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SyneRydertoday at 5:08 PM4 repliesview on HN

For those who might not know:

> With Nullsoft gone and Frankel spending his time building a special-effects computer for his electric guitar...

I don't know what happened to the Jesusonic he was building then, but Justin Frankel ended up creating Reaper, the cross-platform Windows/Mac/Linux digital audio workstation that is a solid Pro Tools competitor in a mere 16 MB download:

https://www.reaper.fm/

The installer for the whole DAW is smaller than most add-on VST effects. Some of my favorite albums have been recorded with Reaper, and obviously I'm a Reaper fan and use it too. Just like Winamp, you can pay for it, but if you really can't afford it, there's no time limit and it won't stop you from using it.

Showing my age here, but if you have a copy of the Walnut Creek CD-ROMs with demoscene archives, there's a demo by "Nullsoft" from pre-Winamp days hiding somewhere in there as well.

EDIT: Aww, fwirt beat me to it while I was typing! I guess I'll leave my comment here to add the Nullsoft demo mention. Found a link to his MSDOS demos here: https://www.pouet.net/groups.php?which=1618

EDIT TWO: You can run his Ademo demo on archive.org, type "ademo 1" at the C:\ prompt in the web based DOSbox to run: https://archive.org/details/demoscene_Ademo-Nullsoft


Replies

boomskatstoday at 7:18 PM

I remember Reaper v2 being like a 4.7mb download at a time when nuendo/cubase/cakewalk/protools etc were >1GB plus samples. With a nicer summing engine and more stable, lower latency vst host than any of them. And the only one with a decent, revenue-dependent tiered license. What a legend.

AlyssaRowantoday at 5:52 PM

It's a straight line from Jesusonic to Reaper: Jesusonic JSFX script is in Reaper, and there's a whole selection of stock JS plugins that come with it and it's actually quite easy to program.

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NDlurkertoday at 6:07 PM

Oh cool. I used to use Reaper to edit my podcast. Great program. Very easy to use even for a noob.

scott01today at 7:12 PM

And Reaper is currently a de-facto standard for game audio design.

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