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Huge Problem - EW play engine

JonasKoch

New Member
Hi there,

Iam a little confused.
We as template users know that there is no such thing as a limit of having enough cpu power in our pc‘s.

But for eastwest‘s playengine i can buy 3-4 more slaves that anything runs the way it should.

Anyone else having problems with the portamento or legato script in the play engine? Because the script provides that the fx reverb always turns on if legato or portamento is used in a instrument.

Its a little geeky because it takes so much cpu on a huge template.

Any help?
 
I would assume the reverb turns on when leg/port is enabled because they are not using true legato. Because there are no transition samples the legato crossfades would sound unnaturally dry, so to counter this they force the reverb. I encountered this issue myself recently while developing a legato sample library that uses reverberant samples, I solved it in a different way though.
 
This is, sadly, one of my pet hates - and there's no obvious way around it. If you switch the reverb off and save your project, on re-opening the reverb is switched on. The same is true if you switch it off and resave the patch. Oh, and the reverb button isn't automatable in your DAW - so you really are stuck with it permanently on. If I want the reverb on, there's a perfectly useable switch for it. In my opinion, there is NO rationale that should take that decision away from the user.

Grrr....
 
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