||Waves||TransX Wide||{background-color:red; color:white}64||
||Waves||TrueVerb||0||
||Waves||UltraPitch||{background-color:red; color:white}8239||


Revision [1440]

Edited on 2010-01-01 15:04:58 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||Mn||""CompV1.r""||0||
||Waves||""AudioTrack""||0||
||Waves||""DeBreath""||{background-color:red; color:white}32,384||
||Waves||""DeEsser""||0||
||Waves||""MaxxBass""||0||
||Waves||""MaxxVolume""||{background-color:red; color:white}64||
||Waves||""MetaFlanger""||0||
||Waves||""MondoMod""||0||
Deletions:
||Mn||CompV1.r||0||
||Waves||AudioTrack||0||
||Waves||DeBreath||{background-color:red; color:white}32,384||
||Waves||DeEsser||0||
||Waves||MaxxBass||0||
||Waves||MaxxVolume||{background-color:red; color:white}64||
||Waves||MetaFlanger||0||
||Waves||MondoMod||0||


Revision [1439]

Edited on 2010-01-01 15:00:57 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>Note that when you are "nudging" on the editor screen in PARIS, the "nudge" values are not precise. PARIS power-user DJ explains in depth: //"The nudge values are not consistent with what one would expect the samples to be per ms, and they are also **not consistent with themselves**. Meaning that a 1ms nudge would be expected to be 44 samples// [assuming a sample rate of 44.1k] //but is actually 80. A 10ms nudge isn't 10 X 80 or 800 samples though, it's actually 480."//
Deletions:
>>Note that when you are "nudging" on the editor screen in PARIS, the "nudge" values are not precise. PARIS power-user DJ explains in depth: //"The nudge values are not consistent with what one would expect the samples to be per ms, and they are also **not consistent with themselves**. Meaning that
a 1ms nudge would be expected to be 44 samples// [assuming a sample rate of 44.1k] //but is actually 80. A 10ms nudge isn't 10 X 80 or 800 samples though, it's actually 480."//


Revision [1438]

Edited on 2010-01-01 15:00:37 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>Note that when you are "nudging" on the editor screen in PARIS, the "nudge" values are not precise. PARIS power-user DJ explains in depth: //"The nudge values are not consistent with what one would expect the samples to be per ms, and they are also **not consistent with themselves**. Meaning that
a 1ms nudge would be expected to be 44 samples// [assuming a sample rate of 44.1k] //but is actually 80. A 10ms nudge isn't 10 X 80 or 800 samples though, it's actually 480."//
DJ: //"Using sampleslide to assist the nudge function... for UAD-1 plugins, Sampleslide presets were as follows:"//
Deletions:
>>Note that when you are "nudging" on the editor screen in PARIS, the "nudge" values are not precise. PARIS power-user DJ explains in depth:
//The nudge values are not consistent with what one would expect the samples
to be per ms, and they are also **not consistent with themselves**. Meaning that
a 1ms nudge would be expected to be 44 samples// [assuming a sample rate of 44.1k] //but is actually 80. A 10ms nudge isn't 10 X 80 or 800 samples though, it's actually 480.//
DJ: //Using sampleslide to assist the nudge function... for UAD-1 plugins, Sampleslide presets were as follows://


Revision [1437]

Edited on 2010-01-01 14:59:54 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
a 1ms nudge would be expected to be 44 samples// [assuming a sample rate of 44.1k] //but is actually 80. A 10ms nudge isn't 10 X 80 or 800 samples though, it's actually 480.//
Deletions:
a 1ms nudge would be expected to be 44 samples// [assuming a sample rate of 44.1k] //but is actually 80. A 10ms
nudge isn't 10 X 80 or 800 samples though, it's actually 480.//


Revision [1436]

Edited on 2010-01-01 14:59:34 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>Note that when you are "nudging" on the editor screen in PARIS, the "nudge" values are not precise. PARIS power-user DJ explains in depth:
a 1ms nudge would be expected to be 44 samples// [assuming a sample rate of 44.1k] //but is actually 80. A 10ms
Deletions:
>>Note that when you are "nudging" on the editor screen in PARIS, the "nudge" values are not precise.
PARIS power-user DJ explains:
a 1ms nudge would be expected to be 44 samples but is actually 80. A 10ms


Revision [1435]

Edited on 2010-01-01 14:57:21 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Because it lacks internal latency compensation for plugins (either native or internal), PARIS users can either compensate for their latency manually or via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Naturally to achieve this it's essential to know the exact latency of a particular plugin (if you want to avoid the issue altogether, avoid the plugins {{color text="marked in red" c="red"}}). For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.
Deletions:
Because it lacks internal latency compensation for plugins (either native or internal), PARIS users can either compensate for their latency manually or via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Naturally to achieve this it's essential to know the exact latency of a particular plugin (if you want to avoid the issue altogether, select zero latency plugins {{color text="marked in red" c="red"}}). For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.


Revision [1434]

Edited on 2010-01-01 14:56:57 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||Chunkware||Vanilla||{background-color:red; color:white}44||
||DSPFX||Optimizer||{background-color:red; color:white}33||
||DSPFX||Flanger||{background-color:red; color:white}1024||
||Waves||C1 Comp-Gate||{background-color:red; color:white}340||
||Waves||C1 Comp-sc||{background-color:red; color:white}340||
||Waves||C4 Multiband||{background-color:red; color:white}64||
||Waves||DeBreath||{background-color:red; color:white}32,384||
||Waves||GTR3 Amps||{background-color:red; color:white}34||
||Waves||GTR2 Amps||{background-color:red; color:white}34||
||Waves||L1 Ultramaximizer||{background-color:red; color:white}64||
||Waves||L2 Ultramaximizer||{background-color:red; color:white}64||
||Waves||L3 Multimaximizer||{background-color:red; color:white}3528||
||Waves||L3 Ultramaximizer||{background-color:red; color:white}3528||
||Waves||L3-16 Multimaximizer||{background-color:red; color:white}6207||
||Waves||L3-LL Multimaximizer||{background-color:red; color:white}64||
||Waves||L3-LL Ultramaximizer||{background-color:red; color:white}64||
||Waves||Linear Phase Equalizer Broadband||{background-color:red; color:white}2679||
||Waves||Linear Phase Equalizer Lowband||{background-color:red; color:white}2047||
||Waves||Linear Phase Multiband||{background-color:red; color:white}3528||
||Waves||MaxxVolume||{background-color:red; color:white}64||
||Waves||Morphoder||{background-color:red; color:white}639||
||Waves||Q-Clone||{background-color:red; color:white}344||
||Waves||Renaissance Axx||{background-color:red; color:white}64||
||Waves||Renaissance Channel||{background-color:red; color:white}65||
||Waves||Renaissance Compressor||{background-color:red; color:white}64||
||Waves||Renaissance DeEsser||{background-color:red; color:white}64||
||Waves||Renaissance Vox||{background-color:red; color:white}64||
||Waves||SoundShifter||{background-color:red; color:white}6946||
||Waves||SSL G Master Buss Compressor||{background-color:red; color:white}1||
||Waves||TransX Multi||{background-color:red; color:white}64||
||Waves||TransX Wide||{background-color:red; color:white}64||
||Waves||UltraPitch||{background-color:red; color:white}8239||
||Waves||Waves Tune||{background-color:red; color:white}3072||
||Waves||Waves Tune LT||{background-color:red; color:white}3072||
||Waves||X-Click||{background-color:red; color:white}2625||
||Waves||X-Crackle|{background-color:red; color:white}2625||
||Waves||X-Noise||{background-color:red; color:white}5120||
||Waves||Z-Noise||{background-color:red; color:white}34,702||
||Waves||C360 Surround Compressor||{background-color:red; color:white}64||
||Waves||L360 Surround Limiter||{background-color:red; color:white}64||
Deletions:
||Chunkware||Vanilla||44||
||DSPFX||Optimizer||33||
||DSPFX||Flanger||1024||
||Waves||C1 Comp-Gate||340||
||Waves||C1 Comp-sc||340||
||Waves||C4 Multiband||64||
||Waves||DeBreath||32,384||
||Waves||GTR3 Amps||34||
||Waves||GTR2 Amps||34||
||Waves||L1 Ultramaximizer||64||
||Waves||L2 Ultramaximizer||64||
||Waves||L3 Multimaximizer||3528||
||Waves||L3 Ultramaximizer||3528||
||Waves||L3-16 Multimaximizer||6207||
||Waves||L3-LL Multimaximizer||64||
||Waves||L3-LL Ultramaximizer||64||
||Waves||Linear Phase Equalizer Broadband||2679||
||Waves||Linear Phase Equalizer Lowband||2047||
||Waves||Linear Phase Multiband||3528||
||Waves||MaxxVolume||64||
||Waves||Morphoder||639||
||Waves||Q-Clone||344||
||Waves||Renaissance Axx||64||
||Waves||Renaissance Channel||65||
||Waves||Renaissance Compressor||64||
||Waves||Renaissance DeEsser||64||
||Waves||Renaissance Vox||64||
||Waves||SoundShifter||6946||
||Waves||SSL G Master Buss Compressor||1||
||Waves||TransX Multi||64||
||Waves||TransX Wide||64||
||Waves||UltraPitch||8239||
||Waves||Waves Tune||3072||
||Waves||Waves Tune LT||3072||
||Waves||X-Click||2625||
||Waves||X-Crackle|2625||
||Waves||X-Noise||5120||
||Waves||Z-Noise||34,702||
||Waves||C360 Surround Compressor||64||
||Waves||L360 Surround Limiter||64||


Revision [1433]

Edited on 2010-01-01 14:49:03 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Because it lacks internal latency compensation for plugins (either native or internal), PARIS users can either compensate for their latency manually or via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. Naturally to achieve this it's essential to know the exact latency of a particular plugin (if you want to avoid the issue altogether, select zero latency plugins {{color text="marked in red" c="red"}}). For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.
Deletions:
Because it lacks internal latency compensation for plugins (either native or internal), it's essential to know the latency of plugins in order to compensate for their latency manually or via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.


Revision [1432]

Edited on 2010-01-01 14:44:09 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
|?|Native Plugin Latency||


Revision [1431]

Edited on 2010-01-01 14:23:37 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
|=|#|=|Type|=|Sampleslide value|=|Plus nudge this much in Editor|=|
Deletions:
|=|#|=|Type|=|Sampleslide|=|plus|=|


Revision [1430]

Edited on 2010-01-01 14:22:28 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||xxx||Classic_compressor||0||
Deletions:
||Classic_compressor||0||


Revision [1429]

Edited on 2010-01-01 14:21:55 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Deletions:
|=|Manufacturer|=|Plug-In|=|Latency|=|


Revision [1428]

Edited on 2010-01-01 14:21:26 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
Because it lacks internal latency compensation for plugins (either native or internal), it's essential to know the latency of plugins in order to compensate for their latency manually or via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]]. For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.
>>Note that when you are "nudging" on the editor screen in PARIS, the "nudge" values are not precise.
PARIS power-user DJ explains:
to be per ms, and they are also **not consistent with themselves**. Meaning that
Deletions:
Because it lacks internal latency compensation for plugins (either native or internal), it's essential to know the latency of plugins in order to compensate for their latency manually or via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]].
>>Note that when you are "nudging" in PARIS, the "nudge" times are not precise. PARIS power-user DJ explains:
to be per ms, and they are also //not consistent with themselves//. Meaning that
For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.


Revision [1427]

Edited on 2010-01-01 14:19:57 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
//The nudge values are not consistent with what one would expect the samples
nudge isn't 10 X 80 or 800 samples though, it's actually 480.//
DJ: //Using sampleslide to assist the nudge function... for UAD-1 plugins, Sampleslide presets were as follows://
Deletions:
The nudge values are not consistent with what one would expect the samples
nudge isn't 10 X 80 or 800 samples though, it's actually 480.
>>DJ: Using sampleslide to assist the nudge function... for UAD-1 plugins, Sampleslide presets were as follows:


Revision [1426]

Edited on 2010-01-01 14:17:40 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
|=|#|=|Type|=|Sampleslide|=|plus|=|
||1||Plugin||1536||slide 4 x 100ms in Editor||
||1||Pultec||1523||slide 4 x 100ms in Editor||
||2||Plugins||3072||slide 8 x 100ms in Editor||
||2||Pultecs||3046||slide 8 x 100ms in Editor||
||1||Plugin 1 Pultec||3059||slide 8 x 100ms in Editor||
||2||Plugins 1 Pultec||4595||slide 12 x 100ms in Editor||
||2||Pultecs 1 Plugin||4582||slide 12 x 100ms in Editor||
||3||Plugins||4608||slide 12 x 100ms in Editor)||
||3||Pultecs||4569||slide 12 x 100ms in Editor)||
Deletions:
1 Plugin 1536 (slide 4 x 100ms in Editor)
1 Pultec 1523 (slide 4 x 100ms in Editor)
2 Plugins 3072 (slide 8 x 100ms in Editor)
2 Pultecs 3046 (slide 8 x 100ms in Editor)
1 Plugin 1 Pultec 3059 (slide 8 x 100ms in Editor)
2 Plugins 1 Pultec 4595 (slide 12 x 100ms in Editor)
2 Pultecs 1 Plugin 4582 (slide 12 x 100ms in Editor)
3 Plugins 4608 (slide 12 x 100ms in Editor)
3 Pultecs 4569 (slide 12 x 100ms in Editor)>>


Revision [1425]

Edited on 2010-01-01 14:13:24 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||100ms||4480 samples||
>>
Deletions:
||100ms||4480 samples||>>


Revision [1424]

Edited on 2010-01-01 14:13:10 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
|=|Displayed Value|=|Actual Value (samples)|=|
||1ms||80 samples||
||5ms||240 samples||
||10ms||480 samples||
||25ms||1120 samples||
||50ms||2240 samples||
||75ms||3360 samples||
||100ms||4480 samples||>>
Deletions:
1ms= 80 samples
5ms= 240 samples
10ms= 480 samples
25ms= 1120 samples
50ms= 2240 samples
75ms= 3360 samples
100ms= 4480 samples>>


Revision [1423]

Edited on 2010-01-01 14:10:51 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||DSPFX||Optimizer||33||
Deletions:
||SPFX||Optimizer||33||


Revision [1422]

Edited on 2010-01-01 14:10:01 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||Waves||SuperTap||0||
||Waves||TransX Multi||64||
Deletions:
||Waves||SuperTap||0||TransX Multi||64||


Revision [1421]

Edited on 2010-01-01 14:09:35 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||Waves||IR-L Convolution Reverb||0||
Deletions:
||IR-L Convolution Reverb||0||


Revision [1420]

Edited on 2010-01-01 14:08:53 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||Waves||MondoMod||0||
||Waves||Morphoder||639||
Deletions:
||Waves||MondoMod||0||Morphoder||639||


Revision [1419]

Edited on 2010-01-01 14:08:10 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
|=|Manufacturer|=|Plug-In|=|Latency|=|
||Waves||API 550A||0||
||Waves||API 550B||0||
||Waves||API 560||0||
||Waves||API 2500||0||
||Waves||AudioTrack||0||
||Waves||C1 Compressor||0||
||Waves||C1 Gate||0||
||Waves||C1 Comp-Gate||340||
||Waves||C1 Comp-sc||340||
||Waves||C4 Multiband||64||
||Waves||DeBreath||32,384||
||Waves||DeEsser||0||
||Waves||Doppler||0||
||Waves||Doubler||0||
||Waves||Enigma||0||
||Waves||GTR3 Amps||34||
||Waves||GTR3 Stomps||0||
||Waves||GTR2 Amps||34||
||Waves||GTR2 Stomps||0||
||Waves||IR-1 Convolution Reverb||0||
||IR-L Convolution Reverb||0||
||Waves||IR-360 Convolution Reverb||0||
||Waves||L1 Ultramaximizer||64||
||Waves||L2 Ultramaximizer||64||
||Waves||L3 Multimaximizer||3528||
||Waves||L3 Ultramaximizer||3528||
||Waves||L3-16 Multimaximizer||6207||
||Waves||L3-LL Multimaximizer||64||
||Waves||L3-LL Ultramaximizer||64||
||Waves||Linear Phase Equalizer Broadband||2679||
||Waves||Linear Phase Equalizer Lowband||2047||
||Waves||Linear Phase Multiband||3528||
||Waves||MaxxBass||0||
||Waves||MaxxVolume||64||
||Waves||MetaFlanger||0||
||Waves||MondoMod||0||Morphoder||639||
||Waves||PAZ Analyzer||0||
||Waves||PS22 Split / X-Split||N/A||
||Waves||PS22 Spread||N/A||
||Waves||Q10||0||
||Waves||Q-Clone||344||
||Waves||Renaissance Axx||64||
||Waves||Renaissance Bass||0||
||Waves||Renaissance Channel||65||
||Waves||Renaissance Compressor||64||
||Waves||Renaissance DeEsser||64||
||Waves||Renaissance Equalizer||0||
||Waves||Renaissance Reverb||0||
||Waves||Renaissance Vox||64||
||Waves||S1 Stereo Imager||0||
||Waves||SoundShifter||6946||
||Waves||SSL E Channel||0||
||Waves||SSL G Equalizer||0||
||Waves||SSL G Master Buss Compressor||1||
||Waves||SuperTap||0||TransX Multi||64||
||Waves||TransX Wide||64||
||Waves||TrueVerb||0||
||Waves||UltraPitch||8239||
||Waves||V-Comp||0||
||Waves||V-EQ3||0||
||Waves||V-EQ4||0||
||Waves||Waves Tune||3072||
||Waves||Waves Tune LT||3072||
||Waves||X-Click||2625||
||Waves||X-Crackle|2625||
||Waves||X-Hum||0||
||Waves||X-Noise||5120||
||Waves||Z-Noise||34,702||
||Waves||C360 Surround Compressor||64||
||Waves||IDR360 Surround Bit Re-Quantizer||0||
||Waves||L360 Surround Limiter||64||
||Waves||LFE360 Low Pass Filter||0||
||Waves||M360 Surround Manager||0||
||Waves||M360 Surround Mixdown||0||
||Waves||S360 Surround Imager||0||
||Waves||S360 Surround Panner||0||
||Waves||R360 Surround Reverb||0||
Deletions:
|=|Plug-In|=|
<td colspan=2 class=xl25 width=123>44.1 kHz</td>
</tr>
<tr height=17>
<td height=17 class=xl26> </td>
<td class=xl27>Latency</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>API 550A</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>API 550B</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>API 560</td>
<td class=xl28 align=right>65</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>API 2500</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>AudioTrack</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>C1 Compressor</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>C1 Gate</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>C1 Comp-Gate</td>
<td class=xl26 align=right>340</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>C1 Comp-sc</td>
<td class=xl28 align=right>340</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>C4 Multiband</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>DeBreath</td>
<td class=xl29 align=right>32,384</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>DeEsser</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Doppler</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Doubler</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Enigma</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>GTR3 Amps</td>
<td class=xl26 align=right>34</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>GTR3 Stomps</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>GTR2 Amps</td>
<td class=xl26 align=right>34</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>GTR2 Stomps</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>IR-1 Convolution Reverb</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>IR-L Convolution Reverb</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>IR-360_ Convolution Reverb</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>L1 Ultramaximizer</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>L2 Ultramaximizer</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>L3 Multimaximizer</td>
<td class=xl28 align=right>3528</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>L3 Ultramaximizer</td>
<td class=xl26 align=right>3528</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>L3-16 Multimaximizer</td>
<td class=xl28 align=right>6207</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>L3-LL Multimaximizer</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>L3-LL Ultramaximizer</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Linear Phase Equalizer Broadband</td>
<td class=xl26 align=right>2679</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Linear Phase Equalizer Lowband</td>
<td class=xl28 align=right>2047</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Linear Phase Multiband</td>
<td class=xl26 align=right>3528</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>MaxxBass</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>MaxxVolume</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>MetaFlanger</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>MondoMod</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17 style='page-break-before:always'>
<td height=17 class=xl28>Morphoder</td>
<td class=xl28 align=right>639</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>PAZ Analyzer</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>PS22 Split / X-Split</td>
<td class=xl28>N/A</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>PS22 Spread</td>
<td class=xl26>N/A</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Q10</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Q-Clone</td>
<td class=xl26 align=right>344</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Renaissance Axx</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Renaissance Bass</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Renaissance Channel</td>
<td class=xl28 align=right>65</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Renaissance Compressor</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Renaissance DeEsser</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Renaissance Equalizer</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Renaissance Reverb</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Renaissance Vox</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>S1 Stereo Imager</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>SoundShifter</td>
<td class=xl26 align=right>6946</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>SSL E Channel</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>SSL G Equalizer</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>SSL G Master Buss Compressor</td>
<td class=xl28 align=right>1</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>SuperTap</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>TransX Multi</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>TransX Wide</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>TrueVerb</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>UltraPitch</td>
<td class=xl26 align=right>8239</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>V-Comp</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>V-EQ3</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>V-EQ4</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Waves Tune</td>
<td class=xl26 align=right>3072</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Waves Tune LT</td>
<td class=xl28 align=right>3072</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>X-Click</td>
<td class=xl26 align=right>2625</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>X-Crackle</td>
<td class=xl28 align=right>2625</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>X-Hum</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>X-Noise</td>
<td class=xl28 align=right>5120</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Z-Noise</td>
<td class=xl30 align=right>34,702</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>C360 Surround Compressor</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>IDR360 Surround Bit Re-Quantizer</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>L360 Surround Limiter</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>LFE360 Low Pass Filter</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17 style='page-break-before:always'>
<td height=17 class=xl28>M360 Surround Manager</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>M360 Surround Mixdown</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>S360 Surround Imager</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>S360 Surround Panner</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>R360 Surround Reverb</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
</table>
""


Revision [1418]

Edited on 2010-01-01 13:44:03 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
|=|Plug-In|=|
Deletions:
""<table border=0 cellpadding=0 cellspacing=0 width=353 style='border-collapse:
collapse;table-layout:fixed'>
<col width=230>
<col width=67>
<col width=56>
<col width=39>
<col width=56>
<td height=17 class=xl24 width=230>Plug-In</td>


Revision [1417]

Edited on 2010-01-01 13:42:52 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||Kjaerhus||GCO-1||0||
>>DJ: Using sampleslide to assist the nudge function... for UAD-1 plugins, Sampleslide presets were as follows:
Deletions:
||Kjaerhus||GCO-1||0||>>DJ: Using sampleslide to assist the nudge function... for UAD-1 plugins, Sampleslide presets were as follows:


Revision [1416]

Edited on 2010-01-01 13:42:07 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||MDA||loudness||0||
||MJ||compressor||0||
||MJ||multiband||0||
||Classic_compressor||0||
||Camel||Camelphat_free||0||
||E_phonic||Xpressor||0||
||Mn||CompV1.r||0||
||Luxonix||LFX1310||0||
||Chunkware||Vanilla||44||
||Kjaerhus||GCO-1||0||>>DJ: Using sampleslide to assist the nudge function... for UAD-1 plugins, Sampleslide presets were as follows:
||DSPFX||Studioverb||0||
||DSPFX||Acousticverb||0||
||DSPFX||Chorus||0||
||DSPFX||autopan||0||
||DSPFX||Aural Exciter||0||
||DSPFX||Delay||0||
||SPFX||Optimizer||33||
||DSPFX||Flanger||1024||
Deletions:
MJ_compressor 0
mda_loudness 0
MJ_multiband 0
Classic_compressor 0
Camelphat_free 0
E_phonic_Xpressor 0
Mn_CompV1.r 0
Luxonix_LFX1310 0
Chunkware Vanilla 44
Kjaerhus GCO-1 0>>DJ: Using sampleslide to assist the nudge function... for UAD-1 plugins, Sampleslide presets were as follows:
DSPFX Studioverb 0
DSPFX Acousticverb 0
DSPFX Chorus 0
DSPFX autopan 0
DSPFX Aural Exciter 0
DSPFX Delay 0
DSPFX Optimizer 33
DSPFX Flanger 1024


Revision [1415]

Edited on 2010-01-01 13:34:11 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||xxx||Simple Limiter||0||
||xxx||Soft Overdrive||0||
||xxx||Gene comp mono||0||
||MDA||dynamics||0||
Deletions:
||xxx||Simple_Limiter||0||
Soft_overdrive 0
Gene_comp_mono 0
mda_dynamics 0


Revision [1414]

Edited on 2010-01-01 13:32:24 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||TL||Saturated Driver||0||
||xxx||Simple_Limiter||0||
Deletions:
TL_satureted_driver 0
Simple_Limiter 0


Revision [1413]

Edited on 2010-01-01 13:31:20 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
||D||Limiter||0||
||Db||compressor||0||
Deletions:
|| ||D_Limiter||0||
Db compressor 0


Revision [1412]

Edited on 2010-01-01 13:30:15 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
|=|Manufacturer|=|Plug-in Name|=|Latency in samples|=|
|| ||D_Limiter||0||
Deletions:
==Manufacturer - Plug-in Name - Latency in samples==
D_Limiter 0


Revision [952]

Edited on 2008-04-25 10:15:58 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>Note that when you are "nudging" in PARIS, the "nudge" times are not precise. PARIS power-user DJ explains:
Kjaerhus GCO-1 0>>DJ: Using sampleslide to assist the nudge function... for UAD-1 plugins, Sampleslide presets were as follows:
Deletions:
>>Note that when you are "nudging" in PARIS, the "nudge" times are not precise. The NG's Deej explains:
Kjaerhus GCO-1 0>>Deej: Using sampleslide to assist the nudge function....for UAD-1 plugins,
the Sampleslide presets were as follows:


Revision [951]

Edited on 2008-04-24 21:33:10 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
==Manufacturer - Plug-in Name - Latency in samples==
Kjaerhus GCO-1 0>>Deej: Using sampleslide to assist the nudge function....for UAD-1 plugins,
Deletions:
==Manufacturer - Plug-in Name -
Kjaerhus GCO-1 0Latency in samples==>>Deej: Using sampleslide to assist the nudge function....for UAD-1 plugins,


Revision [950]

Edited on 2008-04-24 21:32:24 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
==Manufacturer - Plug-in Name -
Kjaerhus GCO-1 0Latency in samples==>>Deej: Using sampleslide to assist the nudge function....for UAD-1 plugins,
Deletions:
==Manufacturer - Plug-in Name - Latency in samples==>>Deej: Using sampleslide to assist the nudge function....for UAD-1 plugins,
Kjaerhus GCO-1 0


Revision [949]

Edited on 2008-04-24 21:31:57 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.
==Manufacturer - Plug-in Name - Latency in samples==>>Deej: Using sampleslide to assist the nudge function....for UAD-1 plugins,
Deletions:
For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.>>Deej: Using sampleslide to assist the nudge function....for UAD-1 plugins,
==Manufacturer - Plug-in Name - Latency in samples==


Revision [948]

Edited on 2008-04-24 20:39:48 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.>>Deej: Using sampleslide to assist the nudge function....for UAD-1 plugins,
the Sampleslide presets were as follows:
1 Plugin 1536 (slide 4 x 100ms in Editor)
1 Pultec 1523 (slide 4 x 100ms in Editor)
2 Plugins 3072 (slide 8 x 100ms in Editor)
2 Pultecs 3046 (slide 8 x 100ms in Editor)
1 Plugin 1 Pultec 3059 (slide 8 x 100ms in Editor)
2 Plugins 1 Pultec 4595 (slide 12 x 100ms in Editor)
2 Pultecs 1 Plugin 4582 (slide 12 x 100ms in Editor)
3 Plugins 4608 (slide 12 x 100ms in Editor)
3 Pultecs 4569 (slide 12 x 100ms in Editor)>>
Deletions:
For right now, this will be a text list; we'll move it to a proper searchable/sortable list when possible.


Revision [947]

Edited on 2008-04-24 20:38:19 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>Note that when you are "nudging" in PARIS, the "nudge" times are not precise. The NG's Deej explains:
The nudge values are not consistent with what one would expect the samples
to be per ms, and they are also //not consistent with themselves//. Meaning that
a 1ms nudge would be expected to be 44 samples but is actually 80. A 10ms
nudge isn't 10 X 80 or 800 samples though, it's actually 480.
100ms= 4480 samples>>
Deletions:
>>Note that when you are "nudging" in PARIS, the "nudge" times are not precise. They are as follows, in samples:
100ms= 4480 samples
- list contributed by Deej>>


Revision [946]

Edited on 2008-04-24 20:36:55 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
100ms= 4480 samples
- list contributed by Deej>>
Deletions:
100ms= 4480 samples>>


Revision [945]

Edited on 2008-04-24 20:36:22 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
>>Note that when you are "nudging" in PARIS, the "nudge" times are not precise. They are as follows, in samples:
1ms= 80 samples
5ms= 240 samples
10ms= 480 samples
25ms= 1120 samples
50ms= 2240 samples
75ms= 3360 samples
100ms= 4480 samples>>


Revision [929]

Edited on 2008-04-24 10:35:54 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
""<table border=0 cellpadding=0 cellspacing=0 width=353 style='border-collapse:
collapse;table-layout:fixed'>
<col width=230>
<col width=67>
<col width=56>
<col width=39>
<col width=56>
<tr height=17>
<td height=17 class=xl24 width=230>Plug-In</td>
<td colspan=2 class=xl25 width=123>44.1 kHz</td>
</tr>
<tr height=17>
<td height=17 class=xl26> </td>
<td class=xl27>Latency</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>API 550A</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>API 550B</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>API 560</td>
<td class=xl28 align=right>65</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>API 2500</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>AudioTrack</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>C1 Compressor</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>C1 Gate</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>C1 Comp-Gate</td>
<td class=xl26 align=right>340</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>C1 Comp-sc</td>
<td class=xl28 align=right>340</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>C4 Multiband</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>DeBreath</td>
<td class=xl29 align=right>32,384</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>DeEsser</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Doppler</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Doubler</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Enigma</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>GTR3 Amps</td>
<td class=xl26 align=right>34</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>GTR3 Stomps</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>GTR2 Amps</td>
<td class=xl26 align=right>34</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>GTR2 Stomps</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>IR-1 Convolution Reverb</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>IR-L Convolution Reverb</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>IR-360_ Convolution Reverb</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>L1 Ultramaximizer</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>L2 Ultramaximizer</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>L3 Multimaximizer</td>
<td class=xl28 align=right>3528</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>L3 Ultramaximizer</td>
<td class=xl26 align=right>3528</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>L3-16 Multimaximizer</td>
<td class=xl28 align=right>6207</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>L3-LL Multimaximizer</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>L3-LL Ultramaximizer</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Linear Phase Equalizer Broadband</td>
<td class=xl26 align=right>2679</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Linear Phase Equalizer Lowband</td>
<td class=xl28 align=right>2047</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Linear Phase Multiband</td>
<td class=xl26 align=right>3528</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>MaxxBass</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>MaxxVolume</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>MetaFlanger</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>MondoMod</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17 style='page-break-before:always'>
<td height=17 class=xl28>Morphoder</td>
<td class=xl28 align=right>639</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>PAZ Analyzer</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>PS22 Split / X-Split</td>
<td class=xl28>N/A</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>PS22 Spread</td>
<td class=xl26>N/A</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Q10</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Q-Clone</td>
<td class=xl26 align=right>344</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Renaissance Axx</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Renaissance Bass</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Renaissance Channel</td>
<td class=xl28 align=right>65</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Renaissance Compressor</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Renaissance DeEsser</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Renaissance Equalizer</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Renaissance Reverb</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Renaissance Vox</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>S1 Stereo Imager</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>SoundShifter</td>
<td class=xl26 align=right>6946</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>SSL E Channel</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>SSL G Equalizer</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>SSL G Master Buss Compressor</td>
<td class=xl28 align=right>1</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>SuperTap</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>TransX Multi</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>TransX Wide</td>
<td class=xl26 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>TrueVerb</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>UltraPitch</td>
<td class=xl26 align=right>8239</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>V-Comp</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>V-EQ3</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>V-EQ4</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Waves Tune</td>
<td class=xl26 align=right>3072</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>Waves Tune LT</td>
<td class=xl28 align=right>3072</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>X-Click</td>
<td class=xl26 align=right>2625</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>X-Crackle</td>
<td class=xl28 align=right>2625</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>X-Hum</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>X-Noise</td>
<td class=xl28 align=right>5120</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>Z-Noise</td>
<td class=xl30 align=right>34,702</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>C360 Surround Compressor</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>IDR360 Surround Bit Re-Quantizer</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>L360 Surround Limiter</td>
<td class=xl28 align=right>64</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>LFE360 Low Pass Filter</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17 style='page-break-before:always'>
<td height=17 class=xl28>M360 Surround Manager</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>M360 Surround Mixdown</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>S360 Surround Imager</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl26>S360 Surround Panner</td>
<td class=xl26 align=right>0</td>
<td></td>
</tr>
<tr height=17>
<td height=17 class=xl28>R360 Surround Reverb</td>
<td class=xl28 align=right>0</td>
<td></td>
</tr>
</table>
""
Deletions:
""<P><b>WAVES Plugins</b>(v5.0)</P>
<P></P></DIV>
<TABLE style="WIDTH: 584px; BACKGROUND-COLOR: white; cellPadding: 1; cellSpacing: 1">
<TBODY>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px" width=220><STRONG>Plug-In</STRONG></TD>
<TD align=middle colSpan=2><STRONG>44.1 kHz</STRONG></TD>
<TD align=middle colSpan=2><STRONG>96 kHz</STRONG></TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px"></TD>
<TD style="PADDING-LEFT: 7px" width=80><STRONG>TDM</STRONG></TD>
<TD style="PADDING-LEFT: 7px" width=80><STRONG>Native</STRONG></TD>
<TD style="PADDING-LEFT: 7px" width=80><STRONG>TDM</STRONG></TD>
<TD style="PADDING-LEFT: 7px" width=80><STRONG>Native</STRONG></TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">API 550A</TD>
<TD style="PADDING-LEFT: 7px">3
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">API 550B</TD>
<TD style="PADDING-LEFT: 7px">3
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">API 560</TD>
<TD style="PADDING-LEFT: 7px">68
<TD style="PADDING-LEFT: 7px">65</TD>
<TD style="PADDING-LEFT: 7px">68</TD>
<TD style="PADDING-LEFT: 7px">65</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">API 2500</TD>
<TD style="PADDING-LEFT: 7px">3
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">AudioTrack</TD>
<TD style="PADDING-LEFT: 7px">3
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">C1 Compressor</TD>
<TD style="PADDING-LEFT: 7px">3
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">C1 Gate</TD>
<TD style="PADDING-LEFT: 7px">3
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">C1 Comp-Gate</TD>
<TD style="PADDING-LEFT: 7px">343
<TD style="PADDING-LEFT: 7px">340</TD>
<TD style="PADDING-LEFT: 7px">723</TD>
<TD style="PADDING-LEFT: 7px">720</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">C1 Comp-sc</TD>
<TD style="PADDING-LEFT: 7px">343
<TD style="PADDING-LEFT: 7px">340</TD>
<TD style="PADDING-LEFT: 7px">723</TD>
<TD style="PADDING-LEFT: 7px">720</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">C4 Multiband</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">DeBreath</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">32,384</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">70,496</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">DeEsser</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Doppler</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Doubler</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Enigma</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">GTR3 Amps</TD>
<TD style="PADDING-LEFT: 7px">37</TD>
<TD style="PADDING-LEFT: 7px">34</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">81</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">GTR3 Stomps</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">GTR2 Amps</TD>
<TD style="PADDING-LEFT: 7px">37</TD>
<TD style="PADDING-LEFT: 7px">34</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">81</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">GTR2 Stomps</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">IR-1 Convolution Reverb</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">IR-L Convolution Reverb</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">IR-360° Convolution Reverb</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L1 Ultramaximizer</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L2 Ultramaximizer</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L3 Multimaximizer</TD>
<TD style="PADDING-LEFT: 7px">3531</TD>
<TD style="PADDING-LEFT: 7px">3528</TD>
<TD style="PADDING-LEFT: 7px">7683</TD>
<TD style="PADDING-LEFT: 7px">7680</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L3 Ultramaximizer</TD>
<TD style="PADDING-LEFT: 7px">3531</TD>
<TD style="PADDING-LEFT: 7px">3528</TD>
<TD style="PADDING-LEFT: 7px">7683</TD>
<TD style="PADDING-LEFT: 7px">7680</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L3-16 Multimaximizer</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">6207</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">10367</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L3-LL Multimaximizer</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L3-LL Ultramaximizer</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Linear Phase Equalizer Broadband</TD>
<TD style="PADDING-LEFT: 7px">2682</TD>
<TD style="PADDING-LEFT: 7px">2679</TD>
<TD style="PADDING-LEFT: 7px">5363</TD>
<TD style="PADDING-LEFT: 7px">5360</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Linear Phase Equalizer Lowband</TD>
<TD style="PADDING-LEFT: 7px">2050</TD>
<TD style="PADDING-LEFT: 7px">2047</TD>
<TD style="PADDING-LEFT: 7px">4098</TD>
<TD style="PADDING-LEFT: 7px">4095</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Linear Phase Multiband</TD>
<TD style="PADDING-LEFT: 7px">3531</TD>
<TD style="PADDING-LEFT: 7px">3528</TD>
<TD style="PADDING-LEFT: 7px">7683</TD>
<TD style="PADDING-LEFT: 7px">7680</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">MaxxBass</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">MaxxVolume</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">MetaFlanger</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">MondoMod</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Morphoder</TD>
<TD style="PADDING-LEFT: 7px">1155</TD>
<TD style="PADDING-LEFT: 7px">639</TD>
<TD style="PADDING-LEFT: 7px">2307</TD>
<TD style="PADDING-LEFT: 7px">1279</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">PAZ Analyzer</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">PS22 Split / X-Split</TD>
<TD style="PADDING-LEFT: 7px">7</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">7</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">PS22 Spread</TD>
<TD style="PADDING-LEFT: 7px">5</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">5</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Q10</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Q-Clone</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">344</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">445</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Axx</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Bass</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Channel</TD>
<TD style="PADDING-LEFT: 7px">68</TD>
<TD style="PADDING-LEFT: 7px">65</TD>
<TD style="PADDING-LEFT: 7px">132</TD>
<TD style="PADDING-LEFT: 7px">129</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Compressor</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance DeEsser</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Equalizer</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Reverb</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Vox</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">S1 Stereo Imager</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">SoundShifter</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">6946</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">13,858</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">SSL E Channel</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">SSL G Equalizer</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">SSL G Master Buss Compressor</TD>
<TD style="PADDING-LEFT: 7px">4</TD>
<TD style="PADDING-LEFT: 7px">1</TD>
<TD style="PADDING-LEFT: 7px">4</TD>
<TD style="PADDING-LEFT: 7px">1</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">SuperTap</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">TransX Multi</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">128</TD>
<TD style="PADDING-LEFT: 7px">125</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">TransX Wide</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">TrueVerb</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">UltraPitch</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">8239</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">V-Comp</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">V-EQ3</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">V-EQ4</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Waves Tune</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">3072</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">6144</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Waves Tune LT</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">3072</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">6144</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">X-Click</TD>
<TD style="PADDING-LEFT: 7px">4099</TD>
<TD style="PADDING-LEFT: 7px">2625</TD>
<TD style="PADDING-LEFT: 7px">4099</TD>
<TD style="PADDING-LEFT: 7px">2625</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">X-Crackle</TD>
<TD style="PADDING-LEFT: 7px">4163</TD>
<TD style="PADDING-LEFT: 7px">2625</TD>
<TD style="PADDING-LEFT: 7px">4163</TD>
<TD style="PADDING-LEFT: 7px">2625</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">X-Hum</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">X-Noise</TD>
<TD style="PADDING-LEFT: 7px">8195</TD>
<TD style="PADDING-LEFT: 7px">5120</TD>
<TD style="PADDING-LEFT: 7px">8195</TD>
<TD style="PADDING-LEFT: 7px">5120</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Z-Noise</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">34,702</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">34,702</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">C360 Surround Compressor</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">IDR360 Surround Bit Re-Quantizer</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L360 Surround Limiter</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">LFE360 Low Pass Filter</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">M360 Surround Manager</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">M360 Surround Mixdown</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">S360 Surround Imager</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">S360 Surround Panner</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">R360 Surround Reverb</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px" colSpan=5></TD></TR></TBODY></TABLE>""


Revision [928]

Edited on 2008-04-24 09:12:40 by admin [Reverting last edit by admin [1932] to previous version [1856]]
Additions:
""<P><b>WAVES Plugins</b>(v5.0)</P>
<P></P></DIV>
<TABLE style="WIDTH: 584px; BACKGROUND-COLOR: white; cellPadding: 1; cellSpacing: 1">
<TBODY>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px" width=220><STRONG>Plug-In</STRONG></TD>
<TD align=middle colSpan=2><STRONG>44.1 kHz</STRONG></TD>
<TD align=middle colSpan=2><STRONG>96 kHz</STRONG></TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px"></TD>
<TD style="PADDING-LEFT: 7px" width=80><STRONG>TDM</STRONG></TD>
<TD style="PADDING-LEFT: 7px" width=80><STRONG>Native</STRONG></TD>
<TD style="PADDING-LEFT: 7px" width=80><STRONG>TDM</STRONG></TD>
<TD style="PADDING-LEFT: 7px" width=80><STRONG>Native</STRONG></TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">API 550A</TD>
<TD style="PADDING-LEFT: 7px">3
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">API 550B</TD>
<TD style="PADDING-LEFT: 7px">3
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">API 560</TD>
<TD style="PADDING-LEFT: 7px">68
<TD style="PADDING-LEFT: 7px">65</TD>
<TD style="PADDING-LEFT: 7px">68</TD>
<TD style="PADDING-LEFT: 7px">65</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">API 2500</TD>
<TD style="PADDING-LEFT: 7px">3
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">AudioTrack</TD>
<TD style="PADDING-LEFT: 7px">3
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">C1 Compressor</TD>
<TD style="PADDING-LEFT: 7px">3
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">C1 Gate</TD>
<TD style="PADDING-LEFT: 7px">3
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">C1 Comp-Gate</TD>
<TD style="PADDING-LEFT: 7px">343
<TD style="PADDING-LEFT: 7px">340</TD>
<TD style="PADDING-LEFT: 7px">723</TD>
<TD style="PADDING-LEFT: 7px">720</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">C1 Comp-sc</TD>
<TD style="PADDING-LEFT: 7px">343
<TD style="PADDING-LEFT: 7px">340</TD>
<TD style="PADDING-LEFT: 7px">723</TD>
<TD style="PADDING-LEFT: 7px">720</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">C4 Multiband</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">DeBreath</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">32,384</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">70,496</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">DeEsser</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Doppler</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Doubler</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Enigma</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">GTR3 Amps</TD>
<TD style="PADDING-LEFT: 7px">37</TD>
<TD style="PADDING-LEFT: 7px">34</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">81</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">GTR3 Stomps</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">GTR2 Amps</TD>
<TD style="PADDING-LEFT: 7px">37</TD>
<TD style="PADDING-LEFT: 7px">34</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">81</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">GTR2 Stomps</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">IR-1 Convolution Reverb</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">IR-L Convolution Reverb</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">IR-360° Convolution Reverb</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L1 Ultramaximizer</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L2 Ultramaximizer</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L3 Multimaximizer</TD>
<TD style="PADDING-LEFT: 7px">3531</TD>
<TD style="PADDING-LEFT: 7px">3528</TD>
<TD style="PADDING-LEFT: 7px">7683</TD>
<TD style="PADDING-LEFT: 7px">7680</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L3 Ultramaximizer</TD>
<TD style="PADDING-LEFT: 7px">3531</TD>
<TD style="PADDING-LEFT: 7px">3528</TD>
<TD style="PADDING-LEFT: 7px">7683</TD>
<TD style="PADDING-LEFT: 7px">7680</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L3-16 Multimaximizer</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">6207</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">10367</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L3-LL Multimaximizer</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L3-LL Ultramaximizer</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Linear Phase Equalizer Broadband</TD>
<TD style="PADDING-LEFT: 7px">2682</TD>
<TD style="PADDING-LEFT: 7px">2679</TD>
<TD style="PADDING-LEFT: 7px">5363</TD>
<TD style="PADDING-LEFT: 7px">5360</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Linear Phase Equalizer Lowband</TD>
<TD style="PADDING-LEFT: 7px">2050</TD>
<TD style="PADDING-LEFT: 7px">2047</TD>
<TD style="PADDING-LEFT: 7px">4098</TD>
<TD style="PADDING-LEFT: 7px">4095</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Linear Phase Multiband</TD>
<TD style="PADDING-LEFT: 7px">3531</TD>
<TD style="PADDING-LEFT: 7px">3528</TD>
<TD style="PADDING-LEFT: 7px">7683</TD>
<TD style="PADDING-LEFT: 7px">7680</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">MaxxBass</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">MaxxVolume</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">MetaFlanger</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">MondoMod</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Morphoder</TD>
<TD style="PADDING-LEFT: 7px">1155</TD>
<TD style="PADDING-LEFT: 7px">639</TD>
<TD style="PADDING-LEFT: 7px">2307</TD>
<TD style="PADDING-LEFT: 7px">1279</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">PAZ Analyzer</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">PS22 Split / X-Split</TD>
<TD style="PADDING-LEFT: 7px">7</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">7</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">PS22 Spread</TD>
<TD style="PADDING-LEFT: 7px">5</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">5</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Q10</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Q-Clone</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">344</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">445</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Axx</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Bass</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Channel</TD>
<TD style="PADDING-LEFT: 7px">68</TD>
<TD style="PADDING-LEFT: 7px">65</TD>
<TD style="PADDING-LEFT: 7px">132</TD>
<TD style="PADDING-LEFT: 7px">129</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Compressor</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance DeEsser</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Equalizer</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Reverb</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Renaissance Vox</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">S1 Stereo Imager</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">SoundShifter</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">6946</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">13,858</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">SSL E Channel</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">SSL G Equalizer</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">SSL G Master Buss Compressor</TD>
<TD style="PADDING-LEFT: 7px">4</TD>
<TD style="PADDING-LEFT: 7px">1</TD>
<TD style="PADDING-LEFT: 7px">4</TD>
<TD style="PADDING-LEFT: 7px">1</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">SuperTap</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">TransX Multi</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">128</TD>
<TD style="PADDING-LEFT: 7px">125</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">TransX Wide</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">TrueVerb</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">UltraPitch</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">8239</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">V-Comp</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">V-EQ3</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">V-EQ4</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Waves Tune</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">3072</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">6144</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Waves Tune LT</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">3072</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">6144</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">X-Click</TD>
<TD style="PADDING-LEFT: 7px">4099</TD>
<TD style="PADDING-LEFT: 7px">2625</TD>
<TD style="PADDING-LEFT: 7px">4099</TD>
<TD style="PADDING-LEFT: 7px">2625</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">X-Crackle</TD>
<TD style="PADDING-LEFT: 7px">4163</TD>
<TD style="PADDING-LEFT: 7px">2625</TD>
<TD style="PADDING-LEFT: 7px">4163</TD>
<TD style="PADDING-LEFT: 7px">2625</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">X-Hum</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">X-Noise</TD>
<TD style="PADDING-LEFT: 7px">8195</TD>
<TD style="PADDING-LEFT: 7px">5120</TD>
<TD style="PADDING-LEFT: 7px">8195</TD>
<TD style="PADDING-LEFT: 7px">5120</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">Z-Noise</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">34,702</TD>
<TD style="PADDING-LEFT: 7px">N/A</TD>
<TD style="PADDING-LEFT: 7px">34,702</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">C360 Surround Compressor</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">IDR360 Surround Bit Re-Quantizer</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">L360 Surround Limiter</TD>
<TD style="PADDING-LEFT: 7px">67</TD>
<TD style="PADDING-LEFT: 7px">64</TD>
<TD style="PADDING-LEFT: 7px">131</TD>
<TD style="PADDING-LEFT: 7px">128</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">LFE360 Low Pass Filter</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">M360 Surround Manager</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">M360 Surround Mixdown</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">S360 Surround Imager</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">S360 Surround Panner</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #e1dfe0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px">R360 Surround Reverb</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD>
<TD style="PADDING-LEFT: 7px">3</TD>
<TD style="PADDING-LEFT: 7px">0</TD></TR>
<TR style="BACKGROUND-COLOR: #d2d2d0">
<TD style="PADDING-LEFT: 7px; PADDING-BOTTOM: 3px; PADDING-TOP: 3px" colSpan=5></TD></TR></TBODY></TABLE>""
Deletions:
**Waves** Renaissance EQ 64
**Waves** Renaissance Compressor 64


Revision [917]

Edited on 2008-04-21 22:34:36 by admin [adding gathered specs]
Additions:
DSPFX Studioverb 0
DSPFX Acousticverb 0
DSPFX Chorus 0
DSPFX autopan 0
DSPFX Aural Exciter 0
DSPFX Delay 0
DSPFX Optimizer 33
DSPFX Flanger 1024


Revision [916]

Edited on 2008-04-21 22:26:29 by admin [adding gathered specs]
Additions:
Chunkware Vanilla 44
Kjaerhus GCO-1 0


Revision [915]

Edited on 2008-04-21 22:17:58 by admin [adding gathered specs]
Additions:
D_Limiter 0
Db compressor 0
TL_satureted_driver 0
Simple_Limiter 0
Soft_overdrive 0
Gene_comp_mono 0
mda_dynamics 0
MJ_compressor 0
mda_loudness 0
MJ_multiband 0
Classic_compressor 0
Camelphat_free 0
E_phonic_Xpressor 0
Mn_CompV1.r 0
Luxonix_LFX1310 0


Revision [899]

Edited on 2008-04-21 11:45:11 by admin [Added latency database page for data entry]

No Differences

Revision [898]

Edited on 2008-04-21 11:44:45 by admin [Added latency database page for data entry]
Additions:
Because it lacks internal latency compensation for plugins (either native or internal), it's essential to know the latency of plugins in order to compensate for their latency manually or via a system such as [[http://www.vertexdsp.com/products_faderworks.html Vertex DSP's FaderWorks]].
Deletions:
Because it lacks internal latency compensation for plugins (either native or internal), it's essential to know the latency of plugins in order to compensate for their latency manually or via a system such as FaderWorks.


Revision [897]

Edited on 2008-04-21 11:44:00 by admin [Added latency database page for data entry]
Additions:
Because it lacks internal latency compensation for plugins (either native or internal), it's essential to know the latency of plugins in order to compensate for their latency manually or via a system such as FaderWorks.
Deletions:
Because it lacks internal latency compensation for plugins (either native or internal), it's essential to know the latency of plugins in order to compensate for their latency manually or via a system such as Faderworks.


Revision [896]

The oldest known version of this page was created on 2008-04-21 11:42:41 by admin [Added latency database page for data entry]
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