Using Plugins (Part 1)

7 12 2011

Cubase already comes with a huge selection of plugins. Most of the plugins will be installed automatically. There are, however, also plugins that do not get installed as a default, but in fact have to be copied off the Cubase-CD. These plugins are mainly older models which are still shipped in case you have old projects that use them. If Steinberg didn’t ship these plugins, you would get an error-message when opening an older project that uses one of those plugins.

Cubase Reverence Plugin

Cubase Reverence Plugin

What happens here is that the old project (it does not have to be that old, actually)¬† would browse through a list of plugins that it needs to open, and when it comes to the legacy¬† plugin, it cannot find it and therefore shows an error message. This is easily avoided, though, by simply copying the plugins from the specific folder on your Cubase-CD into the plugin folder on your hard drive. If you can’t find the folder, refer to the pro tips in part 1 on finding something. If you use that knowledge, it will be easy to find the folder you are looking for. The information in part 1 is based on years of experience, but is, of course, provided as is. This is the valuable lesson I would like you to learn: if a pro recording engineer is prepared to share an information snippet, don’t hesitate. Make it your own and use it to the fullest.

But wait a minute. What is a plugin, actually? Let’s take a look…a plugin is a piece of software that you literally plug-in to your sequencer software, much like other things that are plugged in.
It is then ready to be used from within the host software, in our case Cubase. It becomes part of the software! In order for the plugin to be able to communicate with the host software, and give the impression as if it was actually one single piece of software, it needs what is called a protocol. A protocol is kind of a language that both the host software (Cubase) and the plugin agree to speak.

There are two basic protocols that are employed in the Windows world: one is called VST and the other is Direct X. Most of you probably know Direct X as something that has to do with graphics, but it also provides an interface for audio applications. But it is rarely used these days – Direct X has several disadvantages, that make it less desirable to be used in a professional recording environment. I won’t go into the details right now, because it’s such a wide and complicated topic and, honestly, it would be a little bit too much for a newbie to understand. As a beginner it is good to be eager to learn new things, but at the same time, you also have to know your limits, or you will get burned!

As I already said, most plugins use the VST protocol. This is an old protocol that was first introduced by the Steinberg company in the early 90s. Today it is the de-facto standard of plugin protocols, and every plugin manufacturer is better off using the VST protocol as opposed to other protocols, that are not supported by the big 6 of sequencer software. How could they hope to ever sell their product, if it can’t be used in any host software? The manufacturers know this damn well, and so they abandoned other protocols, that weren’t supported, and went straight to VST and Direct X.

VST standardizes the way the sound travels within the system and what the user interface of the plugin looks like. It is a whole language that only serves one purpose: to allow communication between the host software and the client software. It also does allow for some nifty routing tricks, that are not possible with Direct X. I will go into the details of side-chaining and other super-pro-tricks in a later tutorial.