Anyone out there care to respond to my nosy questions?
1) How long did it take you to get comfortable with the DP software? I mean, to a point where you felt comfortable writing code?
2) Were any of you able to recoup the cost of DP with your product offerings? I'm just wondering how many of a particular device offering you've sold to date.
3) Do you need a background in audio engineering in order to develop devices? I'm sure it helps but could a complete neophyte ever hope to develop a serious product?
4) What's the average number of man-hours involved in developing a device, say like a chorus effect or compressor or delay?
I, for one, would find someone's story about how they got started and what they've been through, really interesting reading.
Some questions for developers...
1) How long did it take you to get comfortable with the DP software? I mean, to a point where you felt comfortable writing code?
you don't write code with DP, you need other tools for this.
4) What's the average number of man-hours involved in developing a device, say like a chorus effect or compressor or delay?
the device you take as example are easy to do and may even be provided in the library.
for 2,5 monthes i've been developping the FrogAmp family and sf-ProQ and.... it's not yet finished, although the most importrant parts are done. May be I could have done them in a week end, depends.
<font size=-1>[ This Message was edited by: spacef on 2002-06-14 01:59 ]</font>
<font size=-1>[ This Message was edited by: spacef on 2002-06-14 02:00 ]</font>
you don't write code with DP, you need other tools for this.
4) What's the average number of man-hours involved in developing a device, say like a chorus effect or compressor or delay?
the device you take as example are easy to do and may even be provided in the library.
for 2,5 monthes i've been developping the FrogAmp family and sf-ProQ and.... it's not yet finished, although the most importrant parts are done. May be I could have done them in a week end, depends.
<font size=-1>[ This Message was edited by: spacef on 2002-06-14 01:59 ]</font>
<font size=-1>[ This Message was edited by: spacef on 2002-06-14 02:00 ]</font>
But it can take long to be familiar with all the atoms. All depends on the direction you take in development. there are tricks. experience counts, like in D&D.1) How long did it take you to get comfortable with the DP software? I mean, to a point where you felt comfortable writing code?
you don't write code with DP, you need other tools for this.
it can be a lot of work.
<font size=-1>[ This Message was edited by: spacef on 2002-06-17 12:00 ]</font>
I thought up/experimented and built and finished my "FilTheR" in the first night and stuck it up first thing in the morning (i did not sleep I was so excited about how wild it was).
It was a great way to learn, just jumping into it but I think my background in electronics/circuit design combined with effects helped more than any programming knowledge(i had next to none then).
Since then, developement has become much more laborious and detailed as I try to push everything further and I"m still learning my way around DP (it's enourmously powerful).
everything I design now is researched and the new stuff I need to learn to do with say Reverb tank or compression designs studied before I start the work on circuits etc. The stuff is tested over and over and improvements made along the way. That is what is so cool about designing in Scope Dp. You can have audio flowing through your new designs all the time and try all the options before deciding on which way to go which means you also have to know when to stop the developement and stick the device out there.
The graphics side of things is another world to learn in Scope and I spend almost as much time in Photoshop, 3DSMAX and other graphics apps tweaking and designing surfaces, knobs and text. Almost every graphic element I use now is custom made for the device.
Needless to say, my devices will never pay me back for the enormous amount of time I spend developing them (LeveL-DeviL was in developement for 2 years and Infini-Looper about 1 year from first concept through to the final "save as" click in Acrobat where I make my manuals).
I justify the hours I spend in Scope DP by the satisfaction I get creating something unique and then using it in my music and then sharing the ideas/products with the other uses out there for a small sum to cover web page management/server costs and that's about all. I work damn hard the rest of the time as a musician/engineer playing and recording to survive.
Face it, noone's gonna get rich on Pulsar devices so why bother ripping people off and limiting the creativity charging prices noone but boring big budget studio owners can afford?
Buying Scope DP is the best thing I've ever done for my mind and creativity. And after 3 years of everyday use, there is so much still to discover about it...just can't bare it when i have to use protools or some other recording only based system...they just do do what Scope can..
awesome...
sayton
De-Vice'
http://www.deviceplug-ins.com
It was a great way to learn, just jumping into it but I think my background in electronics/circuit design combined with effects helped more than any programming knowledge(i had next to none then).
Since then, developement has become much more laborious and detailed as I try to push everything further and I"m still learning my way around DP (it's enourmously powerful).
everything I design now is researched and the new stuff I need to learn to do with say Reverb tank or compression designs studied before I start the work on circuits etc. The stuff is tested over and over and improvements made along the way. That is what is so cool about designing in Scope Dp. You can have audio flowing through your new designs all the time and try all the options before deciding on which way to go which means you also have to know when to stop the developement and stick the device out there.
The graphics side of things is another world to learn in Scope and I spend almost as much time in Photoshop, 3DSMAX and other graphics apps tweaking and designing surfaces, knobs and text. Almost every graphic element I use now is custom made for the device.
Needless to say, my devices will never pay me back for the enormous amount of time I spend developing them (LeveL-DeviL was in developement for 2 years and Infini-Looper about 1 year from first concept through to the final "save as" click in Acrobat where I make my manuals).
I justify the hours I spend in Scope DP by the satisfaction I get creating something unique and then using it in my music and then sharing the ideas/products with the other uses out there for a small sum to cover web page management/server costs and that's about all. I work damn hard the rest of the time as a musician/engineer playing and recording to survive.
Face it, noone's gonna get rich on Pulsar devices so why bother ripping people off and limiting the creativity charging prices noone but boring big budget studio owners can afford?
Buying Scope DP is the best thing I've ever done for my mind and creativity. And after 3 years of everyday use, there is so much still to discover about it...just can't bare it when i have to use protools or some other recording only based system...they just do do what Scope can..
awesome...
sayton
De-Vice'
http://www.deviceplug-ins.com