Phasing with large buffer plugins on AUX
Good time all!
Is there a plan to make PDC (plugin delay compensation) on aux tracks? I checked a bunch of plugins with big buffers, and they all introduce phasing issues when used in AUX send.
AUX layers should already have latency compensation, but I don't have many suitable effect plug-ins that I can test with. Could you please give me a list of the ones you tried, and some more details about how you did the tests? Also, are you working on Mac or Windows, and are you working with the Unify stand-alone or in a DAW? If in a DAW, which one, and do you notice any difference between the same patch in a DAW vs. stand-alone?
Nice! Thank you.
I also want to discuss one issue.. probably it is NOT Unify issue, but has deal with Juce.
In Unify, Vital and other Juce apps - mouse hooks for mousewheel, and drag and drop - does not function in win 8.1 64..
F.e if i try Rapid VST in Unify - wheel does not function. Being loaded In Reaper - it works... May be there some dll issue on my system... i try to fix but for now - i have no idea.
Maybe, Shane, you have some thoughts how to fix that on system level... (i found some mensions on similar problems with Juce, but nothing valuable...
I can put this to separate topic..
Normally I would recommend putting this to a new post, but in this case, there's not much to say other than "thank you for reporting".
Handling of keystrokes and related events (such as mouse wheel) are among the most complex and poorly-documented aspects of the JUCE system. All I can do is note the issue at this point; it's much too late to try to do anything about it in time for Unify v1.7.
What i found for now - if plugin uses OpenGL (3.0??) - mouse does not function. If it uses software acceleration - all works. Probably it is the point...
Vital has no option to switch off OpenGl... Rapid has and it started to work!
p.s: mouse wheel does not function in Unify for me (should it? by design?)
Very interesting results, thank you. I have never understood how JUCE interacts with OpenGL, unfortunately; it's not documented. Digging into the code to figure such things out can take weeks, with no guarantee of any result at all, so I haven't done it.