FAQ
Before contacting us, please review the FAQ to check if your query has already been answered below.
Q) Do you support AU or Mac VST?
A) Reverberate is available for Mac and PC. There are no plans to support the LE versions
of our plug-ins on Mac.
Q) Why are you offering some of the applications as charityware?
A) We hope that in providing high quality,
useful music production tools you will be sufficiently
motivated to support the good causes we are supporting. Some people run
marathons for charity, but we'd rather write cool software.
Q) Why are you supporting a particular charity? What about charity X?
A) From time to time the charities we support are reviewed and are
chosen based on the impact they are making to the lives of those close
to the LiquidSonics project.
Q) Is everything charityware?
A) No, but a lot is. The LE versions of all our software products are charityware
and are feature complete software products capable of competing in the marketplace
based on their rich feature set. We do not believe in artificially crippling the
charityware such that is only serves as promotion for our chargeable products.
Some products are not offered as charityware and the license fees
charged are intended to support development costs of all of our software.
Q) Why does Reverberate LE (GPU Edition) take up more CPU cycles than the CPU version at low buffer sizes on my system?
A) Depending on the graphics card and CPU you're using
you may find that the CPU version of our plug-ins are more efficient than the GPU
versions when using some buffer sizes. Many factors affect the way in
which CUDA operates, and it depends on the OS you're
using, the CPU, the graphics card and the various controller chips in
your motherboard. For algorithms such as FIR filters (as found in many
linear phase EQs or convolution reverbs) it is more efficient to work
with large blocks of data. When using a GPU, this effect is exacerbated
due to the mechanisms necessary to transfer data blocks across to the
GPU, pass control back to the CPU to do something else while the GPU is working and then
transfer the audio data back into main memory. If this can be done less often in
larger blocks, the CPU can be less involved in this overall process, hence reducing CPU load.
Q) Why are you using NVIDIA's CUDA instead of the more generic OpenCL?
A) At the time of development no implementations of OpenCL existed, but
when they do it will be considered carefully and may be supported.
Q) Why not incorporate Reverberate LE's GPU code into Reverberate?
A) Early in the development of Reverberate and Reverberate LE we decided to make
the distinction between the two products since they seek to achieve different tasks.
Reverberate is a convolution reverb with a rich, dynamic sound achieved by providing
a higher degree of movement than traditional convolution reverbs. Reverberate LE
focuses only on the more traditional, static convolution reverb tasks which are much
more suitable for implementation with CUDA.
To achieve the dynamism of
Reverberate we use algorithms with feedback elements for the post effects
(oversampled IIR EQ and linear-interpolated chorus). These algorithms are such
that the next sample output is always dependent on the last, so the algorithm
exposes a minimal degree of parallelism. Due to their heritage as graphics cards
doing the same operation on lots of independent pixels in an image, CUDA GPUs are
excellent when given massively parallel tasks that need to do the same operation
independently on lots of data. They tend not to perform as well as a regular CPU
when having to focus on a single data stream and work through it one sample at a
time. This means key elements of Reverberate could not currently be implemented
efficiently on the GPU (although this will probably change over time). Hence,
Reverberate LE cuts back on what it aims to achieve in some areas to make
further progress in others.
Q) Reverberate on Mac used to provide presets in flac format, can these be downloaded?
Contact
Contact us using the support form below for technical support and feature requests.
If you are requesting support for a problem you are
having, please send as much information as possible including at a
minimum:
- What you were doing when the problem occurred and if anything can be done to replicate the problem.
- The host / sequencer you are using.
- Your graphics card and driver version (if your query relates to a GPU Edition).
- Your soundcard buffer sizes.
- The operating system you are using.