Skip to content

Effects

Effects for shaping any sound: echoes, movement, pitch changes and a sense of space. Most controls can be driven by other nodes in real time, so you can connect a control signal (a CV, an LFO or an envelope) to a parameter's input dot and have it change automatically while the sound plays. The stereo effects take a left and a right input (and still work fine if you only feed them a single mono sound), while a few work on one mono channel.

AM / Ring Mod

Multiplies your sound by a second signal to create those classic metallic, bell-like, robotic tones. If you do not plug anything into Mod In, a built-in tone takes over so the effect works on its own.

AM / Ring Mod

ParameterRangeDefaultDescription
Amount0.0 - 1.01.0How strongly the modulator multiplies the input. 0 keeps the dry sound, 1 is full depth
Bias0.0 - 1.00.5Offset added to the modulator. More bias leans toward classic AM, less leans toward ring mod
Mod Freq0.01 - 4000 Hz3.0Internal modulator frequency. Below 20 Hz it acts like a tremolo; above it adds sidebands
Mod Shape0.0 - 1.00.0Morphs the internal modulator from a clean sine toward a triangle
Ring0.0 - 1.01.0Blend from Amplitude Modulation (0, harmonic) to Ring Modulation (1, clangy, inharmonic)
Dry/Wet0.0 - 1.01.0Balance between the dry input and the modulated output
Gain0.0 - 2.01.0Output level after modulation

Inputs: Audio In, optional Mod In, plus Amount, Bias, Mod Freq, Mod Shape, Ring, Dry/Wet and Gain (all accept CV). Outputs: Out (mono). Also emits Amount, Mod Freq, Mod Shape and Ring as data outputs.

AM / Ring Mod Stereo

The same effect for a full stereo pair: Audio L/R and Mod L/R inputs run through one set of Amount, Bias, Mod Freq, Mod Shape, Ring, Dry/Wet and Gain controls, out to Out L and Out R. Use it to modulate a stereo sound (or a different sound on each side) without collapsing the stereo image.

AM / Ring Mod Stereo


FM Operator

Frequency-modulates one audio signal with another. Feed your carrier sound into Carrier and a modulator (any oscillator or signal) into Mod, and the modulator pushes the carrier's pitch up and down very fast, adding sidebands and that classic FM edge. Both inputs are audio, so you build the sound from your own oscillators instead of a fixed one. The single Amount control sets how deep the modulation goes. Because the carrier runs through a short modulated delay, the node has a fixed latency of 15 ms. MNodes reports it to your DAW and delays the paths beside it to match, so a dry signal mixed with the operator's output stays in time.

FM Operator

ParameterRangeDefaultDescription
Amount0.0 - 1.00.2How deeply the modulator pushes the carrier. 0 passes the carrier through, higher adds more sidebands.

Inputs: Carrier (audio, the sound to modulate), Mod (audio, the modulator), Amount (modulation depth, accepts a value or CV). Outputs: Out (audio, the modulated carrier).


PM Operator

Phase-modulates one audio signal with another. It works like the FM Operator, but it shifts the carrier's phase rather than its frequency, which is the cleaner, DX-style flavour of FM and holds tuning more tightly. Feed your carrier into Carrier and a modulator into Mod (both audio), and dial in the depth with Amount. As with the FM Operator there is a fixed latency of 15 ms, since the carrier runs through a short modulated delay, and MNodes reports and compensates it the same way.

PM Operator

ParameterRangeDefaultDescription
Amount0.0 - 1.00.2How deeply the modulator shifts the carrier's phase. 0 passes the carrier through, higher adds more sidebands.

Inputs: Carrier (audio, the sound to modulate), Mod (audio, the modulator), Amount (modulation depth, accepts a value or CV). Outputs: Out (audio, the modulated carrier).


Chorus

A stereo chorus that makes any sound feel fuller and wider, with a gentle shimmering wobble. It does this with a very short, constantly shifting delay spread across the stereo image, which adds width and movement to pads, guitars, vocals and synths.

Chorus

ParameterRangeDefaultDescription
Rate0.0 - 20.0 Hz1.0How fast the internal LFO sweeps the delay. Slow rates drift; faster rates wobble
Depth0.0 - 1.00.25How far the LFO swings the delay. A little adds shimmer, a lot becomes warble
Centre Delay1.0 - 100 ms7.0Base delay time the modulation moves around. Longer values fatten and detune
Feedback-1.0 - 1.00.0Recirculates the delayed signal for richer, flanger-like textures. Negative inverts phase
Mix0.0 - 1.00.5Balance between the dry signal and the wet chorus

Inputs: In L, In R, plus Rate, Depth, Centre Delay, Feedback and Mix (all accept CV). Outputs: Out L, Out R.


Flanger

The jet-plane whoosh. It delays the sound by a tiny amount, sweeps that delay with an LFO and feeds the result back into itself. The very short delay puts a row of notches through the sound, the sweep moves them, and the feedback sharpens them until they ring. From a slow shimmer on a pad to a full metallic sweep on drums or guitars.

Flanger

ParameterRangeDefaultDescription
Rate0.01 - 10 Hz0.3How fast the sweep moves. Very slow rates drift for minutes; a few Hz is the seasick end
Depth0.0 - 1.00.7How far the sweep travels from the Manual setting. At 0 the delay sits still and you get a fixed comb filter
Manual0.05 - 20 ms0.5The delay the sweep starts from, and the control that sets the character: under a millisecond is thin and metallic, a few milliseconds is closer to a chorus
Feedback-0.95 - 0.950.6How much of the delayed sound goes back in. Positive sharpens the peaks, negative inverts the comb for the hollow version. Soft-clipped, so it cannot run away
Stereo Spread0 - 180 degrees90Phase offset of the LFO between left and right. 0 sweeps both together and stays mono-safe; 180 is the widest
Mix0.0 - 1.00.5Balance between the dry sound and the swept one. 0.5 is the classic full flange: a comb filter needs equal parts to notch properly
LFO ShapeSine / TriangleSineSine sweeps smoothly through the turns; Triangle moves at a constant speed and turns sharply, closer to sweeping by hand

Set Rate to its minimum and drive Manual from an envelope or another LFO to sweep the flanger by hand instead of letting it cycle.

Inputs: In L, In R, plus Rate, Depth, Manual, Feedback, Spread and Mix (all accept CV), and Shape. Outputs: Out L, Out R.


Phaser

The swirling, whooshing sweep of a phaser pedal. A chain of all-pass filters, mixed back with the original sound, cuts a row of notches into it, and an LFO slides the notches up and down. From a gentle swirl on keys and guitars to a thick, ringing sweep on pads and drums.

Phaser

Needs: screenshot of the Phaser node on the graph.

ParameterRangeDefaultDescription
ModeFree (Hz) / SyncFree (Hz)Free goes round at Rate. Sync goes round in time with the song, once every Cycle
Rate0.01 - 20 Hz0.4How many times a second the effect goes round, when Mode is Free
Cycle64 Bars - 1/1281 BarHow long one round lasts as a note length, when Mode is Sync. While the song plays, the rounds line up with its beats
ShapeSine / TriangleSineSine slows down at the ends of the sweep; Triangle moves at a steady speed
Depth0.0 - 1.00.7How far the sweep travels each way from Centre: 0 holds the notches still, 1 is two octaves each way
Centre50 - 5000 Hz800The frequency the sweep moves around. Low sounds darker, high brighter
Feedback-0.95 - 0.950.4How much of the result goes back in. Positive sharpens the sweep until it rings, negative gives a hollower tone
Stages2, 4, 6, 8, 124How many filters are in the chain; every two make one notch. 4 is the classic phaser, 12 the thickest
Mix0.0 - 1.00.5Blend of the untouched sound and the filtered one. 0.5 cuts the deepest notches; at 1 you hear only the filters, which on their own barely change the sound
RetriggerButtonStarts the cycle again from its beginning

Inputs: In, plus Rate, Depth, Centre, Feedback and Mix (all accept CV), and Mode, Cycle, Shape, Stages and Retrigger. Outputs: Out.

Phaser Stereo

The same phaser for a stereo pair: In L and In R come out as Out L and Out R, with the same controls. It adds Stereo Spread (0 - 180 degrees, 90 by default), which puts the right side's sweep ahead of the left's: 0 sweeps both sides together, and 180 sends them opposite ways for the widest sound. Spread takes CV like the other numbers.


Tremolo

The volume rising and falling over and over, like the tremolo on a guitar amp or an electric piano. An LFO, a slow wave, pulls the volume down and lets it back up. Square gives a choppy, gated sound.

Tremolo

Needs: screenshot of the Tremolo node on the graph.

ParameterRangeDefaultDescription
ModeFree (Hz) / SyncFree (Hz)Free goes round at Rate. Sync goes round in time with the song, once every Cycle
Rate0.01 - 20 Hz4.0How many times a second the effect goes round, when Mode is Free
Cycle64 Bars - 1/1281/8How long one round lasts as a note length, when Mode is Sync. While the song plays, the rounds line up with its beats
ShapeSine, Triangle, Square, Ramp Up, Ramp DownSineHow the volume moves: Sine and Triangle rise and fall smoothly, Square jumps between loud and quiet, Ramp Up swells up through each cycle and Ramp Down fades away through it
Depth0.0 - 1.00.5How far the volume drops: 0 leaves it alone, 1 goes all the way to silence
RetriggerButtonStarts the cycle again from its beginning

For a rhythmic gate in time with the song, set Mode to Sync, Shape to Square and Depth to 1. Send an event into Retrigger with each note and every note starts at full volume.

Inputs: In, plus Rate and Depth (both accept CV), and Mode, Cycle, Shape and Retrigger. Outputs: Out.

Tremolo Stereo

The same tremolo for a stereo pair: In L and In R come out as Out L and Out R, with the same controls. It adds Stereo Spread (0 - 180 degrees, 0 by default), which puts the right side's wave ahead of the left's: at 0 both sides move together, and at 180 one side is loud while the other is quiet, so the sound moves from side to side like an auto-pan. Spread takes CV like the other numbers.


Vibrato

The pitch rising and falling around the note, like a singer's or a violinist's vibrato. An LFO, a slow wave, bends the pitch up and down. Mixed with the untouched sound, the same wobble becomes a chorus.

Vibrato

Needs: screenshot of the Vibrato node on the graph.

ParameterRangeDefaultDescription
ModeFree (Hz) / SyncFree (Hz)Free goes round at Rate. Sync goes round in time with the song, once every Cycle
Rate0.01 - 20 Hz5.5How many times a second the effect goes round, when Mode is Free
Cycle64 Bars - 1/1281/16How long one round lasts as a note length, when Mode is Sync. While the song plays, the rounds line up with its beats
ShapeSine / TriangleSineSine bends smoothly; Triangle bends at a steady speed and turns sharply at the top and the bottom
Depth0 - 200 cents20How far the pitch bends each way. 100 cents is a semitone, and 10 to 30 is a natural vibrato
Mix0.0 - 1.01.0Blend of the untouched sound and the vibrato. 1 is only the vibrato; around 0.5 the two together sound like a chorus
RetriggerButtonStarts the cycle again from its beginning

The pitch is bent with a very short delay that speeds up and slows down, so the sound comes out a millisecond or two late. At very slow rates, below about a quarter of a Hz, a deep vibrato bends less than Depth asks, because bending that slowly would need a much longer delay.

Inputs: In, plus Rate, Depth and Mix (all accept CV), and Mode, Cycle, Shape and Retrigger. Outputs: Out.

Vibrato Stereo

The same vibrato for a stereo pair: In L and In R come out as Out L and Out R, with the same controls. It adds Stereo Spread (0 - 180 degrees, 0 by default), which puts the right side's wobble ahead of the left's: at 0 both sides move together, and more spreads the sound wider. Spread takes CV like the other numbers.


Wow & Flutter

Recreates the unsteady, wavering pitch of an old, worn tape machine. It blends a slow wobble (wow), a faster shimmer (flutter) and a slow random drift, all gently bending the pitch. By default it plays only the processed sound, so it adds movement rather than thickening the tone.

Wow & Flutter

ParameterRangeDefaultDescription
Wow Rate0.05 - 5.0 Hz0.5Speed of the slow LFO that simulates worn tape pulleys
Wow Depth0.0 - 1.00.5Amount of slow pitch wobble. Higher gives a more obvious tape-warp feel
Flutter Rate4.0 - 30.0 Hz10.0Speed of the fast LFO that simulates capstan and head vibration
Flutter Depth0.0 - 1.00.2Amount of fast pitch jitter. Small adds character, large adds nervous shimmer
Drift0.0 - 1.00.0Slow filtered-noise drift on top of the LFOs for long, unpredictable wandering
Mix0.0 - 1.01.0Balance between the dry signal and the modulated signal

Inputs: In L, In R, plus Wow Rate, Wow Depth, Flutter Rate, Flutter Depth, Drift and Mix (all accept CV). Outputs: Out L, Out R.


Tape Damage

Makes a sound feel like it is playing back from a damaged tape. Random dropouts briefly cut the volume, random pitch tears cause quick momentary dives, and a high-cut control darkens the top end the way an old, worn tape would. By default it plays only the processed sound.

Tape Damage

ParameterRangeDefaultDescription
Dropout0.0 - 1.00.3How often the level briefly drops out
Tear0.0 - 1.00.2Density and depth of momentary pitch tears
Hi-Cut0.0 - 1.00.4Darkens the top end (0 is bright, 1 is muffled)
Mix0.0 - 1.01.0Balance between the dry signal and the damaged signal

Inputs: In L, In R, plus Dropout, Tear, Hi-Cut and Mix (all accept CV). Outputs: Out L, Out R.


Looper

A stereo looper that records, plays back and layers sound on top of itself (overdub). You build up a phrase using four playback controls: record it, play it, and add more layers over the top. The recorded loop is saved with your project, and a Phase output lets several loopers stay in sync with each other.

Looper

You control the looper with four pins (and matching buttons). Each one works in two ways at once: clicking the button triggers it, and a connected gate or control signal also triggers it the moment it rises. Record captures the first take, then switches to adding new layers on top. Play starts or resumes playback. Stop stops while keeping the loop. Clear erases the loop so you can start fresh.

After Rec decides where the first take goes the moment it closes, so you can go straight from recording into overdubbing without sending a second trigger at exactly the right time. It applies when the take closes by itself: on the Record toggle, on the buffer filling up, or on a master phase coming round. Pressing Play or Stop still does what it says.

ParameterRangeDefaultDescription
Length1 - 60 s30Maximum loop length. Inspector only, since changing it reallocates the buffer
After RecPlay / Overdub / StopPlayWhere the first take lands when it closes by itself
Feedback0.0 - 1.01.0How much of the previous loop survives an overdub pass. 1.0 keeps old layers, lower fades them
Loop0.0 - 1.01.0Loop volume. 0 mutes the loop, 1 is full level
Level0.0 - 4.01.0Output level applied to the looped audio
Position0.0 - 1.00.0Seek into the loop. Ignored while Recording or while Phase In is connected
Speed0.0 - 4.01.0Playback speed, tape style, so pitch follows. 2 is an octave up, 0.5 an octave down, 0 freezes the playhead
In MuteOn/OffOffMutes the dry input so only the loop is heard
ReverseOn/OffOffPlays the loop backwards. Overdubbing while reversed lays the take down backwards too

Speed sets the size of each step, not its direction, so it works alongside Reverse instead of against it, and it is ignored while Phase In is connected because the master owns the position there. Overdubbing at a speed other than 1 writes one sample per position the playhead visits: a slow pass lays a take over the old layer rather than eating it, and a fast one leaves gaps in the new take.

Inputs: In L, In R, Phase In, the Record / Play / Stop / Clear transport pins, plus After Rec, Feedback, Loop, Level, Position, Speed, In Mute and Reverse (all accept CV). Outputs: Out L, Out R, a Phase ramp (0..1) synced to the playhead, and Length, the recorded loop in seconds (0 when there is no loop). Length is what was actually recorded, not the Length setting, which is only the ceiling the buffer was sized for.


Beat Repeat

A slice repeater (stutter effect) that grabs short pieces of the incoming sound in time with the beat and repeats them. It records the input continuously; at every Interval it rolls the dice (Chance), and when the roll passes it captures a Grid-sized slice and plays it back several times in a row, with optional pitch drops, fades, reversals and accelerating rolls. The body shows a step timeline of the interval, the captured slice and each repetition as it fires.

Beat Repeat

Timing follows a Transport Source: Internal runs the node's own clock from the BPM control, Transport (DAW) follows your project's tempo and position, and the two External modes lock to a ramp signal patched into Position or Phase, so several nodes can share one timeline. Two controls do the rhythmic work and are easy to mix up: Interval is how often a stutter can start, Grid is how long each repeated slice lasts.

ParameterRangeDefaultDescription
Transport SourceInternal / Transport (DAW) / External Position / External PhaseTransport (DAW)Which clock drives the timing. Internal uses the BPM control; the External modes follow a ramp on the Position or Phase input
BPM20 - 300120Tempo of the internal clock, used when Transport Source is Internal
IntervalChoice1 BarHow often a repeat can start, as a musical note value. Each boundary rolls the Chance dice
Offset0.0 - 0.990.0Where inside the interval the capture starts. 0 is right on the boundary, 0.5 is halfway through
GridChoice1/16Length of one captured slice, as a musical note value. Smaller means shorter, faster stutters
Variation0 - 100 %0Randomises the slice length a little on every repeat, for unpredictable, glitchy rolls
Chance0 - 100 %100Probability that an interval actually starts repeating. 100 is every interval, 50 is about half
Gate1 - 648How many times the captured slice plays per burst
Ratchet0.25 - 1.01.0Multiplies the slice length on every repeat. Below 1 the stutter speeds up as it goes; 1.0 is off
Pitch-48 - +48 st0Transposes the repeats, tape-style. Positive is up, negative is down
Pitch Decay0 - 12 st0Each repeat slides further down in pitch than the one before, for falling rolls
Vol Decay0 - 100 %0Each repeat gets quieter than the last, so the burst fades away
Reverse0 - 100 %0Chance that a repeat plays backwards
Fade0.5 - 50 ms5Short fade at the slice edges to avoid clicks
ModeMix / Insert / GateMixMix adds the repeats on top of the dry sound, Insert replaces it while repeating, Gate outputs only the repeats
Dry/Wet0 - 100 %100Overall blend between the dry input and the effect
FilterOff / OnOffBandpass filter applied to the repeats only, for the classic radio-style colour
Filter Freq50 - 18000 Hz1000Centre frequency of the repeat filter
Filter Width0.5 - 9 oct4Width of the repeat filter, in octaves
EnableOff / OnOnMaster on/off. Off lets the dry signal pass straight through
HoldOff / OnOffFreezes the current repetition and loops it until released
RepeatOff / OnOffLatch: every interval repeats, ignoring Chance

Two buttons round it off: Trigger fires a repeat burst right now, ignoring Interval and Chance, and Reset restarts the pattern and re-aligns the clock. Both also work from their pins, so any signal or event can fire them.

Inputs: In, the Trigger and Reset pins, Phase and Position ramp inputs for the External modes, an Appearance pin, plus a pin for every parameter above (all accept CV). Outputs: Out, plus Active (a gate held high while repeating), Step (a pulse at the start of every repetition) and Phase Out (a 0..1 ramp for syncing other nodes).

Beat Repeat Stereo

The same slice repeater for a stereo pair: In L and In R come out as Out L and Out R, with slices captured and repeated on both channels together. All the controls, the timeline display and the Active / Step / Phase outputs work exactly as above.

Beat Repeat Stereo


Unison

Adds slightly detuned, spread-out copies of any sound for instant thickness and width. It turns a thin mono synth or sample into a big, wide stereo sound, like several players performing the same part just slightly out of tune with each other.

Unison

ParameterRangeDefaultDescription
Detune0 - 80 cents18How much the stacked voices are detuned from each other
Spread0.0 - 1.00.65How the voices are distributed around the centre
Stereo Width0.0 - 1.00.8Stereo opening of the voice fan
Motion0.0 - 1.00.35How much the unison moves and drifts over time
Voices1 - 95Number of stacked voices. More voices is thicker but heavier on CPU
Mix0.0 - 1.01.0Balance between the dry signal and the unison output

Inputs: In L, In R (if In R is omitted, In L feeds both), plus Detune, Spread, Stereo Width, Motion, Voices and Mix (all accept CV). Outputs: Out L, Out R.


Pitch Shift

Shifts the pitch of incoming sound up or down on the fly, without any gaps in the audio. Use Semitones for big jumps and Fine for tiny tuning tweaks.

Pitch Shift

ParameterRangeDefaultDescription
Semitones-48 - +48 st0Coarse transposition. 12 is one octave up, -12 one octave down
Fine-100 - +100 cents0Fine tune in cents (1/100 of a semitone) for sub-semitone precision and detuning

Inputs: In, plus Semitones and Fine (both accept CV). Outputs: Out.

Pitch Shift Stereo

The same shifter for a stereo pair: In L and In R come out as Out L and Out R with identical Semitones and Fine controls. It adds a Grain control (with an Auto option) that sets the size of the little pieces used for shifting, so you can tune the character for drums, voices or pads.

Pitch Shift Stereo


Freq Shifter

Shifts every frequency in the sound up or down by a fixed number of Hz. That is not the same as a pitch shift: because every part of the sound moves by the same amount, the natural spacing between harmonics is broken and the tone turns metallic and bell-like. Small shifts of a few Hz give phaser-like movement and slow detune, and with some Feedback the shift is applied over and over for endlessly rising or falling barberpole effects; larger shifts give robotic, inharmonic tones.

Freq Shifter

ParameterRangeDefaultDescription
Shift-5000 - +5000 Hz100How far the whole spectrum moves. Positive shifts up, negative shifts down
Feedback0.0 - 0.950.0Sends the shifted sound back through the shifter for spiralling, barberpole textures
Mix0.0 - 1.01.0Balance between the dry input and the shifted output

Inputs: In, plus Shift, Feedback and Mix (all accept CV). Outputs: Out.

Freq Shifter Stereo

The same shifter for a stereo pair (In L/R to Out L/R), with both channels kept perfectly in step so the stereo image is preserved. It adds a Spread control (0 - 2000 Hz) that shifts the left and right channels in opposite directions for a wide, slowly rotating image; at 0 the channels stay locked.

Freq Shifter Stereo


Reverb

A stereo reverb that adds a sense of depth and space, like playing the sound in a room. It is fast to set up, easy on your computer, and a reliable first choice for vocals, drums and overall mixes.

Reverb

ParameterRangeDefaultDescription
Room0.0 - 1.00.5Virtual room size. Larger values create longer tails
Damp0.0 - 1.00.5High-frequency damping. Higher makes the tail darker
Width0.0 - 1.01.0Stereo width of the reverb
FreezeOn/OffOffHolds the current reverb tail indefinitely
Mix0.0 - 1.00.33Balance between the dry and wet signal

Inputs: In L, In R, plus Room, Damp, Width, Freeze and Mix (all accept CV). Outputs: Out L, Out R.


Reverb II

A second stereo reverb, based on well-known classic reverb designs. Its tail is denser and grainier than the first Reverb, and it adds a pre-delay control (a short gap before the reverb starts).

Reverb II

ParameterRangeDefaultDescription
Size0.0 - 1.00.65Virtual enclosure size. Larger is bigger and more diffuse
Decay0.0 - 1.00.60Length of the reverb tail
Damp0.0 - 1.00.25How quickly high frequencies fade inside the reverb
Width0.0 - 1.00.85Stereo width of the wet signal. 0 is mono, 1 is full stereo
PreDelay0 - 250 ms18Delay between the dry sound and the start of the reverb tail
Mix0.0 - 1.00.35Balance between the dry input and the wet reverb

Inputs: In L, In R, plus Size, Decay, Damp, Width, PreDelay and Mix (all accept CV). Outputs: Out L, Out R.

TIP

Try both Reverb and Reverb II on the same source. They have different characters and one may suit your sound better than the other.


Convolver

Places your sound inside a recorded space or speaker. Load an impulse response (a short audio file that captures how a room, hall, plate or guitar cabinet responds) by dropping the file onto the node or using the file picker, and the Convolver plays your sound through it: real reverbs, cab and amp tones, or creative colours from any audio file. The body shows the loaded impulse waveform and can sit on the front panel.

Convolver

ParameterRangeDefaultDescription
IR FileFile(empty)The impulse response to load (WAV, AIFF or FLAC, up to 60 seconds)
Mix0.0 - 1.01.0Balance between dry and processed. Starts fully wet, ready for cab and amp impulses
Output Gain-24 - +24 dB0Output level trim
Normalize IROn/OffOnKeeps loaded impulses at a consistent loudness. Turn off to keep a file's own level
CPU ModeZero Latency / Low CPUZero LatencyZero Latency is best for cabs and short impulses; Low CPU is much lighter for long reverb impulses and reports its small latency to the host
Reverse IROn/OffOffPlays the impulse backwards for reversed-reverb swells
IR Size50% / 75% / 100% / 150% / 200%100%Stretches or shrinks the impulse in time, making the space smaller or bigger
Predelay0 - 250 ms0Short gap before the processed sound starts
Tone-100 - +1000Tilts the processed sound darker (negative) or brighter (positive)

Inputs: In L, In R, IR File (a file path), plus Mix, Output Gain, Predelay and Tone (all accept CV), Normalize, Reverse and IR Size (values), and an Appearance pin. Outputs: Out L, Out R.


Delay Mono

A mono echo. You can set the time freely or lock it to your song's tempo, shape the repeats with a filter, and choose how the sound behaves when you change the time (a smooth blend, or a tape-style pitch slide). Great for echoes, slapback and rhythmic repeats.

Delay Mono

ParameterRangeDefaultDescription
ModeFree / SyncFreeFree uses the Time in ms; Sync derives the time from BPM and a subdivision
Time0.1 - 5000 ms500Delay time in milliseconds, used in Free mode
SubdivChoice1/4Musical subdivision used in Sync mode (1/64 up to longer, with triplet and dotted variants)
BPM1 - 999120Tempo used by Sync mode. Set manually or follow a Transport node
Feedback0.0 - 1.00.3How much of the delayed signal feeds back. Soft-clipped to stay safe
InterpCrossfade / RepitchRepitchHow time changes are handled. Crossfade keeps pitch steady; Repitch allows tape-style slides
FilterOff / LP / HP / BPOffFilter inserted in the feedback path
Filter Freq20 - 20000 Hz8000Cutoff or centre frequency of the feedback filter
Mix0.0 - 1.00.5Balance between the dry input and the delayed output
Clearbutton-Empties the delay line. Everything still going round in the feedback stops, without waiting for it to die away and without touching your settings. A short fade comes first, so it does not click

Inputs: In, plus Time, Feedback, Mix, BPM, Filter Freq, Mode, Subdiv, Interp and Filter Type (all accept CV), and Clear, which accepts both: any message empties it, so an event or a Once at load works, and a CV stream empties it on every rising edge, so a gate or a trigger works too. Outputs: Out.


Delay Stereo

A stereo echo with separate times for the left and right sides, so each side can have its own rhythm. It also offers ping-pong and cross-feedback routing (echoes that bounce between the two sides), tempo sync, a filter on the repeats, and a choice between a smooth blend or a tape-style pitch slide when the time changes. Great for wide, spacious echoes.

Delay Stereo

ParameterRangeDefaultDescription
ModeFree / SyncFreeFree uses Time L and Time R in ms; Sync derives the times from BPM and per-channel subdivisions
Time L0.1 - 5000 ms500Delay time of the left channel, used in Free mode
Time R0.1 - 5000 ms500Delay time of the right channel, used in Free mode
Subdiv LChoice1/4Left-channel subdivision used in Sync mode
Subdiv RChoice1/4Right-channel subdivision used in Sync mode
BPM1 - 999120Tempo used by Sync mode
Feedback0.0 - 1.00.3How much of the delayed signal feeds back. Soft-clipped to stay safe
InterpCrossfade / RepitchRepitchHow time changes are handled. Crossfade keeps pitch steady; Repitch allows tape-style slides
FilterOff / LP / HP / BPOffFilter inserted in the feedback path
Filter Freq20 - 20000 Hz8000Cutoff or centre frequency of the feedback filter
Mix0.0 - 1.00.5Balance between the dry input and the delayed output
Clearbutton-Empties both delay lines. Everything still going round in the feedback stops, without waiting for it to die away and without touching your settings. A short fade comes first, so it does not click

Inputs: In L, In R, plus Time L, Time R, Feedback, Mix, BPM, Filter Freq, Mode, Subdiv L, Subdiv R, Interp and Filter Type (all accept CV), and Clear, which accepts both: any message empties it, so an event or a Once at load works, and a CV stream empties it on every rising edge, so a gate or a trigger works too. Outputs: Out L, Out R.


Vocoder

The classic "talking synth" effect. It listens to one sound (the modulator, usually a voice), splits it into up to 16 frequency bands, tracks how loud each band is, and then shapes a second sound (the carrier) to match. Plug a synth into Carrier In for the classic robot-voice sound, or leave it empty to use the built-in tone.

Vocoder

ParameterRangeDefaultDescription
Bands4 - 168Number of analysis and synthesis filter bands
Low Freq40 - 4000 Hz120Frequency of the lowest band
High Freq300 - 16000 Hz7200Frequency of the highest band
Resonance0.3 - 18.06.5Filter resonance. Higher is sharper and more robotic
Attack0 - 200 ms7Envelope follower attack speed
Release2 - 1000 ms90Envelope follower release speed
Unvoiced0.0 - 1.00.18Amount of noise mixed in for consonant detail
Carrier Freq40 - 2000 Hz110Internal carrier oscillator frequency, used when no external carrier is patched
Wet0.0 - 1.01.0Balance between the dry carrier and the vocoded output
Mod Depth0.0 - 2.01.0Spectral contrast: how strongly the voice shapes the carrier. 1 behaves as before, above 1 exaggerates the differences between bands for a more pronounced, talky character, below 1 flattens them, and 0 lets the carrier through almost unshaped

Inputs: Mod In, optional Carrier In, plus Bands, Low Freq, High Freq, Resonance, Attack, Release, Unvoiced, Carrier Freq, Wet and Mod Depth (all accept CV). Outputs: Out.

Vocoder Stereo

A true-stereo vocoder with separate Mod L/R and Carrier L/R inputs and an independent set of filter bands for each channel, so wide sources stay wide. It goes up to 100 bands and adds a Gate control that silences the quietest bands for a cleaner, more articulate result.

Vocoder Stereo


Spectral Resonator

Makes the incoming sound ring through a tuned harmonic series, worked out in the spectrum rather than with filters: the signal is analysed into over a thousand narrow bands, and only the bands sitting near the harmonics of the target note resonate, with tails up to twenty seconds, while everything between the harmonics passes through dry. Feed it percussion and it turns hits into pitched shimmer; feed it a pad and it pulls the pad towards a chord's root; feed it noise and it plays the noise like a string.

Spectral Resonator

Needs: screenshot of the Spectral Resonator node on the graph.

ParameterRangeDefaultDescription
Freq20 - 2000 Hz110Fundamental of the harmonic series. A note on the MIDI pin overrides it until you move the control again.
Decay0.05 - 20 s4Ring time: how long a harmonic takes to fall 60 dB.
Partials1 - 6416How far up the harmonic series the resonance reaches.
Brightness0 - 10.5Tilt of the upper harmonics: low keeps only the body, high lets the top of the series ring too.
Stretch-1 - 10Bends the series sharp (positive, piano-like) or flat (negative).
Mix0 - 10.35Dry/wet blend.

Inputs: In L, In R (audio), MIDI (the last note played becomes the fundamental, with a short glide), Freq, Decay, Partials, Brightness, Stretch, Mix (each takes a value or a CV stream), and Appearance (JSON to restyle the body). Outputs: Out L, Out R.

The body draws one bar per harmonic. Drag across the bars to set each harmonic's level by hand, the way you draw partials on the Additive, and they multiply with Brightness, so you can carve odd-only combs, vowel-ish formant clumps or a single lonely 7th harmonic. While the resonator rings, a glow rises inside each bar showing how loudly that harmonic is sounding right now. The body drops onto the front panel like any widget, and its colours are yours through Appearance.

Play notes into the MIDI pin and the resonator retunes to what you play, which is the fastest way to use it musically: route your keyboard both into a synth and into the resonator sitting after a drum loop, and the loop starts following your chords. The analysis adds a fixed latency of about 32 ms at 48 kHz, which the graph's delay compensation reports to your DAW.


Spectral Morph

Two sources in, one hybrid out, and that is not the same thing as a crossfade. A crossfade plays both and you hear both; halfway through it is simply two sounds at once. This takes each source apart into the two things a spectrum is made of and blends them separately, so halfway is a sound that is neither.

Spectral Morph

Needs: screenshot of the Spectral Morph node on the graph, with the pad off the diagonal.

ParameterRangeDefaultDescription
Shape0.0 - 1.00.5The spectral envelope, from A at 0 to B at 1: the broad curve of where the energy sits, the resonances, the formants.
Detail0.0 - 1.00.5The fine structure inside that envelope, from A at 0 to B at 1: the harmonics, the noise between them, the grain.
Amount0.0 - 1.01.0How far into the morph. At 0 this is an ordinary equal-power crossfade driven by Shape.
Bands8 - 12832How finely the envelope is measured, in log-spaced bands.
PhaseStrongest, From A, From B, BlendStrongestWhere the output's phase comes from.
Transients0.0 - 1.00.5How much of an attack passes without being morphed.
Output-24 to 24 dB0 dBLevel after the whole thing.

In the Appearance you can turn off either half of the display, the pad's guides, or its labels, and set the colour of everything: a node on a front panel is often there for one job, and the half that does the other one is then just in the way.

Shape is what makes a vowel a vowel. It is the broad curve of the spectrum: the resonances, the formants, the shape of the box the sound came out of. Detail is what lives inside that curve: the harmonic comb, the noise between the harmonics, the grain that makes a bowed note a bowed note rather than a blown one.

The corners are the point. Set Shape and Detail to the same value and you walk the diagonal of the pad, which is the ordinary spectral interpolation everybody knows. Pull them apart and you get A's formants carrying B's harmonics, or the other way round: a sound neither source contains and no fader can reach. That is why the body has a pad with two axes instead of one slider, and why dragging it is the way to use this node. Double-click the pad to put it back in the middle.

Bands decides how hard the two axes pull apart. Few bands means broad, vowel-like formants and a strong split between shape and detail. Many bands means the envelope hugs the spectrum so closely that there is almost nothing left over to be detail, and the two axes start doing the same job.

Phase is a choice because phase cannot be interpolated. It wraps, and halfway between two unrelated angles is not halfway between two sounds. Strongest gives each partial to whichever source owns it, which keeps the result solid and is right nearly always. Partial and not band: the analysis window spreads one partial over three or four bands, and handing those to different sources cuts it in half between two unrelated phases, which is the underwater sound spectral processing is famous for. From A and From B nail the phase to one source, which is the classic cross-synthesis sound. Blend really does interpolate the angle, and smears.

Transients is the one thing a morph cannot do well. An attack is spread over the analysis window and rebuilt from a magnitude averaged across it, so a hit arrives soft. Where a frame is much louder than the ones before it, the morph steps aside for a moment and the plain crossfade passes instead. The body of the sound is still morphed; only the edge is let through. Turn it down for the smeared, washed sound; turn it up to keep drums hitting.

Everything is done in the log domain, because level is logarithmic to the ear: a halfway morph sits halfway in dB rather than being dragged around by whichever source is louder. It also means a band that is silent in one source pulls the result quiet there, and that intersection is a large part of what makes a morph sound like a morph rather than a mix. The output is then scaled back to the loudness the two inputs suggest, so sweeping the pad is not a volume ride.

With only one source connected it passes that source through: silence on one side is not the same as nothing being plugged in.

The display draws all three spectra: A and B thin behind, the result filled in front. It is the fastest way to see why a setting sounds the way it does.

The envelope is measured as the RMS inside each band, which follows the peaks of a spectrum rather than the valleys between its harmonics. That matters: an envelope pulled down into the valleys leaves half the harmonic structure sitting inside it, where Shape moves it, instead of in the fine structure, where Detail does, and the two axes stop meaning what they say.

Inputs: A L, A R, B L, B R (audio), Shape, Detail, Amount (each takes a value or a CV stream), Bands, Phase, Transients, Output, Appearance. Outputs: Out L, Out R.

It costs 2048 samples of latency, reported to your DAW through the graph's delay compensation: the analysis window, plus one hop that source A is held back by so its frame and B's cover the same instant.


Spectral Scale

Snaps audio to a scale: every band of the spectrum is weighted by how close its pitch sits to the nearest allowed note, in any octave, and everything out of key is filtered away. Whatever you feed it comes out harmonic with the key: a noisy texture turns into a chord bed, a detuned loop locks to the song, a synth line gets its passing dissonances shaved off.

Spectral Scale

Needs: screenshot of the Spectral Scale node on the graph.

ParameterRangeDefaultDescription
RootC - BCKey root.
Scalescale listMajorThe allowed notes; the same scale list the MIDI nodes use.
Amount0 - 11How strongly out-of-key energy is removed.
Width5 - 100 cents35Slack around each allowed note before a band counts as out of key: tight is surgical, wide is gentle.
Color0 - 10 s0Ring time of the in-key notes; 0 is a pure filter, above it the key starts to sustain and bloom.
Transients0 - 10.5How much of each attack passes unprocessed, so drums keep their hit.
Mix0 - 11Dry/wet blend.

Inputs: In L, In R (audio), MIDI (hold a chord and the chord replaces the scale for as long as you hold it), and Root, Scale, Amount, Width, Color, Transients, Mix (each takes a value or a CV stream). Outputs: Out L, Out R.

Holding notes on the MIDI pin turns it into a playable harmonic filter: feed it a pad or a texture and play chords into the pin, and the audio follows your hands. Below about 30 Hz bands pass untouched, since pitch stops meaning anything down there. The analysis adds a fixed latency of about 32 ms at 48 kHz, reported to your DAW through the graph's delay compensation.


Stretch

Stretches sound out in time without moving its pitch, which is how you turn a short sample into a long pad or a drum loop into a wash of texture. At a Stretch of 1 the sound passes at its normal speed; push it up and the material is spread over a longer and longer time, until at extreme settings it stops sounding like the original and becomes an evolving surface.

Freeze holds the playhead where it is and keeps sounding it, so any moment of the input can be frozen into a sustained tone. Jitter randomises the grain positions a little, which trades a metallic, repeating quality for a softer, blurrier one, and is usually what you want on anything held for a long time.

Stretch

ParameterRangeDefaultDescription
Stretch1 - 100 x1How far the sound is spread out in time. 1 is normal speed
Grain10 - 500 ms120 msSize of the pieces used to rebuild the sound. Short is tighter, long is smoother
Jitter0 - 100 %0Randomises grain positions, trading a metallic repeat for a blurrier texture
Pitch-24 - +24 semitones0Shifts pitch on top of the stretch
FreezeOn / OffOffHolds the playhead in place and sustains that moment
Mix0 - 100 %100 %Balance between the dry input and the stretched signal

Inputs: In L, In R (audio), plus the controls above accept CV Outputs: Out L, Out R (audio)

MNodes Documentation