JAX Convolutor PRO


Why we wrote JAX Convolutor?

We could do a 'True Stereo'* Convolution, yes yes yes, technically, with ease, BUT...
(* Please do not mismatch! JAX Convolutors are STEREO processors, which means there a 2 independent convolution channels involved. 'True Stero Convolution' is an atrificial approach that uses 4 or more channels IR files for one reverberation with nearly NO control over the resulting reverberation stereo image. )

This was not our goal at all. Our goal was and still is to deliver a *creative* real stereo convolution engine, not a thing that most authentically recreates static original spaces with scientific demands. We are conscious that some people may not understand such new approach. Our convolutor has a realtime parallel stereo processing engine, which takes stereo input and produces dynamic stereo output. This means, the stereo result can be adjusted and automated in realtime.

So it is actually better to use 2 instances of a stereo convolutor (for that artificial construct 'True Stereo'), than trying to build that into one instance on iOS. Because iOS (very obviously) throttles the CPU usage for single instances. and this approach would require allot of CPU...

We wrote JAX Convolutor to be able to create new spaces. spaces that are unheard yet, and finally, spaces that fit perfectly into a mix.
Other convolutors, that aim to re-create original spaces, are puristic and do not fit into a mix at all. They work exclusively for their own beauty.
This is, why users continuously are asking for frequency modifiers and editable envelopes with convolution reverberators.

Think twice, create ones. Manual.


You may compare apples with pears, but it won't be objective.

We do not know, why users desperately try to compare JAX Unisonic with competitors products. It is a quite unique effect and such was and is its initial concept. Unisonic (as the name suggests) is at very first an Unison / Ensemble / Super Chorus generator. With some options for further tweaking (octaving, harmonizing). It was specifically made for support of polyphonic and transient audio material. So also drums may be situable for processing for instance. It is not so good for classic voice harmonizing, as the chipmunk side effect would render everything to a kind of comedy, b.t.w...

There are currently basicly 4 fifferent pitch shifting concepts in general. Most of them are time domain pitch shifters. Unisonic uses one of these, a delay based pitch shifter (bank). Because this is good for all kind of input, although it also linearly shifts the formants with the pitch but has lowest latency of all. There are furthermore overlap/add and granular methods in the time domain. These are better for solo voices because these allow to correct/preserve the formants. The next one is the so called phase vocoder, which uses the frequency domain (FFT/iFFT) approch. It also generates the awful chipmunk effect by default and is not well suited for harmonizers (even because of its static latency).
Real harmonizers always need formant correction and a pitch detector to work correctly. Thus, they won't work with any polyphonic or transient material at all. But these concepts (with obligatoric pitch detection) do introduce very large latencies too, which lies in nature of things and makes them very difficult to apply in realtime. There are also some hybride ones... This all is quite a complex science, just more than for instance a convolution processor, which is conceptually always the same and quite clear.
Not to forget here, another category of audio effects, which tangents the game: vocoders. Vocoders use cross modulation in the time and/or frequency domain and can achieve harmonizing effects quite well. But these tend to be quite artificial, which may be the main reason for their invention and (at all) their artistic usage.

We don't love battles, because it's so archaic. So the "which sounds better?" does not apply here. Rather than always looking for development battels ( who is the best!? ) we want unique products and not to design any clones of existing competitors products, but useful effects, that are not available yet. Effects, that are born out of our minds and understanding. We probably made a little mistake and implemented the additional tempo delays because of user requests (to add the obvious features of a competitors product this way). However, we think it is now a useful addition though.

Much better for harmonizing is our upcoming product JAX Octa Powers, but also there will be a rather unique, more universal concept behind, because it focuses on the delay and multi filtering features. It is thought to be a MIDI controllable 'space and dimension designer' audio effect, not just a clone of the ... errrm .. Eventide H8 for example. ^^

We really whished, users would read the included manuals, as these should make clear the concepts.

ATTENTION: Do not (unintentionally) send MIDI data on channels 1 to 8 when using JAX Unisonic, as it will be interpreted as realtime automation in some hosts (i.e. Nano Studio 2)





We released a special Unison / Multi Pitch Shifter effect and a first major update is in progress. The current manual can be downloaded here. The universal audio unit will get 8 panorama potentiometers, 8 new tempo delays and an (additional) alternative pitch shifting algorithm. Some MIDI magic will be added too. All new parameters are completely exposed to Audio Unit automation. The new release is scheduled for release in early January 2020.




Degrade your streams and adjust sonic presence.

JAX Decimator opens an entire new world for our Audio Units.
It is the first of our streamlined iOS audio processors, that is available on macOS too. The iOS versions were 'universal' already, usable on all screen sizes on iPhones and iPads. iPadOS is supported. With the new macOS extensions you can share projects and presets on both platforms, using our audio units (i.e. with Apples GarageBand).

You can download the manual here.



Developing Audio Units for Apple platforms is not a simple task. It generally requires much expertice in digital audio processing and allot of trial and error with the porting. 4 different programming languages are involved to write an Audio Unit, even if the core audio code is written in C/C++. Cretaing touch screen UIs in SWIFT needs time and getting the units working on all plattforms is quite a chellenge that way. It needs probably 10 times longer than developping for other platforms. We know this, because we developed several audio plugins for VST and DirectX (Windows) and JACK / ALSA (Linux) in the past. However, the popularity of the Apple platforms may satisfy this effort anytime.

So please be somewhat patient to AU developers in general, because it's loads of work and a nasty review actually is extremely discouraging then, even if some of those users obviously do not really have a clue how to use all that stuff they've got...

And will it magically create music for you by pinching and scratching the screens? Surely NOT!



A note to some "issues" reported as bugs by users:

1. The sliders are specially touch screen optimized, meaning the thumb will not stick to the finger/mouse pointer like with usual OS sliders. You can easily move up and down and to both sides as you wish, to tweak the parameters. This is a *feature*, not a bug. We find the usual iOS controls unacceptable in many behaviors, therefore we developed our own.

2. The user interface reacts to pinch2zoom and moving (iOS only). This can be switched off with the 'freeze' button. Many users do not even recognize the zoom feature and claim the labels are not readeble and controls too small and so on. All hosts handle plugin windows differently. Our UIs are self adapting to any given view size and can be zoomed and adjusted in realtime temporarily therefore. Re-opening plugin views will always reset the view to defaults.

3. There is currently a known issue with direct MIDI automation. The UI is not updated but the parameters are internally still set. Some parameters are even only available via direct MIDI automation (volume, panpot, resonance). In hosts, where you can assign parameters to MIDI controllers, this should be preferred for now. We are working on a solution.

4. The parameter "sample rate reducer" has a lag bug, indeed. We will correct this with the next update.

5. The bit rate reducer produces very loud values. This lies in nature of things. 1 Bit is just 2 remaining possible values: on or off at full headroom loudness. We have implemented a brickwall limiter therefore, that always prevents exceeding the 0db boundary. JAX Decimator is conceptually a distortion effect. Guitar and overdrive processors do just the same without being claimed but expected to work like this. ^^

6. The oscilloscope display needs some processor cycles. If you do not need this, so switch it off to improve entire system performance, especcially if you use multiple instances.



JAX Decimator in Apples GarageBand for macOS


JAX Decimator in Apples MainStage 3 for macOS


JAX Decimator in Logic Pro X for macOS





Optimize the loudness of your audio streams and squash it too the boundaries.

We are happy to point out the update of our JAX !Make Louder tool, an Audio Unit, that can help you with the loudness of your audio streams.



The tool is comparable with a visual brick-wall limiter, combined with a boosting pre-gain amplifier. The unit is stupidly simple to use. The product is the result of several tests we made to support AUM parameter exposing for our complete product line. It is also released as an emergency solution for our JAF series, which may exceed the 0dB mark easily at current state. This 'speed-coded' test was successful, so that you now may profit from it.

The latest update integrates 2 brand new tube amplifier models and some adjustments to the brick-wall limiter along with the extensions of the user interface to reflect these changes.

Please remember, that our audio units should be compatible with all currently available host applications on iOS. If not, please tell us.

Download the manual for JAX !Make Louder. There is also a short demo video, merely demonstrating the parameter feature support with AUM.

JAX !Make Louder is availabe for download and installation on the App Store.



Analyze, correct and improve your stereophonic audio material and recover lost mono-compatibility.

Exclusive iOS release ( universal/audio unit )

The JAX Stereo Tool is an visual Audio Unit effect processor, embedded into an universal application, exclusively released on the mobile iOS platform. The Tool is our first release of several further specialized audio plugins as a member of the JAX [ Just An Extension ] series.

JAX Stereo Tool can be plugged into your favourite audio processing app and operate in standalone mode. The main difference between IAA (old and bad) and Audio Units (new and good) is, that you can open multiple instances of Audio Units, while IAA apps can only run ones (at same time) on the iOS operating system, mostly in an "app processing chain". IAA is marked deprecated by Apple, our apps will no longer depend on any IAA functionality.

With the JAX Stereo Tool you will get a quite unique special function to "recover lost mono compatibility" in any stereo signal. Please read the manual, which is included in the app release or available below. This function is technically very simple but not easy to understand, however... it just works!

Download the manual for JAX Stereo Tool







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