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Oh fuck, don't invent that term. SCRUB IT FROM THE HISTORICAL RECORD! RIGHT NOW!Orvsplaining
I'd love to see some of that actually!I really need to do some of this stuff with Fuzz pedals with different transistors.
Oh fuck, don't invent that term. SCRUB IT FROM THE HISTORICAL RECORD! RIGHT NOW!Orvsplaining
I'd love to see some of that actually!I really need to do some of this stuff with Fuzz pedals with different transistors.

Bad timingI'm feeling left out of the Helix Stadium launch excitement so I thought I'd make a post.![]()
Dude, that's great - JUCE is the shit - I've used it since probably the second edition? It's come a looooong way.So here's a sweep of my BBD delay plugin, after a big rewrite and port over to JUCE C++ native, outside of the HISE framework where I began it.
Where do you design the filters? Matlab? Octave? something else?I've been working on the oversampling for the input, feedback, and output clipping stages. Here's with the default gains:
Looking nice
That's pretty neat! What do you use to model the BBD non-linearity? Polynomials?Now those downward curves coming from the top towards the right edge. That is not aliasing. It is actually harmonic products coming from the ZOH Imager feature; which is something that real BBD's do.
Imagine that a BBD is like a camera, taking lots of photos in very quick succession, but not quick enough to capture every single movement of a person. You'd see gaps in the movement, and they'd jaggedly walk across the photos if you flipped through the quickly; like stop-motion animation almost. That's sampling in a nutshell.
But ZOH? ZOH is a phenomenon that BBD's do, where they will hold a "photo" for longer than intended. This creates staircase harmonic artifacts, and you definitely hear them. It comes from each bucket capacitor holding the charge value for the entire clock period, before transferring to the next stage. It is a part of the charm of analog delays, and I've modelled it!
The lines are wobbly because the modulation is turned on - wow, flutter, and jitter.
Ther vertical lines in the background are Doppler shift artifacts, coming from the combination of the input-sweep signal and the modulation mode. I need to double check that to be sure, but I think it is normal.
This thing is going to be killer!
My filters are all done directly in c++ using standard cook-book/bi-linear transform formulas. Their cutoffs track the sample-rate and the BBD clock where needed. Coefficients are computed on the fly rather than being exported from an external tool.Bad timing
Dude, that's great - JUCE is the shit - I've used it since probably the second edition? It's come a looooong way.
Where do you design the filters? Matlab? Octave? something else?
What are you using for the oversampling filters? Farrow?
Looking nice
That's pretty neat! What do you use to model the BBD non-linearity? Polynomials?
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in order to measure the frequency response of a system, there are a range of ways you can do so:
1 - Run a single sample click (called a dirac impulse) through the system
2 - Run a sine-sweep through the system - you get to decide the start and end frequencies, but 20hz-20kHz is typical.
3 - Run a series of impulses (called an impulse train) through the system.
4 - Run a solid sine-tone through the system.
Cheers duder!If I had half the talent that you have in your little finger, I'd be a happy man. So intrigued to see where this goes, mate.
I love delays but this is a whole new level of delay love.
Hey man, I'm sorry I missed this!!Hi Orvillain,
This is a great thread, thanks for sharing the details. I'm curious to see what you come up with regarding the latest work; I'm pretty new to DSP programming/ audio work, but some of the AI tools (Claude in particular) have made researching and understanding concepts a bit easier, hopefully you're having a good experience as well.
It's nice to see Blender being used, the pedal will look great with some shading and when rendered in Cycles. I've found the Blenderkit addon is quite good for quality PBR materials if you want to quickly test shading with realistic looking metal, plastic or rubber materials.