Smittefar
Axe-Master
We all know, it is there, if you x/y-switch the amp block. I do not think, it will ever be removed with this version of the hardware, but if you are careful, how you set up your presets, it becomes much easier to live with.
So here are the tips I have found helps. If you have more tips and good ideas, please chime in
First a few basics
All X/Y switching (not only amp block) result in an audio dropout or audio artefact
If there is no x/y switching, there is no audio dropout.
So the aim should always be to do as little x/y switching as possible. Here are a few ways to achieve that.
Use more blocks
We are limited on CPU, and we do not have two of every block, but rather than x/y-switching a filter block, use two filter blocks. The same goes for all other blocks. X/Y switching a delay block while playing does not result in an audio drop out, but it does introduce a crackle and a time shift of the delays. Use two delay blocks instead, if you have the power.
Look at what disabled blocks are doing
If you have several disabled blocks, try to avoid that they x/y-switch while they are disabled when you change scenes. The x/y switch requires that parameters are loaded into the block, and that takes processing and memory. This might delay the amp block x/y switch, such that the audio drop out takes longer.
Also, if you have the good habit of do a 'copy x to y state', if you are not using the y-state. Make sure that the block is not switching x and y, when you change scenes, as this will also delay the amp x/y, even though the settings are the same in both states.
Use scene controllers
If you are in a specific situation where absolutely no audio dropout can be tolerated, you must avoid x/y switching completely. In that case scene controllers are your friend. You can attach scene controllers to input trim, input gain, master vol in the amp block, and while you cannot attach a scene controller to the level parameter in the amp block (that seems like a bug/oversight), you can attach a scene controller to the level parameter in the cab block. If you choose an amp (such as the Dirty shirley) that covers the full range from clean to drive, you can go from fully clean to full drive with a scene change and scene controllers. I have attached a sample preset showing this.
Another use of scene controllers would be to reduce reverb and delay levels. Instead of having a big reverb for leads and a small verb for the rhythm, you can just attach a scene controller to the reverb level or mix parameter. That removes the necessity for an x/y switch, and you keep the image of being in the same room all the time.
Use a drive block
The ruckus drive seems to be a popular choice as an 'amp in a box' drive - Enable to achieve full drive with no x/y switching.
Use pre-EQ and boost in front of the amp
Boost the front end of the amp (block) with a boost and some pre-EQ to push the amp into fuller gain - it may be necessary to use a filter/EQ/vol block after the amp to reduce the added level (a scene controller could be used as well)
Think about the bypass state of each block
Especially on time effects such as reverb and delays, mute FX in is much preferable over thru, as it will allow the reverb and delay tails to ring after the block has been turned off.
Masking the audio drop out
A little reverb and delay that are allowed to ring (unswitched or with mute FX in) goes a long way to mask the audio drop out. I find that parallel paths for reverb and delay work better in this regard than inline reverb and delay, but I have not tested it thoroughly.
Reduce CPU usage
I know that some of the advice, I have given here actually increases CPU usage. Both scene controllers and extra blocks add CPU. But heavily overloading the CPU will make the amp x/y switch take longer. So remove all unused blocks, and see if you can live without some blocks. @Chris@AxeFxTutorials already showed that the amp x/y change is faster with low CPU usage.
I think this wraps up my ideas. I think you can make quite advanced presets while avoiding or at least reducing audio drop outs and artefacts while scene changing, but you have to think about avoiding x/y switching and only x/y switch the absolutely necessary things.
What do you think? What ideas do you have? Let us put it all together.
So here are the tips I have found helps. If you have more tips and good ideas, please chime in
First a few basics
All X/Y switching (not only amp block) result in an audio dropout or audio artefact
If there is no x/y switching, there is no audio dropout.
So the aim should always be to do as little x/y switching as possible. Here are a few ways to achieve that.
Use more blocks
We are limited on CPU, and we do not have two of every block, but rather than x/y-switching a filter block, use two filter blocks. The same goes for all other blocks. X/Y switching a delay block while playing does not result in an audio drop out, but it does introduce a crackle and a time shift of the delays. Use two delay blocks instead, if you have the power.
Look at what disabled blocks are doing
If you have several disabled blocks, try to avoid that they x/y-switch while they are disabled when you change scenes. The x/y switch requires that parameters are loaded into the block, and that takes processing and memory. This might delay the amp block x/y switch, such that the audio drop out takes longer.
Also, if you have the good habit of do a 'copy x to y state', if you are not using the y-state. Make sure that the block is not switching x and y, when you change scenes, as this will also delay the amp x/y, even though the settings are the same in both states.
Use scene controllers
If you are in a specific situation where absolutely no audio dropout can be tolerated, you must avoid x/y switching completely. In that case scene controllers are your friend. You can attach scene controllers to input trim, input gain, master vol in the amp block, and while you cannot attach a scene controller to the level parameter in the amp block (that seems like a bug/oversight), you can attach a scene controller to the level parameter in the cab block. If you choose an amp (such as the Dirty shirley) that covers the full range from clean to drive, you can go from fully clean to full drive with a scene change and scene controllers. I have attached a sample preset showing this.
Another use of scene controllers would be to reduce reverb and delay levels. Instead of having a big reverb for leads and a small verb for the rhythm, you can just attach a scene controller to the reverb level or mix parameter. That removes the necessity for an x/y switch, and you keep the image of being in the same room all the time.
Use a drive block
The ruckus drive seems to be a popular choice as an 'amp in a box' drive - Enable to achieve full drive with no x/y switching.
Use pre-EQ and boost in front of the amp
Boost the front end of the amp (block) with a boost and some pre-EQ to push the amp into fuller gain - it may be necessary to use a filter/EQ/vol block after the amp to reduce the added level (a scene controller could be used as well)
Think about the bypass state of each block
Especially on time effects such as reverb and delays, mute FX in is much preferable over thru, as it will allow the reverb and delay tails to ring after the block has been turned off.
Masking the audio drop out
A little reverb and delay that are allowed to ring (unswitched or with mute FX in) goes a long way to mask the audio drop out. I find that parallel paths for reverb and delay work better in this regard than inline reverb and delay, but I have not tested it thoroughly.
Reduce CPU usage
I know that some of the advice, I have given here actually increases CPU usage. Both scene controllers and extra blocks add CPU. But heavily overloading the CPU will make the amp x/y switch take longer. So remove all unused blocks, and see if you can live without some blocks. @Chris@AxeFxTutorials already showed that the amp x/y change is faster with low CPU usage.
I think this wraps up my ideas. I think you can make quite advanced presets while avoiding or at least reducing audio drop outs and artefacts while scene changing, but you have to think about avoiding x/y switching and only x/y switch the absolutely necessary things.
What do you think? What ideas do you have? Let us put it all together.