Hi all!
After a while, i'm back to ST (kinda)
First thing i tested new AGC, and i must say that it fixes 1 problem from old (legacy) AGC but presents about 3 nre problems.
New agc should be RMS based, wich is at first great idea, however after just few test tracks, i found that it's not so good.
Firstly i was tuning attack and relese speeds to some normal leveling behaviour, when i first thing i realised that idea of RMS leveling is actually gone! But, on top of that it presents me new problem then, it still on some soft-part-of-track ends up massively amplyfied! The effect is so huge that cant be avoided even with even more perfectly tuned speeds or Sidechain(s).
That one thing that is better in new AGC then in old AGC is more accurate attack, old one was just too slow near-target and too fast on big changes. New one do that much better.
Perfect tracks to test AGC are those that have both Dynamic and compressed parts. Or Dynamic tracks it much singing and/or loud voices.
Yes, and the broken max release time is certainly creating many of these problems (or at least making them worse). I am reserving final judgement until that works, and I can set a limit to avoid "runaway release" as currently observed.