Welcome to WaveLab. When I moved from Pro Tools to WaveLab in 2011 or so, I was pretty shocked at how many 3rd party plugins had issues inside WaveLab. I was spoiled as a Pro Tools user as it seems that’s where a large majority of testing resources goes.
I went from never even thinking about plugin bugs to being on the beta testing team of many of the major 3rd party plugin developers very quickly to help report and verify fixes on the bugs their plugins exhibited in WaveLab. It was like a minefield of bugs.
Many larger plugin companies like iZotope don’t even list WaveLab as a supported host for their plugins. One newer plugin created by basically one-man company told me he spent an additional $10k in money with his coding person to get it working in WaveLab.
I never used SoundBlade but from my understanding, SoundBlade also had a lot of 3rd party plugin bugs due to lack of testing and small/niche user base…not totally unlike WaveLab.
You can blame WaveLab all you want but the reality in my 15 years of using WaveLab is that 98% of the time, plugin rendering bugs in WaveLab need to be fixed by the plugin developer. WaveLab can’t go in and control how plugins behave within their framework.
Too many of the plugin developers only test Cubase and assume if it’s OK in Cubase, it will be OK in all Steinberg products and VST hosts but it’s not. WaveLab is a totally separate app and requires separate testing. It renders audio in a different manner in that rendering is normally a background task allowing you to continue to do things during the render. WaveLab also has Clip Effects. To my knowledge, Cubase doesn’t do either of these two things. So, there are many differences that would require WaveLab-specific testing and tight coding to VST3 spec to mitigate issues.
What I do is I have a plugin render test montage that I keep saved in a handy location. If I want to incorporate a new plugin into my workflow, I test it first for any issues when it comes to GUI, playback processing, and how it renders.
From time to time I test my go to plugins as well to make sure no new issues have popped up or if I suspect something is wrong.
As for rendering, I don’t think it’s specific to WaveLab but rendering the full montage first as one file to bake in the plugin processing (other than dither and sample rate conversion) before rendering a WAV of each track isn’t too uncommon in the mastering world. I got the idea from a Sequoia (or maybe former SoundBlade) user to help mitigate rendering issues. The plus side is that after the main render is done to bake in the plugin processing, all other renders go VERY fast. I wouldn’t do it any other way at this point, even if were mastering in Pro Tools.
The reality is that rendering specific time regions with moderate to heavy CPU load plugins is asking for some kind of issue, especially if there is gapless audio where audio is present in the very first and very last sample, and needs continuity with the preceding and following WAV file.
On a daily basis I use FabFilter, Plugin Alliance, Make Believe/Metric Halo/Sontec, Sonnox, Tokyo Dawn, Oeksound, Tone Projects, iZotope, Goodhertz, and Leapwing plugins without issue. So, you can use 3rd party plugins but you do need to have some responsibility to ensure that what you meant to render is what gets rendered. Mastering is quality control after all.
I do fully agree that Steinberg could and should do a better job of outreach to the major 3rd party plugin developers to encourage them to test WaveLab, list it as a supported host, and provide some documentation and test tools to help ensure WaveLab compatibility with their plugins.
So to summarize:
- Test the plugins you want to use.
- Render the full montage first to bake in plugin processing (aside from dither).
- Use the “Null Test Track” to verify renders are accurate to the playback and meet your expectations, especially when using new or newly updated plugins or working in a way you don’t normally work.