steven m. massey
PRO TOOLS PLUG-INS AUDIO UNITS CONTACT



21 feb 2010       Cultivating Finesse
While walking through the National Gallery of Art last summer, it occurred to me that society has been "airbrushing and photoshopping" since the beginning of time. The glowing, cherubic skin created by the softening brushstrokes of a 15th century artist can be observed in most any museum of antiquity, in their religious and secular works alike. Considering the lack of skin-care products of that era and the probable disparity in their grooming habits with ours, these paintings of royalty and common folk are quite likely "photoshopped to hell." We'd probably have quite a laugh if we could travel back in time and pull away the veil of the painter's filter.

Humanity has long been toiling to achieve the ideals of religious grandeur. The "loudness war" didn't begin with modern music in the last decade; it's a seemingly innate human trait that can be traced into the depths of history. It's seen in our ancestors need to build the biggest cathedral and push the vaulted ceilings further towards the unattainable heavens.
So, it probably shouldn't be surprising that the loudness war arguments frequently build on moral frameworks: "It was unethical of such-and-such mastering engineer..." Perhaps we could rename the "loudness war" to the "piety war"?

In fact, the loudness war has nothing specifically to do with music or recording. And, the lack of this larger perspective and the irony of people trying to argue louder than everyone else is disappointing. The loudness phenomenon can be witnessed in all aspects of U.S. culture, from the screaming aisles of saturated color at the grocery store, to our ever-increasingly sugar-salt-fat soaked foods, to our bulging vehicles. Yelling about the minutia of playback mediums, clipping distortion, the "collapse of the music industry", who's to blame, etcetera, ad nauseam, is fruitless. Rather, I wonder if some personal introspection into our own individual ideals, desires, motivations, and ideologies could be time better spent. Maybe we can lose the loudness war with a little quiet.


4 sep 2009       Bugs
Analog gear: It's noisy. Its characteristics and settings drift with time from ambient heat. It might pop when you power it on. Its frequency response is not absolutely flat to a hundredth of a dB from 20Hz to 20kHz.

And, recording engineers love it. They obsess over it. They might spend many times over what they paid for their DAW on one single channel of EQ alone.

So, it's perplexing that people contact me, fretting that my plugins exhibit some of these same qualities. Somehow, in the digital domain, these attributes transform into "bugs". Simultaneously, engineers still lament how "cold and sterile" digital recording can be.

If I strove to create precision instruments, I might be working in the medical field. But I enjoy using both halves of my brain. This is why I love writing audio plugins. It requires one part science to one part art. And, the most important decisions I make while creating a plug are aesthetic ones. Likewise, I imagine that most users of my plugins are involved in creative endeavors. They too spend much of their day making aesthetic decisions, not creating precise and perfect works. How would someone even go about making their speaker cones vibrate about their balance
points in a precise and perfect manner? You can not. That concept has no deeper meaning.

It's genuinely difficult for me to comprehend the complaint that my vt3 EQ is not +/-0.00 dB flat across the entire frequency spectrum in the default position. How does this matter exactly? And, why is it only emotionally significant to people when translated into software form? Why are the implicit precepts of computer science now dictating the creation and appreciation of art?

The Neve 1073 equalizer might be the most sought after analog recording gear of all time. If you were to measure its specifications, it is far from perfect by anyone's arbitrary definition. It's not supposed to be. The 1073 is not loved because it is perfect or imperfect, good or bad. Pejoratives have no meaning in the context of artistic creation. Rather, the 1073 is loved because it does something unique.

My TD5 plugin models the reduced dynamic range of a real-life tape delay. This means it's also noisy. Until I added this bit of the algorithm during development, the plugin didn't sound quite right. Only then did it feel complete and sound good to my ears. It imparts a sonic texture that would not otherwise exist.


19 jun 2009       Even against the odds...
Distortion, particularly the harmonic variety, is an important aspect of the music production process. Dogma says that even-order harmonic distortion sounds better than odd-order. Musically speaking, this makes sense. A music chord which spans octave intervals sounds rich and full. A chord composed of a fundamental plus odd harmonics sounds more dissonant. Gear manufacturers have been known to tout the harmonic-producing nature of their equipment with respect to this dogma, especially in the "tube versus solid-state" context. However, I think this is a convenient (but incorrect) oversimplification of the psycho-acoustics involved. Let's consider a compressor. It's a device specifically designed to add, almost exclusively, odd-order harmonic distortion. That's all any compressor does! It generates time-varying odd-order harmonic distortion. And, no one complains that compression sounds discordant. Nor, do compressor manufacturers dwell on the harmonic distortion specifications as a selling point. Isn't that odd?


28 apr 2009       Discrepancies
There are frequent debates in the Pro Tools community about which plugin format sounds better, RTAS or TDM. There is no technical reason why an RTAS plugin can not output an identical bit stream as its TDM counterpart (and vice versa). If significant sonic deviation is found between the formats, then it is likely the result of programmer error. The algorithm for each must be coded separately and distinctly using different programming languages, which easily results in implementation inconsistencies. Furthermore, if the creator isn't extremely meticulous while testing and comparing them, then these mistakes can end up in the released product. This has happened with my past designs on a couple of occasions and I have seen it in other vendors' products as well. If you experience this problem with any of my current plugins, please shoot me an email. Otherwise, neither architecture is more magical sounding than the other and any discrepancies you've heard are likely addressed by this more mundane explanation.


9 jul 2008       Clarity
I do actively develop Native plugins. Native does not mean "non-Digidesign." Native refers to "a plugin format which executes on a general purpose CPU concurrently with the DAW software that is hosting it." RTAS, a Digidesign-defined standard, is a native plugin format.


6 may 2008       Attack and Release
I sometimes get asked for the exact attack and release times of my CT4 compressor. But, there is no standardized way to measure a compressor's speed in terms of seconds or milliseconds. Whenever a designer puts absolute times on the dials, they are just making up those numbers according to their own set of rules. I find the ms/sec perspective quite perplexing. I've never attempted to measure the CT4's speeds based on any set of rules -- not because I'm lazy, but because it's wholly unimportant to me and the thought of trying kind of makes my head hurt as the separate halves of my brain battle it out in a fight that ultimately "does not compute." We're all making aesthetic choices here (you & I), not launching spacecraft, and every compressor has its own sound regardless of what those little numbers say. Otherwise, we'd just buy one compressor that followed some perfect, clinical rules of attack, release, ratio, etc. and be done with it.


29 apr 2008       Audio Dithering -- Salt, conventional wisdom, & the supernatural.
Temporarily removed for editing.


12 jan 2008       Stereo vs. Multi-Mono
User Robert Furlong asks: "Quick question about the L2007 when used on the master fader. I can hear a difference between using it stereo and multi mono. Is there one way that makes more sense or is it a matter of taste. I ask because I noticed that some of your plugins can only be used as multi mono but this one goes both ways. I like the wider stereo image multi mono gives but on some songs the vocals seem a bit thin and undefined this way. Also, are there any tips you have for other things that are usually "better" as stereo or multi mono plugs (dither for example.)"

Good question!

Regarding the limiter specifically, the question of multi-mono vs. "true-stereo" is both a matter of taste and a technical concern. True-stereo analyzes each channel independently, but applies the same gain reduction equally to both channels, while multi-mono processes each channel completely independently. Equal application of gain reduction is important because when the left and right audio signals become significantly uncorrelated, two separate compressors will function like an out-of-control auto-panner, causing a rapid flipping of the loudness between the left and right channels. This is heard as an unpleasant-sounding mutation of the stereo image, resulting in things like the vocal thinning you describe. It should be noted that this issue is of concern for any stereo compression, analog or digital, and not a peculiarity of the L2007.

Typically, the highest peaks in rock material are contributions from the drums or other percussive instruments. Those instrument tends to have quick transients. So, if you gently apply unlinked stereo limiting, the stereo image is often nicely preserved since the limiters react in very quick bursts, and the brain does not perceive the amplitude
modifications as a shift in panning.

With more aggressive unlinked limiting, you're going to start digging into the meat of the signal for much longer periods of time and the result, again, will be undesirable stereo-image shifting.

So... perhaps two plug-in inserts in series could yield the most open-sounding results: The first insert would be a multi-mono version and set to catch just the quickest peaks, and a subsequent stereo version, providing the remaining desired compression. Again, the key to this technique would be setting the multi-mono limiters so they are only performing very quick, isolated moments of gain reduction.

This idea is also vaguely similar to the technique of Mid/Side processing, which is probably a more effective and elegant way of achieving higher compression levels while preserving and even enhancing the stereo image spread.

For a lot of other plugins, like an equalizer or dither, there is absolutely no sonic difference between multi-mono and stereo versions because there is no interaction between the left and right channels' processing. The stereo/multi-mono option exists purely for work-flow considerations. (Some history: the multi-mono system was added in the v5.1 release of Pro Tools to help support its new surround-sound capabilities. Multi-mono allowed existing mono plugins to scale across surround channel configurations, thus easing and simplifying the transition for plug-in development. Subsequently, it also proved useful for stereo channels.)

The L2007 and CT4 are the only stereo plugins I currently offer that work in a linked-channel manner. Stereo versions of vt3 or Tape-Head are sonically identical to using a linked-control multi-mono insert. (THC and TD5 do not support stereo altogether.)


7 nov 2007       The TDM Price Conspiracy
There's a long-standing complaint in the Pro Tools community about the higher pricing of TDM plug-ins versus RTAS. The foundation of these debates is built on an implication of malicious intent by the plug-in developers -- that they all schemed a devious plan to bilk the customer. Such emotionally tainted discussions are often difficult to combat with logic, so it's sometimes best to steer clear unless you're a clever manipulator of language. (I'm not.) But, when this thread came up yet again recently on the Gearslutz forum, after a morning of way too much coffee, I finally tried to address it with a little math, basic facts, and a dose of sarcasm: Gearslutz Post


2 sep 2007       Why some compressor plug-ins have latency.
People sometimes ask me why my CT4 compressor plug-in has one sample of processing latency while many compressor plug-ins have none. I've also seen this question raised repeatedly in message forums with respect to other plug-ins, such as Digidesign's Smack. In these posts, there's often a sense of frustration that the developer is at fault for leaving this oversight in the code. "C'mon, it's just one sample. Just get rid of it!" -- a pretty amusing implication from my perspective as the designer. Read on to understand why.

From what I understand, the Smack plug-in models a real-life compressor that employs feedback sidechain sensing (as opposed to a feedforward design.) The CT4 is also of the feedback variety. And, not by coincidence, it also has one sample of latency. If you're unfamiliar with compressor topologies, here's an article that discusses feedforward vs. feedback designs, in the context of hearing aids -- something we'll probably need to know about eventually anyway :)

In the analog world, electrical signals run through a device like a system of chains wrapped around cogs. Pull one end of the chain and the other end reacts immediately. There is no concept of processing
latency. We're talking about electromagnetic waves moving at the speed of light.

In a feedback compressor, the output signal feeds the input of the sidechain detector. Still not a problem in the analog domain. Now we have a loop in the system of chains and cogs. But, the output still reacts instantaneously to the input. Likewise, the wheels of a bicycle do not wait around when you push on the pedals.

Things are different in the discretely-sampled digital domain. In a modeled feedback compressor, generation of an output sample first requires an input sample to the sidechain "circuit." But, there won't be an output sample to feed back to the sidechain until the algorithm has run through one full sample cycle. Hence, the source of that 1 sample of delay.

So, why can't I just work a little harder on the code to get rid of that delay? Well, it's hard to fight physics. The theory goes that for every feedback compressor design there's an equivalent feed-forward implementation, and vice versa. So, the developer could perhaps, with much effort, transform it into a feed-forward model, and hope that the equivalent feed-forward algorithm results in zero latency. But, as with all engineering problems, there are always trade-offs. The net result would be something else to complain about, and my guess is that it would be a much higher CPU usage.


29 jul 2007       
An interesting and thoughtful look at Behringer: http://www.audiotechnology.com.au/behringer.html. Be sure to watch the entire thing if you want his full perspective.


19 jul 2007       Headroom, Gain Staging, and the Loudness War?
On the Gearslutz forum, Zoff asks "The readings on this meter [Massey HR Meter plugin] don't seem to have any correlation to the Pro Tools master fader meter. Can someone please shed some light on this? Thanks." 

Thanks Zoff, I've been meaning to!  So here goes:

Actually, the Pro Tools meters don't have any markings to make any correlations. Pro Tools' poor metering has been a long-standing complaint by many users.

"Why does the HR Meter default to +12 dB instead of 0dB at digital full-scale?" is probably what's being questioned here.  Well, the HR Meter is configurable.  Change it to 0 dB at full-scale if you like.

"Why is full-scale nearly always defined as 0dB?" would be my question.  Well, truly, it's a purely arbitrary convention -- simply numbers plopped down along a number line.  The decibel scale has relative meaning, not absolute.  Moving 6 dB in either direction along a dB meter equates to either a doubling or halving of the signal's amplitude.  (6.0206 dB to be a bit more precise).  You can make the minimum and maximum values whatever you like, as long as this rule is observed.

So, why did I pick +12 dB as the default maximum?  Well, a number of recording engineers advocate tracking recording levels to around 12 dB below full-scale.  By making the maximum meter reading +12 dB, it places this "ideal" tracking target at 0 dB.  This approach then gives you 12 dB of headroom in the digital signal.

"Why can't I keep the meters calibrated to 0dB/full-scale (0 dBFS) and just shoot for around -12 dB when tracking?"   Sure, you can do that too.  I just think it's psychologically pleasing to have your target level be aligned with zero, parallelling the way analog gear has always functioned since the inception of recording technology.

Some say more headroom is even better.  Fab (Fabrice) Dupont spent a whole session at this year's TapeOp Conference endorsing his methodology of tracking with 18 dB of headroom.  And, what does this headroom give you?  Well, Fab had a number of theories about this.  I didn't agree with all of them, but I think there's a lot of common ground. Firstly, you can finally stop fretting about clipping your inputs and just record.  Subsequently, it gives you some headroom at the mixing stage so you can avoid a ton of trim plugins everywhere in the session.  Nothing wrong with trims plug-ins -- leaving yourself some headroom in the first place simply lets you work on the mix without constant worry about the ceiling.

More importantly, there's a general lack of conceptual "gain staging" in the digital realm relative to the analog world.  In analog, keeping optimal signal levels running between your gear is important for maximizing signal-to-noise ratio while maintaining acceptably low levels of distortion.  If your signal's too quiet, the noise can dominate.  If your signal's too hot, the analog circuitry can distort too much.  Over its operating range, modern digital equipment is devoid of many of analog's shortcomings so somewhere along the way the concept of gain staging was dropped too.  A mistake in my opinion, that impedes work-flow at many levels.

Returning to my first question, why is digital full-scale always defined as 0 dB?  I don't know exactly, but my theory goes like this:  In the early days of digital audio, analog-to-digital converters weren't so great and to get to low quantization noise and a good signal-to-noise ratio you had to slam the inputs, practically right up to the last digital bit.  I know firsthand as I've been using hard disk systems since I first got involved in recording.  My first multitrack recorder was a Sunrize Audio AD516 card that ran in an Amiga 3000 computer [8 tracks of playback on a 25MHz machine -- not too shabby :) ] Unfortunately, it had a fair amount of hum and buzz injected from the computer.  As a result, I always had to maximize levels, resulting in a lot of false starts to recalibrate mic levels and lost takes from audible clipping.  It sucked, but in reality full-scale
was the target recording level with first generation digital recording equipment, so naturally engineers labelled it as 0 dB.

That's not the case anymore.  Professional analog-to-digital converters are usually pretty good these days.  We can bring back the concept of headroom again and not compromise audio fidelity.  How would this improve workflow? 

1. Again, it lets you "set it and forget it" during the tracking stage.  You can finally stop anxiously watching those clip lights and actually listen to the take.

2. Subsequently, it allows you to work more fluidly at the mix stage, by avoiding constant input trimming.

Moreover, suppose the audio industry agreed on a "best practices" headroom standard.  How would this further improve work-flow?  What other benefits would it have:

1. Since more and more plugins are simulating the effects of analog distortion, having an "optimal" operating point would make using this sort of plug-in more intuitive and more consistent across different developers' offerings.  Wouldn't it be cool if you could throw on a tape simulation plugin and know that by pushing the meter into the "red" the plugin is starting to do its magic?  You wouldn't have to fuss around learning how that particular plugin is "gain staged" -- how to set its "drive" control or whatever mechanism is uses to add more distortion.   You simply know that by pushing the levels to around zero dB and beyond, you'll start getting its flavor.  Sure, every plugin is going to have its own character and different distortion onsets depending on the designer's motivations.  But, things will at least be in the ballpark again, just like the analog world.

2. I'm not a big fan of presets, but wouldn't it be nice if, for example, that one kick drum compressor setting you made for that last session worked on this new session without a lot of futzing around of the threshold control.  Right now, presets are usually absurd (for many reasons.)  Very few mixing processes are totally independent of input levels.  And, the more that plugins try to simulate analog distortion characteristics the more absurd presets become.  Establishing a recording reference point would at least help make them a little less absurd.

3. It gives the recording community a "common language."  Standardized levels would allow engineers to work on different sessions by other engineers without having to constantly adapt their methodologies to however "hot" the session might be.   Standardized levels would let people discuss plug-ins and recording concepts in a more coherent manner, both in person and online.

4. Fight against the "loudness war."  Maybe it's a stretch, but I theorize that the lack of detailed metering and gain staging concepts in Pro Tools is in some part responsible for the loudness war. The target was set to 0 dBFS, so at every step of the way from tracking, to mixing, to mastering, "louder" has been psychologically fostered by the lack of reference points.  Maybe it was an unstoppable trend altogether, but this shortcoming of the recording tool has probably gotten us there quicker.

5. It eliminates the differences (and the needless debate) between floating-point- and fixed-point-based digital recording systems.  Fixed-point systems have a hard and fixed "full-scale" maximum.  Go above full-scale and your signal is perfectly clipped off -- resulting in nasty distortion.  Floating-point systems have a "squishy" maximum level.  Go above "full-scale" and you simply get increasing quantization noise, but no overt audible clipping.  Since either system has more than sufficient dynamic range below full-scale, there is absolutely no reason to push levels beyond the typical 0 dB maximum.  So, there's a simple resolution to this inconsistency between the two systems (especially if you need to transfer sessions between the two.)  Don't go above full-scale!  If your meters are smacking the top, then chill out.  Bring your levels down.  Problem solved.

(I'm probably not the first guy to point out a lot of this stuff.  Bob Katz proposed the "K-System" meter quite a while ago.  You can read about it on his website here: Katz Level Practices)


19 jul 2007       Quality
I was interviewed for an Italian sound engineering magazine a while back. Here's one of the Q&A's:

How can you achieve efficient DSP/CPU usage in a plug-in while maintaining quality?

In my view, quality is not exactly correlated with CPU usage. For example, software can make a very high-quality gain stage with very little CPU power. Changing the gain in software simply means doing a single multiplication. It's very high quality in the sense that it is extremely low in distortion, noise, etc. Changing the gain in analog requires a complex array
of transistors, capacitors, resistors, and a intelligent design to keep distortion and noise low. What differentiates analog from the current state of digital simulations is uniqueness. Analog gear is very subtle and complex in its operation. Modeling these subtleties in the digital realm is what requires so much CPU horsepower. So, in short, it's uniqueness that's lacking in a lot of plug-ins, not quality. When digital simulations don't match the real gear very well, there are two potential causes: the software designer either hasn't thoroughly discovered all the 'uniquenesses' of the gear or they lack the CPU cycles to run their full model.


17 jul 2007       Monopolies
Standards are cool. They make things more convenient and more efficient. If the recording industry would standardize on a single DAW sampling rate, that would be nice. I could write twice as many plugins with the same amount of effort. Beyond providing endless debates in message forums, there's no point in having six choices (44.1kHz, 48kHz, 88.2kHz, 96kHz, 176.4kHz, and 192kHz.) Let's pick one and run with it. The status quo is impeding the progress of "in the box" technology.