After a long wait, we have finally released a new plugin at Goodhertz! Megaverb is a gritty reverb based on 1980s digital reverbs, with intuitive controls and a gate for easy gated reverb fun. We had Jennifer Hsu interning with us over the summer, and she took the reverb in Lossy and expanded it into a full-fledged plugin.
I was involved in the design of the Gate section in Megaverb, especially the transient based detection mode and the overall gate smoothing and character. I also added the metering for Gate Sensitivity, helped with documentation, and sang two bars from “A Nightingale Sang in Berkeley Square” for a demo on the product page.
We are very excited to announce the release of Goodhertz plugins v3.3! The most exciting part of this release is that Vulf Compressor now has a sidechain, which has been long requested. It also includes lots of optimizations, so all the plugins run significantly faster.
In this release I added the sidechain meter, measured and implemented optimizations, and contributed to lots and lots of bug fixes and testing. 🙂 Read more on the Goodhertz blog here.
We are very excited to finally release version 3 of Goodhertz plugins, a huge update that adds cross-platform support and new formats. This update essentially required rebuilding our plugins from the ground up, as versions 1 and 2 relied on a lot of proprietary Mac-only tools.
I was especially involved in low level optimizations to make the plugins run efficiently on PCs, transitioning visualizations to OpenGL, and lots of finding and fixing bugs. Read more on the Goodhertz site here.
This summer, I worked as an intern at Goodhertz, Inc. I spent 14 weeks in Pasadena, CA building awesome plugins with amazing people, and it was incredible.
One project I was very involved in was building Wow Control, a pitch modulation plugin that takes tape wow and flutter to a whole new level. Wow Control started out as a single WOW fader in Vulf Compressor, one of Goodhertz’s most popular plugins. I was tasked with finding the code that made the subtle wow and flutter effect in Vulf Compressor, putting it into a brand new plugin, and expanding on it to create a stand-alone product.
Over the course of the summer, Wow Control went from a single fader to a fully-fledged plugin. I learned about working with a large codebase, developing dsp algorithms, and designing user interfaces. I also wrote the majority of Wow Control’s manual, which was a huge learning experience in itself. I learned a lot about the importance of good documentation and how to explain ideas clearly and concisely. Wow Control is the first industry product I’ve worked on that is available to the public, which has been especially cool. It’s very rewarding to see people buying and using this product that I worked so closely on.
The rest of the plugins I worked on haven’t been released yet. All I can say about those is that Goodhertz has some great stuff coming out soon. Overall it was a fantastic summer internship, and I can’t wait to go back.