• #article
    CanOpener Studio vs. Waves Nx
    What’s ideal when mixing on headphones? Feb. 24, 2016

    In the Goodhertz audio lab in California, Goodhertz founder Devin Kerr does the majority of his critical listening at the mixing desk.

    In August of 2012, after months of working on CanOpener Studio, and a lifetime of listening to music mostly on headphones, I got my first opportunity to visit the lab and hear music the way Devin does, at that desk, on a pair of professional-grade speakers — a highly controlled acoustical environment, tuned for his professional tasks (mixing, mastering, algorithm-designing).

    Continue reading...
  • #article
    Why Automatability Matters
    How Goodhertz Makes Plugins: Automation Oct. 2, 2015

    One of the most difficult parts of building a Goodhertz plugin is meeting our standard for smooth automatability:

    Any control or parameter in a Goodhertz plugin, even on/off switches, can be freely automated without clicks, pops, or other gnarly artifacts.

    Rob and I started started referring to this as the “Goodhertz promise,” and, as of now, we’re the only plugin company that delivers on such a promise.

    Continue reading...
  • #article
    A Brief History of Vulf Compressor (Podcast)
    How the Vulf Compressor came to be May 19, 2015

    Here at Goodhertz, we love sounds and we love stories, so we thought: we should make a podcast. And what better story to pilot the podcast than the story of how Vulf Compressor — our quixotic dynamics plugin — came to be.

    So we called up Jack Stratton (of Vulf & Vulfpeck), and asked him to tell the story of how he — with the help of Goodhertz’ Devin Kerr — turned his search for a sound into a powerful, one-of-a-kind plugin; how Goodhertz turned Jack’s notion into a now-on-sale.

    Continue reading...
  • #article
    Vinyl Sim
    Vulf Compressor — inspired by a true story April 18, 2015

    If only we knew who programmed the DSP on the Roland SP-303. One day we’ll find out. One day we’ll meet them, shake their hands, and conduct a brief interview. Some questions we have in mind:

    Continue reading...
  • #article
    Lossy’s Uncharted Waters
    Making ghostly & oceanographic sounds April 7, 2015

    We built Lossy to solve a specific problem: make it easy to recreate the sound of a bad MP3 in realtime, without having to bounce a track to and from an MP3. But imbuing sound with an MP3’s imperfections — the fizzle and sizzle of 64 kbps — was only the beginning.

    Continue reading...