
Slackmaster2K
Gone
I guess I would say that I don't know why for sure. I don't have any realtime effects that can be applied destructively so I can't do the tests you are doing.
One thing I will say for certain is that this has nothing to do with "errors" in the computer. It's just not possible as I explained above.
It might be possible that the effects your talking about have two internal functions. 1) Real Time 2) Computer Time. Perhaps the realtime version isn't as accurate (e.g. due to performance expectations).
Also, if you apply an effect destructively to a wave file, it's working directly with the file so ANY OTHER adjustments made with software, e.g. levels, panning, other effects, will not be involved.
Say you have a track and you bumped the volume up on it by 5db via the software mixer. Then let's say it's stereo and you panned it 75% right via the software mixer. Finally, let's say you added some realtime reverb to the left channel. Now, let's say that you decide to do a destructive compression on the wave. The resulting wave will be compressed PRIOR to the volume change, the panning, and the reverb. If you had applied the compression in realtime, then the compression would take place AFTER the volume change, panning, and reverb. The two will sound VERY VERY different.
Think of things like this:
A wave is basically a collection of samples. Let's think of an 8bit wave for simplicity. Sample rate is unimportant.
The data in our wave might look like this (made up numbers):
0110 0100 'sample 1
0110 0010 'sample 2
0110 0011 'sample 3
etc
Now when we play the wave, those samples, or bytes, are taken from the disk, placed into memory, and eventually shot off to the soundcard which gets an EXACT copy. Nothing is EVER modified on accident. This isn't an analog process where you can pickup radio interference or something.
Let's talk "realtime effects". In this case the data is modified just before going to the soundcard (let's assume no DSP acceleration). We typically use the term "stream" when talking about realtime audio. At 8/44, a samples in the stream are modified by a "plugin" at a rate of 1 every 44,100th of a second. That is, as it's being played.
Let's say for the sake of argument that our effect divides the sample by two. Why? Because the math is easy
0110 0100 'original sample
0011 0010 'sample/2 in realtime
Now when we talk about destructive editing, we're just taking the samples from the disk and modifying them via the effect algorithm as fast as possible. There's no timing involved. The SAME number crunching takes place however.
0110 0100 'original sample
0011 0010 'sample/2 in computer time
The sample is still divided by two regardless of how long we took to do it.
I know that my little bits don't mean much, I'm just trying to get you to think in computer terms...what's really going on or at least what's really possible. Bits are bits are bits. Time is not a factor in how a processor functions.
Anyway, I do agree with you 100% that mixing with a mouse sucks. BUT, there are plenty of external mixers that will control your software mixer in realtime. Now that's fucking cool. Right now processors are kinda lacky when it comes to realtime processing, but in 2-5 years I bet you won't be able to tell the difference between using your old digital mixer and your software mixer controlled via some external mixing console.
You gotta remember that the computer is the greatest device of all time. It's litterally a machine that can be made to perform an infinite number of tasks. Really incredible. Also remember that we're still in the diaper stage.
I wouldn't recommend that you, as a professional with buttloads of gear trade everything for an iMac running Pro Tools. That'd be ridiculous. BUT, I bet that in 5 years you'll be exploring a similar option.
Also, for those of us who are new and/or hobbyists, this computer option saves big bucks and offers SO much more versatility over a mixer and an ADAT. And as us "newbies" start buying this shit up, you should see great advances in computer-related audio technology. I'm excited about it.
Slackmaster 2000
One thing I will say for certain is that this has nothing to do with "errors" in the computer. It's just not possible as I explained above.
It might be possible that the effects your talking about have two internal functions. 1) Real Time 2) Computer Time. Perhaps the realtime version isn't as accurate (e.g. due to performance expectations).
Also, if you apply an effect destructively to a wave file, it's working directly with the file so ANY OTHER adjustments made with software, e.g. levels, panning, other effects, will not be involved.
Say you have a track and you bumped the volume up on it by 5db via the software mixer. Then let's say it's stereo and you panned it 75% right via the software mixer. Finally, let's say you added some realtime reverb to the left channel. Now, let's say that you decide to do a destructive compression on the wave. The resulting wave will be compressed PRIOR to the volume change, the panning, and the reverb. If you had applied the compression in realtime, then the compression would take place AFTER the volume change, panning, and reverb. The two will sound VERY VERY different.
Think of things like this:
A wave is basically a collection of samples. Let's think of an 8bit wave for simplicity. Sample rate is unimportant.
The data in our wave might look like this (made up numbers):
0110 0100 'sample 1
0110 0010 'sample 2
0110 0011 'sample 3
etc
Now when we play the wave, those samples, or bytes, are taken from the disk, placed into memory, and eventually shot off to the soundcard which gets an EXACT copy. Nothing is EVER modified on accident. This isn't an analog process where you can pickup radio interference or something.
Let's talk "realtime effects". In this case the data is modified just before going to the soundcard (let's assume no DSP acceleration). We typically use the term "stream" when talking about realtime audio. At 8/44, a samples in the stream are modified by a "plugin" at a rate of 1 every 44,100th of a second. That is, as it's being played.
Let's say for the sake of argument that our effect divides the sample by two. Why? Because the math is easy

0110 0100 'original sample
0011 0010 'sample/2 in realtime
Now when we talk about destructive editing, we're just taking the samples from the disk and modifying them via the effect algorithm as fast as possible. There's no timing involved. The SAME number crunching takes place however.
0110 0100 'original sample
0011 0010 'sample/2 in computer time
The sample is still divided by two regardless of how long we took to do it.
I know that my little bits don't mean much, I'm just trying to get you to think in computer terms...what's really going on or at least what's really possible. Bits are bits are bits. Time is not a factor in how a processor functions.
Anyway, I do agree with you 100% that mixing with a mouse sucks. BUT, there are plenty of external mixers that will control your software mixer in realtime. Now that's fucking cool. Right now processors are kinda lacky when it comes to realtime processing, but in 2-5 years I bet you won't be able to tell the difference between using your old digital mixer and your software mixer controlled via some external mixing console.
You gotta remember that the computer is the greatest device of all time. It's litterally a machine that can be made to perform an infinite number of tasks. Really incredible. Also remember that we're still in the diaper stage.
I wouldn't recommend that you, as a professional with buttloads of gear trade everything for an iMac running Pro Tools. That'd be ridiculous. BUT, I bet that in 5 years you'll be exploring a similar option.
Also, for those of us who are new and/or hobbyists, this computer option saves big bucks and offers SO much more versatility over a mixer and an ADAT. And as us "newbies" start buying this shit up, you should see great advances in computer-related audio technology. I'm excited about it.
Slackmaster 2000