Is there a way to move our licenses from PA to your new system? I would be great if I didn’t have to deal with PA.
Thanks for the great freebie, btw!
I was just thinking the same thing. I’d love to know my stuff is registered with the mothership and not dependent on PA in any way.
FYI getting emails telling me there’s something “left in my cart” at UA shop.
@trickyflemming I think there are a bunch of us here who would like to know about this…?
It’s kinda answered in the BattleFX release:
“We’re going to transition all products over to this new email system”
No time line specified, which is reasonable.
When you look at the plugin prices at UA (discounted) and PIA (full), I’d guess there’s a split planned.
Battlefx sounds absolutely amazing, a dream come true. Insane that it’s free!
Hey y’all, taking a brief break from my email avalanche to get this posted:
TL;DR: BattleFX on Linux and iOS, Battalion on MetaModule and tbd-16.
No, not yet. BattleFX is our first independent plugin, and judging from my inbox there are still a few license server bugs and oddities to fix. We have a batch of new plugins that we are releasing independently this year, and all of them will use the new system.
Our previous plugins are still on Plugin Alliance, so those licenses use the PA system. If we ever leave PA, we will ensure that your licenses will work on our new system without making you buy another license.
This part was murky and I should have clarified. Right now every purchase on our website (other than BattleFX and the AmbientWorks LION preset pack) use Sendowl for emails and downloads, including the PA redemption vouchers. Sendowl previously charged us $15/month, then suddenly raised our rates to $300/month. Once the new license server and email system seem stable enough, we will be happy to move entirely to our own infrastructure instead of relying on whatever Sendowl thought they were doing.
The two effects each have Solo and Mute buttons on the top. I had a related email about removing the input from the wet mix, so I’ll post my response here to reduce confusion:
“The BattleFX topology matches Battalion, where the Reverb and Delay are sends. The input, reverb, and delay signals are summed together for the maximizer, which gives it the signature sound. Generally, this plugin is designed as an insert instead of a send. If you want to remove the input entirely, click the Solo buttons on the Reverb and/or Delay. This will mute the input signal.”
Hey @trickyflemming does this mean that future Battalion updates will be done through yourselves directly rather than Plugin Alliance?
I’m really looking forward to the tbd16 and how you port battalion. I was keen on the tbd16 prior, so now I’m totally sold on getting it once it’s release. That might make my iOS version redundant. Any thoughts on ripping the sequencer out of battalion as a dedicated sequencer plug in?
Just bought this after a year+ of fence sitting and “I don’t need any more drum plugins” and zero regrets so far
I sold my Machinedrum last year but this is giving lovely CTRL-AL vibes just messing with the macros on some preset patterns. Standalone VST FX is awesome too! I need to dig in and really learn this though
I am messing with Battle fx and it’s a amazing tool to spice up(a bass?!
)things.
Anyway this brings me to my older idea when battalion first showed up, how it would be amazing to have all these engines as separate units, or like battle fx to have more standalone plugins like it for sound design purposes.
Great work @trickyflemming
One more thing i just noticed and i am not sure is it because of Ableton Live or Battle fx, but on certain presets tail of the effect cuts of abruptly after certain time. Will test now more.
Ok so it happens when both delay and reverb are muted
@kokosnuss Those presets likely have Choke enabled, where the Euclidean rhythm generators rhythmically kill the tails. Let me know if it’s choking them otherwise!
any news on when the VCV modules go live? i keep looking every day but they don’t show up in the library ![]()
You and me both ![]()
The MetaModule build is in the Week 3 blogpost. I told Dan at 4ms to go ahead and make them public because it’s kind of funny. From what I can tell, there are a few very frustrated VCV devs at the moment. I’m wondering if VCV 3 is imminent or something.
speaking of - what’s the CPU usage on the metamodule like for each of the battalion modules? can it pull off one or 2 voices plus both fx and the master section?
Reverb is the problem child. Dan sent me a good report overall:
I ran the CPU tests on Battalion, and it’s all good.
The reverb can go over 100% at 48k and small block sizes, but I played around with the drum synth into the reverb, and then into the output module with a larger block size and didn’t even come close to overloading.
So with larger blocks you can pull off a complete voice. When I’m out of the woods with some more pressing stuff, I’ll need to check to see which ops are causing the most trouble on the MM processor.
