Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

Nimble Kick

Kick sampler plugin typically used for Hardstyle. · By Nimble Tools

Feedback and feature ideas

A topic by digitalmindz created 28 days ago Views: 188 Replies: 16
Viewing posts 1 to 10
(1 edit) (+2)

Hey,

First of all, great job with the plugin! This is a game changer as it allows much faster workflow and opens easier sound design possibilities.

Here's some points from me and Atte (Riiho) tought that would improve the plugin, I don't know anything about programming so I don't expect that everything is possible but I'll just put the ideas here and take what you can.


1. The possibility to play punch from one sample and tail from another and have separate gain and pitch adjustments for both samples.
(This will enable even more creative workflow and try out different punches with the same tail and vise versa)

2. Advanced and separated sample adjustments (gain, pitch & mute)
(Separate gain adjustments is very important because this will allow to have good pressure balance throughout the kick. I always put the punch and tail to separate mixer channels, mute button could allow this as I can find the sweetspot for the crossfade between punch and tail and then I can just duplicate the plugin and mute the tail from the first Nimble Kick and mute the punch from the another, then it's possible to route them both to separate mixer channels and have more control over the whole kick.)

3. The possibility to reverse polarity/phase

4. Attack and Release adjustments for the limiter.
(This way there would be more control over the way how the limiter works, the adjustments will be audible especially in extreme conditions if the kick is pushed to the limiter louder)

5. UI Scale settings to the top of the plugin and reducing the maximum scale.
(As in my previous topic I told, once you adjust the UI scale too large that the bottom of the plugin is not visible it will be impossible to revert the settings without deleting the settings files. If the adjustments were in top corner it would prevent this kind of situation of happening. The maximum scale should be much smaller aswell, I think something between 200% and 300% would be enough even for the largest screens.)

6. Improvements for the time stretch and pitch algorithms and Audition algorithm from Adobe Audition
(The current algorithms are okay, but definitely not perfect if compared to Adobe Audition CC 2015. They work in some kicks and others not that much. It seems the algorithms are struggling to keep the time stretch in same lenght. For example reverse bass kick will lose it's drive on different notes.)

7. Different distortion types
(The current distortion is okay, but I wouldn't use it as my primary distortion as it sounds a little bit cheap. If it could be improved or even if the plugin had a few distortion types that would open up even more doors for creative sound design. Especially some asymmetric distortion would be cool to see, for example Fruity Waveshaper priceless, really good for high pitched distortion. Fabfilter Pro-L Allround algorithm is perfect for low-end warmth and overall distortion. I don't know if any of these examples help but in anycase the possibility to change the distortion type would have huge impact to the plugin)

8. Advanced tail adjustments
(reversing, time stretching, sample start offset)
(This would allow the users to do more creative kick sound design. I've lately found out that if you reverse only the tail and play the right part of the tail and stretch if needed, this will open up so much cool possibilities with the sound design. Sometimes I created 5 unique kicks from one kick just by tweaking the start offset and stretch.)

9. Linking the "Distortion" and "Kick FX" modules.
(Once you touch the XY-adjustment in "Kick FX" module the adjustments in "Distortion" module does nothing and even the values does not change when you adjust the XY-parameter. Would be cool to have the possibility to adjust in both modules as they were linked and show what you're doing in realtime. What I mentioned now is mainly quality of life stuff, but the biggest problem here is that when you've adjusted the XY-parameter it's impossible to adjust the mix-knob for the distortion, which should be the last adjustment in the sound design process once you've found the sweetspot for the distortion.)

10. Advanced stereo adjustments for tail (Mono low-end below 200hz and widening for high frequencies)
(Some of the algorithms seems to change the stereoimage in the kick and generate some artifacts, it could improve the end result if there was the possibility to switch the low end of the tail to mono and maybe even do some stereo widening to the high end where all that nice crispyness and tail character is. This one is not really that important as it's easy to do in mixer, but if it's easy to do for the plugin that would definitely make this plugin even better.)


Here's what came to mind, hope it's all fixable and really looking forward to see the future updates. I would definitely see this somewhere in 80-150€ price range If you polish this product and especially check that the algorithms are high quality (time stretch and pitch & distortions).


--
Best regards,

Oskar Hänninen
Digital Mindz
LUJA Sound

Wow, thanks for the very extensive list of feedback! Looking through this list quickly, a few of these points are already on the todo list for a future update, and some are pretty good ideas that I will definitely put on the list of things to look at.

(I'll reply later tonight with a more detailed answer!)

Okay, time to put a more detailed answer down!

1. A separate sample for punch & tail is already on the roadmap for a future update. It won't be in the first update to come out, since it's a bit of a bigger feature, but it's definitely something I still want to get done.

2. I like the idea of having a separate gain for punch & tail as well. I'll have to think a bit about this though, since I'm also going to look into outputting audio to more than just 2 channels, so for example channel 1 and 2 will be L/R of the punch, and 3 and 4 will be L/R of the tail. This would allow for more flexible effects on the elements separately. (I might do both of these though, since it'll be simpler for a user to just turn a knob on the UI itself, of course.)

3. This is a good idea, I'll put it on the list.

4. Definitely something I still want to have. Not sure about attack, because I believe that will introduce latency which I've been trying hard to avoid so far, but maybe we'll just have to live with that. It's on the list!

5. You're right, multiple people have mentioned this to me already. Will be looked into.

6. Yeah, sometimes the algorithms ("time machine" in particular) don't pitch well on certain samples. I'll be tweaking these algorithms over the next couple updates, trying to generally improve them.

7. That's a good idea, I'll think about it!

8. Advanced editing/tweaking like that has definitely crossed my mind as well. I'm not sure to which degree I will be implementing this, but I'm definitely looking into it for future updates!

9. The Distortion and the Kick FX sections are both separate, they are currently not connected to each other. I still have second thoughts about the Kick FX section, actually.. :) I'm not sure how useful it really is in practice. In theory, it was meant as a way to quickly record some cool kick effects by adjusting the distortion in an X/Y fashion, but in practice I personally don't use it all that much. I'm curious to hear your thoughts though!

10. Yeah, I'm aware of it, and already working on possible solutions. Mono-ifying the lowend by taking only 1 channel is what I'm probably going to end up with, but I'll need to do some testing to make sure it works nicely.

Thanks again for all this feedback, it really helps a lot!

moved this topic to Suggestions, bugs, & feedback
(1 edit)

Thank you very much for this plugin. Previously I used kontakt but this is a real workflow enhancer. I would like to share a few ideas / suggestions:

- Pogo modifier for the punch like in the FL sampler.
- An option to solo / mono the punch and tail. I like to put the punch and tail on seperate channels so I can do the pitching of the punch on the punch channel and vice versa for the tail.
- Reverse option for the tail with an adjustable offset modifier to delay the sample before it plays. This way we can use your tool for creating reverse basses really easily.  (EDIT: I see this has been mentioned already, sowrry)
- It detects my kicks an octave to high. Not a big issue though ;).

maybe in the future you can integrate misstortion so you can expand the tool from only being a sampler to assist in kick making.

Thanks for the suggestions!

I like the idea of solo punch/tail as well, I've added it to my list. If you need a temporary workaround for now, perhaps you can use the ADSR to kinda get the same effect. (Won't be exactly what you want though, of course.)

(1 edit)

yeah especially since I like to layer my kick with other punches within a track project. The ADSR workout works for now.

Oh and I can't select my root note to be lower than G#

Well, the root note knob is limited to an octave range, so I suggest you just put it up an octave (should be F2) instead of trying to go as low as possible.

Yeah, but the kick was made in G1 and I like to keep everything organized in my midi rolls so it would be convenient if I could just put it at G1 ;).

Also, there are some performance issues once the GUI is open on some heavier projects. I'm using Studio One on a Intel Core i7 8750HQ.

Thanks for the report, today I fixed a bunch of UI performance issues for 1.0.1, which I should hopefully have released sometime later this week!

(4 edits)

Thank you for the update. I've seen you've included timestamps below the waveform. As someone who makes a lot of tracks in triplets, I'd like to suggest also putting the triplet timing there as well somewhere in the future ;).

Oh, and what does the voices knob exactly do?

Thanks for the suggestion!

The voices knob controls how many kick notes can be played at the same time.

(+1)

Great plugin so far! :)

A couple of things that would be nice to see would include being able to adjust the bandwidth / Q on the EQ section, along with some faders for the Kick FX section so that precise values can be dialled in and automated if need be.

Thanks for the feedback. You'll be happy to know that you can already change the filter's Q by holding the Ctrl key while dragging on the points (just like in Fabfilter Pro Q)! :)

I still have second thoughts about the entire Kick FX section actually. I'm not sure how useful it actually is. I'd love some more feedback though. I might replace it with a more detailed/advanced distortion section, actually..

first of all, Amazing plugin, works nicely. i have an idea: since i think we are not layering kick notes in piano roll.. im missing glide option to make some tricks.. i know you can do it in fl studio with slide notes but we dont have that in ableton :(

(sorry for my english)

No, you can't do it in FL with its slide notes either, since those are purely for FL-only plugins. You can however automate the pitchbend though. In Ableton, you can click this little button in the midi editor to reveal the pitchbend interface:

You can then "draw" the pitchbends there, similar to automations: