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riprowan | 9 years ago
You raise an excellent point here. A full-blown DAW is practically without limits: hundreds of tracks, unlimited effects on every track, any signal chain is possible.
But making art is about working within constraints. Most of the best art derives from the constraints as much - or more - as the capabilities of the devices or instruments used.
However there is a technical reason why these devices do sound different, and that is that they all impart euphonic distortion. Bass sounds "bigger." Treble sounds "clearer." Mixed tracks "glue together." Vocals "pop out." A sense of "depth of field" may be imparted. Technically speaking this is all "distortion" of the original signal.
dcwca|9 years ago
Digital advocates are quick to point out that all of those phenomena can be perfectly modelled in the box. We have convolution reverbs and tube amp models and emulation that can be scientifically proven to match the analog gear.
By point is, you _can_ do all that, but will you? You have a world of possibilities, and so the likelihood when working with a digital / software workflow is that you'll stick to the relative strengths of that setup.
Another thing to note about the hardware console interface is the nature of a classic design. Consoles like the Neve or SSL are familiar to engineers, they are instruments with a hand feel. A recording or mixing engineer can go into a studio and get similar results from similar gear. The listeners ear can pick up a je ne cest pas familiarity from it, what you call "good sound" in another comment, without quote knowing what they're hearing. The same way the Telecaster just "sounds good". It's not better, it's just familiar. Digital workstations are all different and don't achieve the same familiar sound.
riprowan|9 years ago
Nope.
How you gonna model the interaction between a microphone and the preamp load it's driving, and the compressor that's driving, and the EQ it's driving, and the nonlinear summing bus that's feeding, when all of these are interacting in a live signal chain, and all entering various forms of nonlinear behavior based on the age of components, their tolerances which vary from box to box, heat, etc? It might be theoretically possible, but past a certain point, to model these devices requires modeling physics at the materials level. In point of fact most digital "simulations" of these sorts of devices are not simulations at all, but approximations that impart similar EQ, dynamics, and harmonic distortion.
I'm a dev by trade, been doing audio for decades too. I used to believe this was all modellable too. I think there's a tendency for people who are strong in digital signal processing but naive to what these devices are really doing to the signal to be overconfident in our ability to simulate them in realtime.
You can definitely achieve a reasonable facsimile! But if you want the sound of this console then you're going to have to make one or buy one.
al2o3cr|9 years ago
TheOtherHobbes|9 years ago
You can see it - very clearly - using a lab-quality audio signal analyser from a company like Audio Precision.
https://www.ap.com/
And a popular way to model it is with a DSP technique called a Volterra series.
You may want to consider that impolite words are also used about people who consider themselves very knowledgeable about domains where they show no evidence of understanding the fundamentals.