Thanks AudioThing, for developing this amazing plugin and pricing it so well within reach of most users. Finally a good alternative to the highly priced Speakerphone 2.
This is genius. It basically takes the whole principle of how we all probably started playing with sound as kids and lets us bring that feeling and creativity back into our workflow. Brilliant idea - can see this being used in infinite ways
Finally a alternative to Speakerphone. I have the predecessor Plugins and they already where great. I never bought "Speakerphone" because it was way way way to overpriced, now finally i have this beauty. It will save me ton of time in the Post Production.
this one is great! I always wanted to use a vst plugin that simulates the club soundsystems for that subby groovy and driven vibe expirience . also simulation a car sound system would be a great feature
Absolutely EXCELLENT alternative to the hugely overpriced Speakerphone 2... Couldn't get my wallet out quick enough. You guys are TOP notch. and.. I LOVE.. the models. More please!
I use things like this for creative musical ideas, I almost never use plugins for their intended purpose LOL. I have so many so called "dialogue enhancing" plugins and I use them for everything but - since I don't even record or deal with any dialogue!
Very nice plugin! I was missing some things though, please enlighten me if I've overlooked something: It would be great to have control over the stereo width of the output signal. Especially in sound design work, i'd like to have the option to quickly narrow things down or turn them into mono. Also, a mix control for the echo effect would be nice.
There are plenty of free and paid plugins out there for that though. The plugin is already stuffed with all sorts of sound shaping options, adding more would be overkill IMO.
$99 for PC/Mac, but only $19.99 for IOS ($59 sale price for PC/Mac and $11.95 sale price for iOS). Would you care to explain why people who use a computer are charged 5 times as much as iOS users for the same product?
I understand that the disparity might seem significant, and I'm happy to provide some insight into our pricing strategy. Desktop users are charged a price that reflects the true value of the product. The mobile app market, particularly on iOS, has historically been accustomed to lower price points. As a result, iOS users often expect and are more willing to pay lower prices compared to desktop users. To establish and maintain our presence in the iOS market, we have adopted a pricing model that aligns with these market expectations. In the long run, we aim to gradually adjust the iOS prices to more accurately reflect the product's value, but it'll take a while. It's also crucial to understand that our desktop sales are fundamental to the sustenance and development of our iOS offerings. In a way, our desktop sales are subsidizing our iOS presence.
@@audiothing Based on the tone of the rest of your comment, I'll assume you weren't TRYING to be patronizing when you said, "the disparity might seem significant", though it definitely comes across as patronizing. The product costs $20 for iOS and $99 for PC/Mac. That's a $79 (395%) increase. That doesn't just SEEM significant; it IS significant. While I cannot condone this practice, I do want to sincerely thank you for being so open and honest about it. That very much sets you apart from other companies. I understand that you're trying to tap into an emerging market, but I do have a couple of concerns about this strategy. First, that by setting such a low price to align with market expectations, you're feeding into and reinforcing those expectations. Second, that as more companies release their products for the mobile market, especially at artificially-low prices, more users will switch from desktop to mobile because of the price disparity. Basically, when I see companies employing this pricing strategy, I see them setting themselves up to fail. People will pay as little as possible for just about everything, and their sense of entitlement (wanting everything for free or low cost) seems to grow every day. Additionally, as mobile devices become more powerful, more people are using mobile devices exclusively instead of desktops and laptops. That doesn't even get into the topic of using iOS apps on Macs with Apple silicon chips. Simply put, I would advise you to ask yourself this -- if you had the choice to pay $20 or $99 for the same product, would you choose to pay $99? To be clear, I'm not trying to be rude or negative, nor am I trying to tell you how to run your company or price your products. I'm merely trying to voice concerns over this pricing strategy and the overall negative impact it may have on your sales and, ultimately, your company.
@@nomore6167I apologize if my previous message came across as patronizing. It was certainly not my intention (English is not my first language). You are absolutely right that the price difference between our iOS and PC/Mac versions is significant, and I did not mean to downplay that fact. Prior to our entry into the iOS market, we dedicated several months to in-depth market research, meticulous planning, and long (very long!) conversations with fellow developers. So, I really hope we are not setting ourselves up to fail :) Our iOS prices are already higher than the majority of established iOS developers. Many other developers have different prices between iOS and Desktop, it's just common practice and reflects the status of the mobile vs desktop market. Initially, we considered launching lite versions exclusively for iOS; however, this strategy ultimately proved to be more costly in the long run. While I find the mobile experience very very interesting, I doubt that many people will switch to mobile just for the price disparity. iOS cannot replicate all the functionalities available on a desktop. It has its boundaries for both the user and us developers (think file management). And this is also the reason why we separate the purchases between iOS and macOS. It's also worth noting that we slowly increased desktop prices over the years (even on existing products). On our website, there's a blog post from 2018 where we explain this. And that's exactly what we intend to do on iOS. It's just going to take time, and hope that the market (and more developers) will follow.
@@audiothing I, too, hope you are not setting yourselves up to fail. I just see how people are so cheap nowadays, not wanting to spend money on anything, and how so many people no longer see value in anything. As an example of that, look at how most of the public sees little to no value in music anymore, believing that it should be free or that they should be able to get any amount of music they want for a low-cost monthly subscription. Companies like Amazon, Apple, Google, and Spotify have caused a substantial negative change in the way people perceive value. While I do believe your intentions are honorable (at least with respect to your business), I'm not sure your expectations match reality. I may be wrong (I hope I'm wrong), but I do not see the majority of mobile users as willing to accept the large price increases that would be required to make apps such as yours profitable (not subsidized by the desktop versions). That guess would seem to be supported by the fact that you have a blog post from 2018 explaining that prices will increase, but here we are, 5-6 years later, and mobile app prices in general have increased significantly in that time period. I also think you underestimate the power of mobile devices and people's acceptance of them as exclusive computing devices. Mobile devices continue to get more powerful, in terms of hardware (processing power, memory, storage, etc), external accessories (keyboards, mice, external screens, MIDI connections, Bluetooth devices, etc), and apps, and because of that, many people are replacing computers with mobile devices for a growing number of tasks (or never purchasing a computer and purchasing a tablet only). While I agree that many computer users will not switch to mobile devices just for the app price disparity, I do believe that people who are starting out may decide to go exclusively with mobile devices and apps. After all, if they can get a tablet and all of their desired software for $1,000 to $1,500, then why would they spend $2,500 to $3,500 for a PC or Mac with the same software? Based on what I have seen, the younger generations (say, 18-30 year olds) are more likely to consider a mobile device exclusively than to automatically purchase a PC or Mac for their computing needs. Anyway, I've taken up enough of your time. I hope the market does shift and proves me wrong. I don't believe it will, but I hope it will. Either way, I wish you well and I sincerely thank you for your openness and honesty.
Wow. I can‘t wait to use this on my dialogue mixes. The sheer flexibility is astounding.
Thanks AudioThing, for developing this amazing plugin and pricing it so well within reach of most users. Finally a good alternative to the highly priced Speakerphone 2.
This is genius. It basically takes the whole principle of how we all probably started playing with sound as kids and lets us bring that feeling and creativity back into our workflow. Brilliant idea - can see this being used in infinite ways
Love this concept. So convinient to collect all these IR's in this format. Very creative workflow. Can't wait to try it.
Finally a alternative to Speakerphone. I have the predecessor Plugins and they already where great. I never bought "Speakerphone" because it was way way way to overpriced, now finally i have this beauty.
It will save me ton of time in the Post Production.
This is basically mixing and mastering presets on steroids!!! I’m sold!!!!! TAKE MY MONEY!!!
Awesome, love all your plugins! Instant buy.
I would love the ability to load my own cabinet IRs as well. I’m getting it anyway, great plugin.
this one is great! I always wanted to use a vst plugin that simulates the club soundsystems for that subby groovy and driven vibe expirience . also simulation a car sound system would be a great feature
Thank you for making a plugin that's unlike anything else. I'm buying it today.
Sweet! Looks like an updated and more useful version of McDSP FutzBox. Beautiful.
Thank god I can finally sack off Futzbox and have a totally Ilok-less setup! Good job!
Fr
I am waiting for this baby to be on sale. I already love it!!!
It's currently 35% off in case you're still waiting.
Absolutely EXCELLENT alternative to the hugely overpriced Speakerphone 2... Couldn't get my wallet out quick enough. You guys are TOP notch. and.. I LOVE.. the models. More please!
Wow. I love what you guys are doing. This is amazing 🧡
you guys are so brilliant. always inspiring stuff. im building up my audiothing library slowly but surely
I'm into it. Purchased!
THanks for the FREE DOWNLOAD.
I use things like this for creative musical ideas, I almost never use plugins for their intended purpose LOL. I have so many so called "dialogue enhancing" plugins and I use them for everything but - since I don't even record or deal with any dialogue!
マジAudiothing兄貴愛してる
This is really cool, looking forward to trying it out! 🔥
What a great demo!
Excellent ! Affordabel price, no ilock.... Efficient and modern alternative to Speakerphone and Futzbox ! Thx!
I really love that plugin!!!
Good stuff 🙌🏾
very interesting plugin!
Very nice plugin! I was missing some things though, please enlighten me if I've overlooked something: It would be great to have control over the stereo width of the output signal. Especially in sound design work, i'd like to have the option to quickly narrow things down or turn them into mono. Also, a mix control for the echo effect would be nice.
There are plenty of free and paid plugins out there for that though. The plugin is already stuffed with all sorts of sound shaping options, adding more would be overkill IMO.
Who's doing that spoken word poetry would love to check it out
Would be great to add Mid/Side option and more dynamic mics
The man Dan Worral
Really cool and looks super-easy to use. I'd also love to know who spoke the female vocals. It is a real voice, not a text-to-speech tool, I suppose?
Dear AudioThing developers, would you be kind enough to to do an updated review on the rerelease in the IOS platform. Regards.❤
I am trying speakers released demo before buying it. I want to know which software I should use the plugin with .
thank you for this app, but why the talking, introduce the features first then no talking, let the VST do the presenting
Good narration but gets in the way of the samples.
Good! But I need PhaseMotion2 for Catalina)
This is fucking cool!
i would grab if it would work on Linux :\
$99 for PC/Mac, but only $19.99 for IOS ($59 sale price for PC/Mac and $11.95 sale price for iOS). Would you care to explain why people who use a computer are charged 5 times as much as iOS users for the same product?
I understand that the disparity might seem significant, and I'm happy to provide some insight into our pricing strategy.
Desktop users are charged a price that reflects the true value of the product. The mobile app market, particularly on iOS, has historically been accustomed to lower price points. As a result, iOS users often expect and are more willing to pay lower prices compared to desktop users.
To establish and maintain our presence in the iOS market, we have adopted a pricing model that aligns with these market expectations. In the long run, we aim to gradually adjust the iOS prices to more accurately reflect the product's value, but it'll take a while.
It's also crucial to understand that our desktop sales are fundamental to the sustenance and development of our iOS offerings. In a way, our desktop sales are subsidizing our iOS presence.
@@audiothing Based on the tone of the rest of your comment, I'll assume you weren't TRYING to be patronizing when you said, "the disparity might seem significant", though it definitely comes across as patronizing. The product costs $20 for iOS and $99 for PC/Mac. That's a $79 (395%) increase. That doesn't just SEEM significant; it IS significant.
While I cannot condone this practice, I do want to sincerely thank you for being so open and honest about it. That very much sets you apart from other companies. I understand that you're trying to tap into an emerging market, but I do have a couple of concerns about this strategy. First, that by setting such a low price to align with market expectations, you're feeding into and reinforcing those expectations. Second, that as more companies release their products for the mobile market, especially at artificially-low prices, more users will switch from desktop to mobile because of the price disparity.
Basically, when I see companies employing this pricing strategy, I see them setting themselves up to fail. People will pay as little as possible for just about everything, and their sense of entitlement (wanting everything for free or low cost) seems to grow every day. Additionally, as mobile devices become more powerful, more people are using mobile devices exclusively instead of desktops and laptops. That doesn't even get into the topic of using iOS apps on Macs with Apple silicon chips. Simply put, I would advise you to ask yourself this -- if you had the choice to pay $20 or $99 for the same product, would you choose to pay $99?
To be clear, I'm not trying to be rude or negative, nor am I trying to tell you how to run your company or price your products. I'm merely trying to voice concerns over this pricing strategy and the overall negative impact it may have on your sales and, ultimately, your company.
@@nomore6167I apologize if my previous message came across as patronizing. It was certainly not my intention (English is not my first language). You are absolutely right that the price difference between our iOS and PC/Mac versions is significant, and I did not mean to downplay that fact.
Prior to our entry into the iOS market, we dedicated several months to in-depth market research, meticulous planning, and long (very long!) conversations with fellow developers. So, I really hope we are not setting ourselves up to fail :)
Our iOS prices are already higher than the majority of established iOS developers. Many other developers have different prices between iOS and Desktop, it's just common practice and reflects the status of the mobile vs desktop market. Initially, we considered launching lite versions exclusively for iOS; however, this strategy ultimately proved to be more costly in the long run.
While I find the mobile experience very very interesting, I doubt that many people will switch to mobile just for the price disparity. iOS cannot replicate all the functionalities available on a desktop. It has its boundaries for both the user and us developers (think file management). And this is also the reason why we separate the purchases between iOS and macOS.
It's also worth noting that we slowly increased desktop prices over the years (even on existing products). On our website, there's a blog post from 2018 where we explain this. And that's exactly what we intend to do on iOS. It's just going to take time, and hope that the market (and more developers) will follow.
@@audiothing I, too, hope you are not setting yourselves up to fail. I just see how people are so cheap nowadays, not wanting to spend money on anything, and how so many people no longer see value in anything. As an example of that, look at how most of the public sees little to no value in music anymore, believing that it should be free or that they should be able to get any amount of music they want for a low-cost monthly subscription. Companies like Amazon, Apple, Google, and Spotify have caused a substantial negative change in the way people perceive value.
While I do believe your intentions are honorable (at least with respect to your business), I'm not sure your expectations match reality. I may be wrong (I hope I'm wrong), but I do not see the majority of mobile users as willing to accept the large price increases that would be required to make apps such as yours profitable (not subsidized by the desktop versions). That guess would seem to be supported by the fact that you have a blog post from 2018 explaining that prices will increase, but here we are, 5-6 years later, and mobile app prices in general have increased significantly in that time period.
I also think you underestimate the power of mobile devices and people's acceptance of them as exclusive computing devices. Mobile devices continue to get more powerful, in terms of hardware (processing power, memory, storage, etc), external accessories (keyboards, mice, external screens, MIDI connections, Bluetooth devices, etc), and apps, and because of that, many people are replacing computers with mobile devices for a growing number of tasks (or never purchasing a computer and purchasing a tablet only).
While I agree that many computer users will not switch to mobile devices just for the app price disparity, I do believe that people who are starting out may decide to go exclusively with mobile devices and apps. After all, if they can get a tablet and all of their desired software for $1,000 to $1,500, then why would they spend $2,500 to $3,500 for a PC or Mac with the same software? Based on what I have seen, the younger generations (say, 18-30 year olds) are more likely to consider a mobile device exclusively than to automatically purchase a PC or Mac for their computing needs.
Anyway, I've taken up enough of your time. I hope the market does shift and proves me wrong. I don't believe it will, but I hope it will. Either way, I wish you well and I sincerely thank you for your openness and honesty.
@@nomore6167 "In a way, our desktop sales are subsidizing our iOS presence". In other words, we're being used for iOS market strategy...
Для русскоязычный. Симулятор собачьего кала... Мне нужно симулировать разные типы колонок но не радио Гитлера 40-х. В общем на любителя.