- How To Add A Vst Plugin To Sonar 700
- How To Add A Vst Plugin To Sonar 777
- How To Add A Vst Plugin To Sonar 7.3
- How To Add A Vst Plugin To Sonar 7.0
Problems loading VST plugins in Sonar 7 Just purchased Sonar 7 and also purchased 3 plugins Ampeg VSX, Peavey Revavler, BFD lite that came with my Alesis USB drums. I've installed and re-installed all 3 plugs many times. I only get part of BFD drums no Peavey Revavler or Ampeg plugs at all please help. Nice list of plugins KVR: Nearly 600. Can select/search/sort here. GVST: Free effects ExclusiveMusicPlus: The Top 70 Best Free VST Plugins Of 2019 Voxengo: Several free plugins from this highly regarded company. Maxim Digital Audio: Free VST plugins LFX-1310: Lumonix VST multi-effector including 24 types of algorithms and 3 serial slots. 1) Inserting the plug-in:. Open the Synth Rack and insert EZdrummer 2 as a VST. Make sure you select the ‘First Synth Output’ option. Still in the Sonar Property box enable MIDI Output2) Setting up:. Insert YFDS, complete with Audio Outputs and Source MIDI track. Set the Input of the MIDI track assigned to YFDS to EZDrummer 2. Ensure that Input Echo Monitoring is enabled as.
Sonar Tips & Techniques- DAWs >Sonar / Cakewalk
Run your plug-ins at higher sample rates in Sonar.
The argument about whether people can tell the difference between the same audio played back at 44.1kHz and at a higher sample rate such as 96kHz has never really been resolved, although I’ve yet to meet anyone who can do so reliably under rigorous test conditions. However, under some circumstances, recording at a higher sample rate can give audibly superior sound quality. This isn’t a wine-tasting-type difference (“the sound is pert, yet unassuming”), but an obvious, audible effect.
However, the sample rate you work at can also make a difference with sounds generated ‘in the box’, for instance using a virtual instrument plug-in that synthesizes a sound, or distortion created by an amp simulator. In these cases, the basis for the improvement heard with high sample rates is eliminating ‘fold-over distortion’, otherwise known as ‘aliasing’. A digital system is only capable of accurately representing audio at frequencies lower than half the sampling rate: 22.05kHz, in a 44.1kHz project. If an algorithm within a plug-in tries to generate harmonic content above this ‘Nyquist limit’ — say, at 32kHz — then what is actually heard is not a 32kHz tone but the ‘aliasing’ created when this tone is ‘folded down’ below the Nyquist limit (to 12.1kHz, in this case). Aliasing thus appears within the audible range, but is harmonically unrelated to the original signal, and generally sounds ugly.
This ‘fold-down distortion’ can happen with synthesized waveforms that are rich in harmonics, as well as with non-linear processing. Although your amp-sim harmonics may be weak, if you’re applying 60dB of gain to create overdrive or distortion, harmonics can often be strong enough to cause audible aliasing. Synthesizer waveforms with sharp rise and fall times, like pulse waves, can also be problematic, and even limiters can cause issues.
However, not all plug-ins will exhibit these problems, for one of four reasons:
- The audio coming out of them isn’t rich enough in harmonics to cause audible aliasing.
- The plug-in itself can oversample, which simply means that as far as the plug-in is concerned, the sample rate is higher than that of the project. As a result, any fold-over distortion occurs outside the audio range.
- The project sample rate is high enough to provide the same kind of environment as oversampling.
- The plug-in designers have built appropriate anti-alias filtering in to the algorithms.
Many modern virtual instruments and amp sims oversample, and DAWs can handle higher sample rates, so you’d think that might be the end of it. Unfortunately, there can be limitations with oversampling and higher project sample rates.
First, recording an entire project at a higher sample rate stresses out your computer more, reduces the number of audio channels you can stream, and won’t allow you to run as many plug-ins. Second, oversampling requires more CPU power, so even if all your instruments are oversampling internally, you may not be able to use as many instances of them. Finally, although some instruments may perform 2x oversampling, that may still not be sufficient to eliminate aliasing on harmonically rich sources.
Furthermore, with plug-ins that oversample, the sound quality will be influenced by the quality of the sample-rate conversion algorithms. It’s not necessarily easy to perform high-quality sample-rate conversion: check out comparisons for various DAWs at http://src.infinitewave.ca (where, incidentally, Sonar rates as one of the best), and remember that the conversion algorithms for a plug-in might be more ‘relaxed’ than what’s used in a DAW.
Upsampling to higher sample rates can let you retain some of the CPU efficiencies of running at a lower sample rate while reaping the benefits of recording at higher sample rates.
Sonar’s Solution
Paradoxically, I found out the extent to which recording some virtual instruments at higher sample rates produced superior sound quality while creating audio examples for a panel discussion at New York’s New Music Seminar — where my plan was originally to show that higher sample rates didn’t make a difference! Oops. After that, whenever appropriate I got into the habit of upsampling prior to rendering (as described in the ‘Upsampling’ box, below), particularly when using amp simulators.
How To Add A Vst Plugin To Sonar 700
However, I then asked Noel Borthwick, Cakewalk’s Chief Technical Officer, whether it would be possible to automate the process so I didn’t have to export, import, close projects, create new projects, and so on. He came up with a practical implementation that upsamples when rendering (or bouncing, exporting or freezing), and which does so transparently, in the background. The only way you’ll notice upsampling is happening is that rendering takes a little longer than usual.
The way it works is that, when you choose to render, Sonar sample-rate converts the file to a higher sample rate, renders the audio, then downsamples it back as audio to the project sample rate. The process works with VST 2, VST 3 and DirectX plug-ins.
The FX button in a plug-in’s upper-left corner accesses a menu where you can choose Upsample On Render and/or Upsample On Playback for a given plug-in. This setting persists in all projects for all instances of that particular plug-in, meaning that if you find a plug-in that benefits from upsampling, you need designate it for upsampling only once.
Furthermore, there’s a global upsampling enable/bypass button in the Control Bar’s Mix module for plug-ins that already have upsampling enabled.
Upsampling is set on a per-plug-in basis, and there’s also a Control Bar button that allows global enabling/disabling of all plug-ins that are set to upsample.
What’s The Catch?
This process begs the question of whether you lose the benefits of upsampling when you later convert the sample rate back down to 44.1kHz. The answer is that it shouldn’t: all properly designed sample-rate converters include an anti-alias filter precisely to avoid this problem, and, as we have seen, the sample-rate conversion within Sonar is of a high quality, so this shouldn’t happen. Note, though, that upsampling can’t fix audio that already has aliasing distortion; upsampling audio that already contains fold-over distortion to 96kHz will simply reproduce the existing distortion. Similarly, it’s unlikely that upsampling something recorded via a computer’s audio interface will yield any benefits in and of itself, because the audio interface itself will have already band-limited the signal’s frequency range.
Final Thoughts
Finally, it’s important to note that upsampling isn’t a panacea, though it shouldn’t be dismissed either. Even with synths that don’t oversample, upsampling may make no audible difference. However, sometimes synths that do oversample still benefit from upsampling; with some sounds, it can take 4x or even 8x oversampling to reproduce the sound accurately, and the improvement can be dramatic. And, in Sonar, you can set a plug-in to oversample at more than the default rate of 2x the project sample rate by editing Sonar’s AUD.INI file. For details on how to do this, consult Sonar’s help files on upsampling.
Upsampling In Older Versions Of Sonar
Selecting BWF import and export simplifies upsampling if you don’t have June 2015 or a later version of Sonar.
For those using a version of Sonar older than June 2015, here’s how to obtain the same results as Upsample On Render, which was introduced in October 2015 (unfortunately Upsample On Playback is not available on older versions). We’ll assume a 44.1 kHz project sampling rate.
For virtual instruments or audio tracks (such as a track being processed by an amp sim):
1. Save the virtual instrument or amp sim preset so you can call it up in step 5.
2. Slip-edit the MIDI clip driving the virtual instrument, or the audio clip being processed by the amp sim, so that it starts at the beginning of the project.
3. Export the MIDI or audio clip, then close the existing project.
4. Create a new project at a higher sample rate such as 88.2 or 96 kHz.
5. Insert the virtual instrument or amp sim you used previously, and then load its preset.
6. Import either the MIDI or audio clip.
How To Add A Vst Plugin To Sonar 777
7. Select All, then choose Tracks / Bounce To Track(s). You now have an audio track with either the virtual instrument or amp sim sound, rendered at the higher sample rate.
8. Export the audio track, then close the new project.
9. Open the original project and import the rendered audio track. Sonar will automatically sample-rate convert it to the original project’s 44.1kHz sample rate.
Note that for audio tracks, you can omit step 2 if, under Edit / Preferences / File / Audio Data, you tick ‘Always Import Broadcast Waves At Their Timestamp’ and ‘Export Broadcast Waves By Default’ prior to exporting or importing any files. A Broadcast Wave File time-stamps the audio so it imports to the correct place on the timeline.
These notes summarise the testing I have done on Clone Ensemble, Alien Solo, Bass Chorus and the rest of the plugin family, as well as reports I have received from users. Please contact me if you disagree with anything or would like to add something.
In particular, some of these documented incompatibilies may disappear as new versions are released. As a small shareware/freeware developer I am only able to test on a limited number of platforms, so I am grateful for the testing and patience of you the users. Don't be afraid to try out some combination just because it's advised against here. I'd love to hear from you and change a 'does not work' to 'now works fine'!
How To Add A Vst Plugin To Sonar 7.3
Ableton Live
The VST versions of my plugins work under Live, but with Alien Solo you must use the special stereo version.
Acid
A user has reported that the VST versions do not operate correctly, they keep reverting to the original settings.
However the DirectX versions work fine.
Acoustica Mixcraft 7
The VST versions of my plugins run under the 32-bit version of Mixcraft 7, but some of them will crash if used on projects running at a sample rate of 192 KHz.
You will need to add your VST plugins folder by choosing:
File / Preferences / Plugins / Edit VST/VSTi Folders
AVS Audio Editor
Unfortunately, my plugins do not run under AVS Audio Editor. Testing was last performed on version 4.2.
On 6 May 2009 AVS informed me that they would not be providing any assistance on this issue.
Audacity
Audacity is a free audio multitrack production app. From version 1.3.8 onwards, you should be able to run the VST versions of my plugins in full GUI mode.
For earlier versions, you need to download and install the 'VST Bridge' in order to run the VST versions. However, you will only be able to use a 'default' interface, with generic sliders provided by Audacity rather than the graphical interface with knobs that most users see.
Audition
A user has reported that the VST versions of my plugins work fine in Adobe Audition.
Cakewalk / SONAR / Music Creator
Most of the testing I have done on these plugins, (both the DirectX and VST versions) was under Cakewalk Pro Audio 9.0 and SONAR 1.3. The DirectX versions run fine, as do the VST versions, but they require an adapter (see below).
Clone Ensemble and Bass Chorus will only process stereo data, but you can still apply them to a mono track since under most circumstances Cakewalk/SONAR will perform the conversion automatically. If you have a mono effect chained before Clone Ensemble, Alien Solo or Bass Chorus, this can interfere with Cakewalk's conversion, and you may get the 'unsupported format' message.
SONAR manages to overcome this difficulty, so maybe it's time to upgrade! However, SONAR has a greater appetite for RAM than CPA9, and Clone Ensemble, Alien Solo and Bass Chorus also use quite a bit. A couple of users have reported 'disk thrashing' that seemed to be caused by not enough RAM.
How To Add A Vst Plugin To Sonar 7.0
If you are using SONAR 2, there is a download available from the Cakewalk site called DX Manager. This allows you to perform a variety of tasks relating to DirectX plugins - disabling, re-enabling etc.
Difficulties have been reported processing 24-bit audio under Cakewalk Pro Audio 9. However processing in destructive mode seems to work. Once again, if you upgrade to SONAR this problem goes away.
Once user has reported problems running the VST version of Clone Ensemble under SONAR 5. However the DirectX version (which is more 'native' to SONAR than VST) worked fine.
If you are running SONAR 6 Producer (64-bit), a user has reported that the Bit Bridge works fine for the VST version of my plugins, but not the DirectX versions.
For SONAR 7, a user has reported that the plugin manager will allow you to insert both synths and effects, whether you call it from the 'Insert Synths' menu or the 'Process Audio FX' menu. It will mark effects with 'FX', but place them in the same list as synths. However they will only be invokable from each track's FX bin (or the Process-> Audio FX menu). This can be confusing at first.
A user has reported that in SONAR 8, Clone Ensemble is found in the 'Process VST' folder pulldown, and not the 'Effects VST' section. Once again, a bit confusing...
A user has reported that my plugins, like many others, will not on the 64-bit version of Cakewalk Music Creator 4.
Earlier versions of SONAR 3 under 64-bit versions of Windows
I have noticed that the VST versions some of my plugins (eg Alien Solo) fail to load under SONAR 3.1, when running under a 64-bit version of Windows 7. This is fixed by running SONAR in XP-compatibility mode, which you access by right-clicking the shortcut, selecting Properties, then Compatibility.
Cool Edit Pro
I have tested the DirectX versions under Cool Edit Pro, and they work satisfactorily. There will be problems if you try to apply the effect to one channel only of a stereo file.
Cubase VST, Cubase SX & Cubasis VST
I have tested the VST versions under both Cubase VST and Cubase SX, and everything appears OK. However if you want to process a mono track using Clone Ensemble or Bass Chorus as a send effect (rather than an insert effect), you will need to install the Mono->Stereo VST versions, they pop up in the appropriate menu.
Cubase VST lets you use a plugin without displaying its control window. It has been reported that this sometimes causes unpredictable results. Hit the 'display' button before processing to avoid this.
Cubase also lets you keep the audio engine 'running live' all the time, including plugins. We recommend that you switch this feature off when using our plugins, which you can do by selecting Options/Audio/System and checking the 'Enable Audio only during Play' setting.
A user has reported that Clone Ensemble works fine on Cubasis VST (bundled).
64-bit versions of Cubase / Cubasis
All my plugins are 32-bit, please see the section below on jBridge if you are running VST plugins under a 64-bit host application.
Another issue is that 64-bit applications often have far stricter security settings, and occasionally I hear of problems that can be solved by:
Performing the 'Registration' step (entering your name and unlock code) while running 'As Administrator' (with a right-click when running the app)
Running the host application 'As Administrator' (with a right-click when running the app)
Running the host application in 'XP Compatibility' mode
Fruity Loops
Users have reported success using the VST versions under FL Studio.
(Make sure that Options / File Settings includes a reference to the folder your VST plugins are stored, then from the mixer's list of effects choose 'more...' and click 'refresh'.)
Goldwave
From a user of Goldwave 5.20:
Goldwave uses DirectX; after installing, re-start/start Goldwave. It will inform you that new plugins have been detected. Choose Options->Plugin->Effect->DirectX and add the new plugin. The plugin can be used as part of an effects chain from Tool->Effect Chain editor menu.
jBridge
The developer of jBridge has reported success running Clone Ensemble under the 64bit version of Cubase under XP64.
64-bit host applications
All my plugins are 32-bit, some host applications have their own bridging mechanism, but many people find that jBidge is a better solution.
Another issue is that 64-bit applications often have far stricter security settings, and occasionally I hear of problems that can be solved by:
Performing the 'Registration' step (entering your name and unlock code) while running 'As Administrator' (with a right-click when running the app)
Running the host application 'As Administrator' (with a right-click when running the app)
Running the host application in 'XP Compatibility' mode
Krystal Audio Engine
Users have reported success using the VST versions under Krystal Audio Engine.
Logic
Users have reported that the VST versions run under Logic 4.x.
If you are using Logic 3.x you will need to use the VST version with the Cakewalk / Spin Audio adapter.
Another user has reported that Clone Ensemble VST runs perfectly under Logic Audio Platinum 5.5 on multiple channel inserts - without excessive CPU load. It is recognized and works as a stereo VST insert by Logic.
There are conflicting reports as to whether it works on a mono track, I haven't got to the bottom of that. So if you find that it doesn't appear in the effects list against a mono track, try converting to stereo.
My sympathies go out to all the dedicated Logic PC users who have been abandoned by eMagic after their acquisition by Apple.
Macintosh
Two users have succeeded running the VST version of Clone Ensemble on a Mac under emulation, running Win98 with Connectix Virtual PC 5 and using the shareware app SynthEdit as a VST host. One of them was even able to get it running in real-time (the other could only render .wav files). Amazing.
In 2003 Microsoft acquired Connectix, and Virtual PC 6 for Mac is available from here
N-Track
Two users have reported success running the DirectX version on N-Track. However you need a stereo track for it to work and this can be accomplished on a mono track by clicking a properties box that says 'expand track to stereo'.
Update: best if you have version 6.1.2, (or 6.1.1 beta buid 2671) or later, it fixes a bug with the 'expand to stereo' feature.)
Nero Ultra Wave Editor
A user has reported success installing the DirectX version of Voice Trap in Nero Ultra.
Samplitude
A user has reported success running both the DirectX and VST versions on Samplitude 2496 Producer. However they could not save presets.
Orion Platinum
Both the DirectX and VST versions work under Orion Platinum.
Saving presets to a .prs file doesn't work in the VST version, but preserving settings in a saved song does. DirectX version works fine.
There has been a report that some versions of Orion will not accept a monophonic VST plugin (like Alien Solo), since it seems not to have the concept of mono tracks. This is not a problem in the latest version on Orion (Platinum, V3.85), you can insert mono effects into a master channel (rather than the usual instrument channel). Simply hit Ctrl+A, then insert the effect where your sound is routed.
However, If you do experience this problem, a two-channel VST version is provided (not stereo, the two channels are identical).
Also, I have been informed that you can only apply the effect to a standard channel, not a multi-out channel
PowerTracks
A user has reported success running the DirectX versions under PowerTracks Pro Audio 11. However, there are problems with earlier versions, so perhaps it's time to consider upgrading.
Reaper
A user has reported that VST versions run on Reaper.
SAW Studio
A user has reported that the DirectX version doesn't show up in the effects list, but the VST version shows up and runs fine.
Presonus Studio One
Users have reported that my plugins work fine under the 32-bit version. For the 64-bit version it may be a little tricker, but I have received reports that it works, using jBridge.
Pro Tools
Several user are successfully running the VST versions of my plugins under various flavours of Pro Tools, using the fxpansion VST-RTAS wrapper. Oooh, the cred!
NB: If you want to process a mono track with Clone Ensemble (and some others) you will need to convert it to stereo first.
Sound Forge 5/6
I have tested the DirectX versions under Sound Forge 5 and 6, and all appears well.
Note: earlier verions of these plugins had two problems under Sound Forge relating to saving and using presets, and ignoring changes you made to controls when processing. These was due to the strict way Sonic Foundrt supports the DirectX 'standard', and could be avoided if you used the plugin chainer. I believe the current versions of these plugins do not suffer from these problems.
If you are running earlier versions of Sound Forge, you will need to use the VST version with the Cakewalk / Spin Audio / DirectiXer adapter.
Vegas
A user has reported that the plugins developed with my DirectX SDK run under Vegas.
Another has reported that the VST versions do not operate correctly, they keep reverting to the original settings, but that the DirectX versions work fine.
Wavelab 3/4
Some time ago I tested the VST versions under Wavelab 3 and they appeared to operate correctly. More recently I have successfully tested the plugins under Wavelab 4, and also received satisfactory reports from users.
DirectX Issues
The most useful utility in the world for DirectX plug-ins is DXMAN, which you can find at www.analogx.com/contents/download/audio/dxman.htm. You can look at all the DirectX plugins you have installed, examine their properties and uninstall them individually if things go wrong.
You will need Microsoft DirectX, you can find version 8 here if you don't have it already.
NB: some users have experienced problems with Cakewalk and certain DirectX plugins after loading DirectX 8.
VST Issues
Most of the testing I have done is under Cakewalk Pro Audio 9.0. I have tested the plugins on two VST-to-DirectX converters: Cakewalk VST-DX Adapter (previously distributed by fxpansion) and Spin Audio VST-DX Wrapper.
Cakewalk VST-DX Adapter V3:
(Previously distributed by fxpansion, and originally known as Amulet)
++ Works fine, but you must set the 'Force Stereo Operation' property when installing Clone Ensemble and Bass Chorus (not necessary for Alien Solo or Water Glass).
++ Supports VST 2, VST instruments and DXi instruments.
++ Registers all your VST plugins as DirectX plugins.
fxpansion VST Adapter (Amulet) V2:
-- I could only get stereo output if I was processing a stereo signal.
++ it supports VST 2 and VST instruments.
Spin Audio:
++ Works fine, producing stereo output from both mono and stereo tracks.
++ It is available as freeware!
-- Two-step loading (freeware version): load the wrapper, load the plugin.
DirectiXer:
I have also heard of another VST-to-DirectX adapter called DirectiXer. You can find it at the link at the bottom of this page. I don't have any experience with it, but I have heard reports that it works OK. It's not free.
Installing DirectX plugins under Windows Vista
Vista’s beefed-up security system makes it a little trickier to install DirectX plugins than you'd hope.
login as a system administrator,
right-click on the registration job (the CloneEnsembleX42.exe application)
choose “Run as Administrator”
All content and software Copyright 2007 Trevor Magnusson
Cakewalk is a registered trademark of Twelve Tone Systems, Inc: www.cakewalk.com
Cubase and VST are registered trademarks of Steinberg Media Technologies AG: www.steinberg.net
DXMAN is available from www.analogx.com
SpinAudio VST-DX Wrapper is available from Spin Audio Software: www.spinaudio.com
VST-DX Adapter (Amulet) is available from FXpansion Audio: www.fxpansion.com
DirectiXer is available from Tonewise: www.tonewise.com/DirectiXer/