• SONAR
  • Console Channel Emulator Type S, N, A Opinions (p.2)
2013/11/22 18:03:00
dubdisciple
It's not so much faith in people, but faith in "monkey see monkey do".  I'm sure nothing is hurt by mixing emulation modes on differentr mnodels.  i think Cakewalk recommends using the same mode on call channels and buses is based on trying to be as true to the emulation if that is your goal. In a word where remote collaboration is easier, songs that have material recorded on multiple consoles, hybrid settings may make sense.
2013/11/22 20:19:15
lawajava
Great discussion.  I learned something from you folks, I think.  I've been going by ear, but there seems to be some method to the madness, so I've picked up some ideas here to try.
2013/11/22 21:20:26
mudgel
I use it as an opportunity to emulate a mixing console I don't have access to. Because of that I prefer the S type. As I would love to be using the SSL desk it's modeled on. That being the case I wouldn't be changing desks mid project or from track to track. Use me and stick to it for any project but in my case every project I just leave the S type as my default.
2013/11/22 21:26:46
2:43AM
Do these console emulators do anything more than just tweak frequency responses? I noticed that all the Tolerance button seems to do is roll off 16-20kHz frequencies by about -1dB.
 
Per Cakewalk, these channel emulators can operate somewhat randomly when used on many tracks because they all interact with each other differently. Seems interesting, if it is true. Therefore, frequency response is affected, but randomly per project.
2013/11/23 04:25:06
Rob[at]Sound-Rehab
2:43AM
Per Cakewalk, these channel emulators can operate somewhat randomly when used on many tracks because they all interact with each other differently. Seems interesting, if it is true. Therefore, frequency response is affected, but randomly per project.



That kind of information I was actually after, but couldn't find it. Anyone have a link?
 
I know WAVES NLS modelled many different channels from these famous consoles and they automatically insert a different channel model with every instance of the plug (i.e. like on the real consoles every channel will be slightly different and hence not imprinting the same freq response on each channel which makes a lot of sense to me) ...
 
Yet I still don't know if the PC console emu does something like this ... and if it does, is it random (which would sort of a 'cheap' trick) or based on physical models of various channels?
 
2013/11/23 10:03:23
BluerecordingStudios
I tested Cake's console emulations and compared it to NLS and Slate about year ago. Definitely Cake's emus are good enough for me especially on Neve settings. I dont need other options for now.
2013/11/23 10:17:19
AT
None?
2013/11/23 11:55:22
IRock
 
2:43AM
Per Cakewalk, these channel emulators can operate somewhat randomly when used on many tracks because they all interact with each other differently. Seems interesting, if it is true. Therefore, frequency response is affected, but randomly per project.


Edit: quote didn't work from FreeFlyBertl's post #15 so removed.
 
Hi All,
 
I have been playing with the console emulator the last week and Craig Anderton has a good video on the Console Emulator posted on youtube.
 
Check out the X3 Users Reference Guide Pg. 1029 Tolerance "simulates the component tolerances of the bus circuits". It sounds like this adds some variantion to how the each console sounds in the tracks/buses.
2013/11/23 12:09:41
2:43AM
IRock
That kind of information I was actually after, but couldn't find it. Anyone have a link?

 
Here you go. I got the information from the Cakewalk Documentation page.
 
http://www.cakewalk.com/Documentation/default.aspx?Doc=SONAR%20X2&Lang=EN&Req=ProChannel.8.html 
 
I also suggest running some pink noise through a track and testing the various console emulators and tolerance buttons. Use a spectrum analyzer after the ProChannels to see the output. Maybe there's more to it, but at first glance, the effect on the noise is quite small. It seems like EQ would do the same thing, though less automatic. Kind of like the Gloss button on the EQ; hit it once for an instant, high-end, air boost!
 
I still think that, just like only hardware can provide, a console emulator whose randomly generated effect is cross-talk, a super-high noise floor with severe hiss, and a dull 60-cycle hum. Now that would be sweet!



2013/11/23 12:37:11
IRock
Thanks for the web link 2:43AM.
 
I was looking at the PDF version on my DAW which is not connected to the internet when I posted.
© 2026 APG vNext Commercial Version 5.1

Use My Existing Forum Account

Use My Social Media Account