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List any Plugin Issues with version 8 here

L3 is usually reserved for mastering. Jamming it into the master bus while tracking is like using iZotope Ozone the same way - tons of overhead in a situation it was never designed for.

VP
Couldn't agree more. I wasn't aware there was tracking going on at the same time which placing any look ahead processor on at the same time of tracking will be problematic.
 
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Well well well....look at this. Thoughts? I don't understand why we had this elaborate back and forth about the lack of integrity for plugin developers when it was studio one all along. Do you concede? I'm not trying to be snarky, but in a user support thread, it gets pretty tiring. ✌️

Just as I don't understand posting this:

"Well well well....look at this"

and following it with this.

"I'm not trying to be snarky"

Of course you are not.

And yes - you win. I am tapping out.

VP
 
This seems to be session-related bug. I'm having issues with a ton of plugins, depending on a session. My mixing projects are quite big, often with heavy plugin count. The crashes in SP8 on my machine are often triggered by Slate VTM, followed by random plugin crashes.

Edit: forgot to mention - the same very heavy mixing projects are working flawlessly in S1 7.2.3.
"Totally agree. What changed that plugins don't work now that worked no problem in 7.2.3 as well as earlier versions. I load a session now, it crashes. Load it again and it crashes. Load it again then it is fine. Then in the middle of working crash again for no reason. I don't get paid to be a beta tester and I am not amused really.

I am not sure what plugins are even causing an issue in my case but it has been a presonus practice to always blame "3rd party plugins" for what to me are just programing issues and not properly testing 3rd party software. It is always 3rd party problems then an update will come out and things will work again. Like it or not we are going to use "3rd party plugins" because in most cases they are far superior to stock plugins. Sure there are a lot of sub standard plugins out there as well that no one should use period. But top name, tried and true, respected in the industry plugins should not cause issues.

So before releasing a product where more time was spent changing the name and look of a product than the actual functionality spend more time on research and testing. Do better.
 
So before releasing a product where more time was spent changing the name and look of a product than the actual functionality spend more time on research and testing. Do better.

If you really think that Presonus/Fender is sitting in their lab - testing every known VST plugin in the wild - you may want to temper your expectations - just a tad.

Their job is to build (to exact current VST SDK spec) and then test - their VST engine.

It is not their job to hand out a box of BandAids to every shaky third party plugin that may not be up to spec and may suddenly decide to run amok given the right circumstances.

We have been through 8 major revisions of Studio One/SP since 2009 - I am very confident that this crew has (and has always had) one of the most robust VST engines of any DAW in that 17 year time span.

Cannot imagine for a second that they would suddenly go out of their way to break that engine at this (or any other) stage of S1/SP's development.

VP
 
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If you really think that Presonus/Fender is sitting in their lab - testing every known VST plugin in the wild - you may want to temper your expectations - just a tad.

Their job is to build (to exact current VST SDK spec) and then test - their VST engine.

It is not their job to hand out a box of BandAids to every shaky third party plugin that may not be up to spec and may suddenly decide to run amok given the right circumstances.

We have been through 8 major revisions of Studio One/SP since 2009 - I am very confident that this crew has (and has always had) one of the most robust VST engines of any DAW in that 17 year time span.

Cannot imagine for a second that they are going out of their way to break that engine at this (or any other) stage of S1/SP's development.

VP
So why is it broken?
 
So why is it broken?

But how do you know it's broken? Because one of your plugins is suddenly misbehaving?

What is fascinating (and telling) is how "this" bunch of SP8 users "over here" can have a truckload of plugins and encounter not a single issue while "that" bunch of users "over there" have a different truckload of plugins and have issues.

All while every single one of them are using the same VST Engine in SP8.

To me - if the VST engine was truly "broken" - stands to reason that practically every v8 user out there would eventually stumble across one of their plugins and be reporting issues.

But the vast majority of users (both here and in all the other forums I frequent) are not reporting rampant plugin issues at all. Most are saying it's all good.

So - it's must be one or the other - either the engine is busted or there are a few plugins out there acting up - for some users when using SP8.

And to be clear - I am not saying Fender DEV here is perfect. They are just as capable of creating a hassle as anyone else. But when its one DEV team up against a few thousand other third party teams - the potential for bugs/errors from the third party crowd is exponentially higher by design.

Which plugins are having issues for you?

VP
 
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I got one - Elysia's Phil's Cascade from Plugin Alliance... Brilliant plugin. What happens (same in 7.2.3 btw) is a noticeable click is caused when the playhead hits an object boundary in a track with the plugin installed, after an initial pass with audio. In other words, play without filling a buffer, no click, play some audio (fill the buffer) then play again, passing an object boundary, and a single click is heard as the playhead hits the boundary.
I'd use this plug on every track, so that's a lot of clicks ha!

Looks to me like the buffer is being flushed causing a click, but I ain't no dev. Would love to have this fixed. not using double precision btw.

g
 
But how do you know it's broken? Because one of your plugins is suddenly misbehaving?

What is fascinating (and telling) is how "this" bunch of SP8 users "over here" can have a truckload of plugins and encounter not a single issue while "that" bunch of users "over there" have a different truckload of plugins and have issues.

All while every single one of them are using the same VST Engine in SP8.

To me - if the VST engine was truly "broken" - stands to reason that practically every v8 user out there would eventually stumble across one of their plugins and be reporting issues.

But the vast majority of users (both here and in all the other forums I frequent) are not reporting rampant plugin issues at all. Most are saying it's all good.

So - it's must be one or the other - either the engine is busted or there are a few plugins out there acting up - for some users when using SP8.

And to be clear - I am not saying Fender DEV here is perfect. They are just as capable of creating a hassle as anyone else. But when its one DEV team up against a few thousand other third party teams - the potential for bugs/errors from the third party crowd is exponentially higher by design.

Which plugins are having issues for you?

VP
Let me answer your question with another question. Why is something was working in 7.2.3 and I upgrade to 8 and now when I open sessions the whole program just crashes? I haven't changed anything in my sessions.

I am going to do some thorough testing by turning off plugins and trying to open sessions. It is just strange behavior that I have to open a session 3 times to get it to work and then it seems to stabilize and then for no reason the session will just crash.
However I would rather not be spending my time trouble shooting.

But there were no issues before the update. Here is a sample of someone else that is having a issue as well that may or may not be plugin related.
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Why is something was working in 7.2.3 and I upgrade to 8 and now when I open sessions the whole program just crashes? I haven't changed anything in my sessions.

Fair question.

In my experience (since 2011) every major release of S1/SP8 has always "tightened" the bolts, added features, added quality of life features etc.

My understanding of one of these "bolt tightening" exercises - is quite obscure and rarely gets any notice but it's a thing.

It's the ongoing review and revision of the VST SDK (originally developed by Steinberg) that governs the rules in the VST engine for VST instrument and plugin operation.

Every so often (exactly how often is unknown) the dev team will perform tweaks and updates to the engine to ensure it meets current spec. While this is always a good thing long term - it can have a tendency to sometimes expose specific plugins that were not following the rules in a prior version of S1 where the spec may have been more loose and some things that a plugin might be taking liberties with in say - v7 - are now being caught in v8. Sometimes leading to unpredictable behaviors - like you are seeing

Lukas (one of our admins) mentioned this a few weeks back when V8 was just a few days old and reports started coming in about plugins. I cannot confirm this VST update HAS occurred in v8 - but based on current reporting - it seems very likely.

This is why some plugins are now acting weird (where they weren't before) and others just keep trucking along - version to version.

And yes - there may very well be some kinda of major problem with the VST Engine too - but like I mentioned in that prior post - this crew has been polishing this VST engine for decades now - can't really see them sabotaging it within v8 - just for kicks.

There were some additional tweaks in v8.01 that addressed specific plugins misbehaving - so it appears more work was done.

But I think this overall issue is VERY plugin specific rather than a major engine failure across the board.

VP
 
I got one - Elysia's Phil's Cascade from Plugin Alliance... Brilliant plugin. What happens (same in 7.2.3 btw) is a noticeable click is caused when the playhead hits an object boundary in a track with the plugin installed, after an initial pass with audio. In other words, play without filling a buffer, no click, play some audio (fill the buffer) then play again, passing an object boundary, and a single click is heard as the playhead hits the boundary.
I'd use this plug on every track, so that's a lot of clicks ha!

Looks to me like the buffer is being flushed causing a click, but I ain't no dev. Would love to have this fixed. not using double precision btw.

g
I have a fix - the vst3 version has this issue, as I suspected, but i couldn't use the vst2 version because SP wouldn't see it. I removed the vst3 version and vst2 appeared - and no clicks, so I'm good.
g
 
I got one - Elysia's Phil's Cascade from Plugin Alliance... Brilliant plugin. What happens (same in 7.2.3 btw) is a noticeable click is caused when the playhead hits an object boundary in a track with the plugin installed, after an initial pass with audio. In other words, play without filling a buffer, no click, play some audio (fill the buffer) then play again, passing an object boundary, and a single click is heard as the playhead hits the boundary.
I'd use this plug on every track, so that's a lot of clicks ha!

Looks to me like the buffer is being flushed causing a click, but I ain't no dev. Would love to have this fixed. not using double precision btw.

g

The click sound heard at the beginning of an event reminds me a lot of the behavior of the Presonus MixFX plug-in "CTC-1". I'll post a link to a short video here, or you can try it out yourself if you use this plug-in.

This only happens to me with audio events, not with events from an instrument track.
 
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Actually we all need to speak of our experiences, some users, some Devs, some observers. We can all agree or disagree but what's important is we talk. Be respectful and observe with dignity. This is a very big subject as we all know & we're not always right but we have the right to be wrong. If we all accept that then progress is the result. We all win. Onwards.

g
 
The click sound heard at the beginning of an event reminds me a lot of the behavior of the Presonus MixFX plug-in "CTC-1". I'll post a link to a short video here, or you can try it out yourself if you use this plug-in.

This only happens to me with audio events, not with events from an instrument track.
Look forward to it!
 
Here is the video. You can hear a click on the start of the audio event. If the second event is played after the first one, no click, if I start the second event new, there is a click too.

With my other MixFX plugins, such as Softube Tape, this clicking sound doesn't occur.

Something else I've noticed:

If I load the song fresh from the start page and play the audio file for the first time, there's no click sound! It only appears after I've played the audio file once. From then on, it's always audible.

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If I leave some 'dead air' before the waveform, and play before the audio starts but within the object start boundary, there is never a click. But once the audio has played & I stop and replay, as soon as the play head hits the object boundary it clicks. No audio playback, no click.
Here is the video. You can hear a click on the start of the audio event. If the second event is played after the first one, no click, if I start the second event new, there is a click too.

With my other MixFX plugins, such as Softube Tape, this clicking sound doesn't occur.

Something else I've noticed:

If I load the song fresh from the start page and play the audio file for the first time, there's no click sound! It only appears after I've played the audio file once. From then on, it's always audible.

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f
 
Just to be clear: Audio export is always possible without a click!
 
Does the latest FSP8 update fix the 32/64-bit plugin issue? Sorry if this has already been answered.
 
Does the latest FSP8 update fix the 32/64-bit plugin issue? Sorry if this has already been answered.
Yes, in my case, for example, there were two plugins that weren't working: Sonnox Oxford Inflator and PSP Vintage Warmer 2, which are now running again with 64-bit processing.
 
It fixed the Pulsar stuff that I started this thread about.
Does the latest FSP8 update fix the 32/64-bit plugin issue? Sorry if this has already been answered.
 
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