In talk with Bitwig & u-he: The ultimate plug-in format?
Beat / Hello David, as far as we know, the CLAP format has existed since 2021, but only “recently” officially came to light - with a Bitwig update and support for your u-he plug-ins. What exactly is the format all about?
David / So far only large companies like Apple, Avid or Steinberg have specified what plug-ins can do and who can do them. In the past, this not only got us, but also our developer friends, into difficult situations. Therefore, we wanted to have a plug-in standard that was open and free, which is what CLAP evolved from.
No one can take away the right to develop CLAP plug-ins or dictate whether CLAP plug-ins can out-
put MIDI messages.
Beat / How does the format affect the performance of plugins?
David / There are actually potential improvements: CLAP plugins that use the “Thread Pool” extension can create their threads in consultation with the host. In contrast to other plug-in standards, the coordinated approach prevents major fluctuations in computing requirements, resulting in more even CPU utilization. In our tests with Diva, we were able
to achieve 30% more voices than in other formats.
Beat / Who is ultimately involved in the development?
David / Of course, Bitwig and u-he were involved from the start because we realized that we needed a free format. Today, various individual developers work on CLAP because it is an open source project.
Beat / Which DAWs and manufacturers currently support CLAP? And who else is coming?
David / In addition to Bitwig and u-he, CLAP is also supported by FL Studio, FabFilter and REAPER. However, the interest in CLAP in the industry – we all talk to each other – is really huge. PreSonus (StudioOne) and Avid (ProTools, Sibelius) have already expressed official interest. Even Epic Games, the developers of the Unreal Engine and Fortnite, announced in a talk that they wanted to integrate CLAP into the Unreal Engine.
Beat / Can you describe a problem that can only be solved using the CLAP format?
David / The way in which VST2 plug-ins have disappeared from the market over the last few years cannot be repeated with CLAP, because the format cannot be taken away from anyone. What is particularly exciting is the possibility of
modulating parameters non-destructively. Typically, an automated parameter slavishly follows the project‘s automation data. With CLAP, on the other hand, in addition to automation, you can also apply an LFO and an envelope to a parameter of the plug-in and still readjust the modulated control in the plug-in. And the whole thing can even be done
polyphonically if the host offers options for this.
If CLAP is supported in game engines, you can first develop your compositions with CLAP plug-ins in the DAW and then calculate them in the game at runtime and adapt them to the game. Of course, this also makes procedural sound design possible with the tools you already own and know.
Beat / Does CLAP support the exchange of plug-in instances with each other, as recently seen with the current Moog plug-ins, which can modulate each other?
David / This is of course also possible with CLAP. Ideally, a plug-in format doesn‘t put any obstacles in the way of the developer.
Beat / Is CLAP also coming to iOS and Android? Or maybe Crossover so that DAW and smartphone
can communicate directly?
David / At least one of the developers of the operating systems is actually thinking about introducing
the format on his platform.
Beat / What‘s next, what‘s coming in the next CLAP update?
David / We are working on new extensions for CLAP, which will then also be implemented in our plug-ins.
For example, we are working on a way to manage plug-in data such as samples via the DAW or project.
We are also working on communication for alternative moods, triggering and transport control.
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