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Filters

Filter nodes shape the tone of your sound by turning certain frequencies up or down: sweeping a cutoff, ringing out resonant peaks, splitting a signal into separate frequency bands, shifting phase, or giving a source a vocal-like colour. Most of their controls accept both a simple value and a live, audio-rate signal (CV), so a knob can be moved automatically by another node while the sound plays. Several of these nodes also have an interactive display you can add to the front panel as a control.

Filter

A stereo filter with several modes: the classic shapes plus warmer, resonant ladder types, with an interactive response curve and a live analyser sitting behind it. Drag the curve to set the cutoff and resonance, or drive the controls from an envelope or LFO.

Filter

ParameterRangeDefaultDescription
ModeChoiceLPFilter shape. One of LP, BP, HP, Peak, Notch, Low Shelf, Hi Shelf, or the ladder variants below.
Freq20 to 20,000 Hz1,000 HzCutoff or centre frequency. Sweeps where the filter acts on the spectrum.
Res/Q0.10 to 20.00.707Resonance for ladder modes, Q for biquad modes. Higher values emphasise the cutoff, building self-oscillating peaks.
Gain-24 to +24 dB0 dBBoost or cut around Freq. Only affects Peak, Low Shelf, and Hi Shelf modes.
Drive1.0 to 20.01.0Saturation pushed into the filter. Only used by the ladder modes, for analog-style warmth.

Modes: LP, BP, HP, Peak, Notch, Low Shelf, Hi Shelf, Ladder LP12, Ladder LP24, Ladder BP12, Ladder BP24, Ladder HP12, Ladder HP24.

Inputs: In L, In R (audio); Mode (Data value only, no audio-rate CV); Freq, Res/Q, Gain, Drive (each a Data/CV pin); Appearance (Data, a JSON object that restyles the body).

Outputs: Out L, Out R (audio); Freq Out, Res/Q Out, Gain Out (Data, echoing the current values for chaining).


Parametric EQ

A six-band stereo EQ for detailed tone shaping, with an interactive response curve and a live analyser behind it. Drag a band's handle right on the display to set its frequency and gain, or dial everything in from the sliders. Each band can be a Bell, a shelf, a cut filter or a Notch, and the six bands start out flat, ready to grab.

Parametric EQ

Every band has the same five controls. By default the bands sit at 80, 200, 600, 1,500, 4,000 and 10,000 Hz: a Low Shelf at the bottom, four Bells in the middle and a High Shelf at the top, all at 0 dB.

ParameterRangeDefaultDescription
On (per band)Off / OnOnSwitches the band in or out.
Type (per band)Bell, Low Shelf, High Shelf, High Pass, Low Pass, NotchShelves at the ends, Bells in the middleThe band's shape.
Freq (per band)20 to 20,000 Hz80 to 10,000 Hz across the bandsCentre or corner frequency of the band.
Gain (per band)-24 to +24 dB0 dBBoost or cut. Used by the Bell and shelf types.
Q (per band)0.10 to 20.00.707Width of the band. Higher values are narrower and sharper.

Each band carries a colour of its own in the inspector, and the display is drawn in those colours: Fill By Band tints the area under the curve with them, blending from one band to the next across the frequency axis, Line By Band does the same to the curve itself, and Number By Band draws each band's number in its own colour. All three start on, and each can be turned off on its own. A band left without a colour follows Handle Colour.

Inputs: In L, In R (audio); for every band: On and Type (Data values), plus Freq, Gain and Q (each a Data/CV pin, so any band can be swept live at full speed); Appearance (Data, a JSON object that restyles the body).

Outputs: Out L, Out R (audio); every band also echoes its On, Type, Freq, Gain and Q as data outputs for chaining.


Resonator

A stereo set of four tuned resonators. Each one rings at its own pitch, and a shared Attack and Decay control how the sound enters and how long the ringing lasts. Use it for metallic tones, pitched ambient textures, or to add body and resonance to drums and other percussive sounds.

Resonator

ParameterRangeDefaultDescription
Attack0 to 500 ms10 msHow quickly the input excites the resonators.
Decay10 to 5,000 ms850 msHow long each band rings out.
Mix0.0 to 1.01.0Blend between the dry input and the resonated signal.
Freq 120 to 18,000 Hz180 HzTuning of band 1.
Freq 220 to 18,000 Hz420 HzTuning of band 2.
Freq 320 to 18,000 Hz1,100 HzTuning of band 3.
Freq 420 to 18,000 Hz2,800 HzTuning of band 4.
Gain 1-40.0 to 2.01.0Level of each band in the mix.

Inputs: In L, In R (audio); a Data/CV input pin for every parameter above (Attack, Decay, Mix, Freq 1-4, Gain 1-4); Appearance (Data, a JSON object that restyles the body).

Outputs: Out L, Out R (audio).


Crossover

Splits one mono input into three frequency bands: Low, Mid and High. The node draws the three bands on a frequency graph, and you set the two split points by dragging them right on it. A Slope control sets how steep the split is. Each band is kept cleanly separated (the High band rejects the lows instead of leaking them through), and the three add back together into the full signal, so you can treat each band on its own and then recombine them. The node is resizable and can sit on the front panel, with its own appearance settings.

Crossover

ParameterRangeDefaultDescription
Low X (Hz)20 to 20,000 Hz200 HzFrequency where the Low and Mid bands split. Drag the left point on the graph or set it here.
High X (Hz)20 to 20,000 Hz4,000 HzFrequency where the Mid and High bands split. Drag the right point on the graph or set it here.
Slope12 / 24 / 36 / 48 dB per octave24 dB per octaveHow steep the split between bands is.

Inputs: In (mono audio); Low X, High X, Slope (each a Data/CV pin), plus an Appearance pin.

Outputs: Low (everything below Low X), Mid (between Low X and High X), High (everything above High X), all audio; plus Low X and High X, which emit the current split frequencies as you drag them.

Crossover Stereo

The same three-band splitter for a stereo pair: In L and In R are split into Low, Mid and High left/right pairs (six audio outputs), with the same Low X, High X and Slope controls and the same drag-to-set graph.

Crossover Stereo


AllPass Filter

A mono all-pass filter. It shifts the phase (timing) of the signal without making it louder or quieter overall. Use it to build phasers, comb-filtered reverbs, or to gently smear the attack of a sound. Delay sets where the phase shift is strongest, and Gain controls how strong that shift is.

AllPass Filter

ParameterRangeDefaultDescription
Delay0.01 to 200 ms20 msLength of the internal delay line. Sets the frequency where the phase shifts most. Modulate it with an LFO to build phasers.
Gain-0.999 to 0.9990.5All-pass coefficient. Larger absolute values give a more pronounced phase shift; the sign inverts the polarity.
Mix0.0 to 1.01.0Blend between the dry input and the all-pass output, from subtle phase rotation up to comb-like colouration.

Inputs: In (mono audio); Delay, Gain, Mix (each a Data/CV pin).

Outputs: Out (mono audio).


Formant Filter

Passes your audio through moving vocal shapes (formants), giving any source a synthetic, talking-like quality. Vowel sweeps between different vowel sounds, while Tone, Breath, and Resonance shape the character of the voice.

Formant Filter

ParameterRangeDefaultDescription
Vowel0.0 to 1.00.1Sweeps between vowel shapes, moving the formant frequencies.
Tone0.0 to 1.00.55Brightens the voice and emphasises the upper formants.
Breath0.0 to 1.00.15Adds airy, breathy noise to the formant.
Resonance0.0 to 1.00.7Sharpness of the formant peaks. Higher values give a more vocal, pronounced character.
Mix0.0 to 1.01.0Blend between the dry input and the formant-filtered signal.

Inputs: Audio In (audio); Vowel, Tone, Breath, Resonance, Mix (each a Data/CV pin); Appearance (Data, a JSON object that restyles the body).

Outputs: Out (audio).


Wavetable Filter

A filter whose curve is a wavetable frame. Each frame of the table is a shape drawn from -1 to +1, and that shape is laid across the band you choose and read as gain: a peak is a boost, a trough is a cut. A playhead walks the table while the sound plays, the curve morphs between frames as it travels, and the filter is never still. Point it at a pad and it breathes; point it at a drum loop with a hard table and it mangles.

Wavetable Filter

Needs: screenshot of the Wavetable Filter node on the graph.

ParameterRangeDefaultDescription
TableRipple, Comb, Formants, Sweep, Notches, Overtones, Ridges, Steps, CustomRippleLoads one of the eight built-in fields, or Custom for an imported wavetable.
Wavetable FilefilenoneA .wav wavetable to import. Only used by the Custom table, and greyed out the rest of the time. Serum / Vital style frames read frame-exact; anything else is cut into 128 slices.
ModeShape, HarmonicsShapeWhat a frame means. Shape reads the drawn line as the curve, clean and EQ-like. Harmonics reads the harmonic content of that same line instead: a smooth frame gives a couple of wide peaks, a jagged one gives a dense resonant comb.
Depth0 to 10.6How strongly the curve is applied.
Floor-90 to -1 dB-24 dBHow deep a full cut goes. Shallow settings breathe, deep ones gate a band out completely.
Skew-1 to +10Slides the shaping towards the top of the band (positive) or the bottom (negative).
From20 to 2,000 Hz60 HzBottom of the band the table is stretched across. Below it nothing is touched, and the shaping fades in over the octave above.
To200 to 22,000 Hz18,000 HzTop of the band. Above it nothing is touched, and the shaping fades out over the octave below.
MotionManual, Free (Hz), SyncFreeWhat drives the playhead. Manual leaves it wherever Position points, Free runs it in Hz, Sync locks it to a Cycle length.
Transport SourceInternal, Transport (DAW)DAW (Internal in standalone)What clocks the Sync motion: the node's own BPM, or the DAW transport.
BPM20 to 300120Tempo used by the Internal transport.
Cyclebeat divisions1 BarHow long one pass over the table takes when Motion is Sync.
Rate0.01 to 20 Hz0.5 HzPlayhead speed when Motion is Free.
Offset-500 to +500 ms0 msSlides the synced playhead in time, for lining it up against a latency-compensated chain.
Play ModeForward, Reverse, Ping-Pong, RandomForwardHow the playhead travels. Random holds one frame per cycle.
Position0 to 10Where the playhead sits. Absolute when Motion is Manual, an offset on top of the running playhead otherwise, so a slider, an envelope or a sequencer can always push the filter by hand.
Trim Start0 to 10First frame the playhead visits.
Trim End0 to 11Last frame the playhead visits.
X-Fade0 to 10.15Blends the tail of the table back into its head, so the wraparound stops clicking.
Stereo0 to 10Offsets the right channel playhead, so the two sides shape differently and the sound widens.
Mix0 to 11Dry / shaped blend.

Inputs: In L, In R (audio); Position, Depth, Floor, Skew, From, To, Stereo, Trim Start, Trim End, X-Fade, Rate, Cycle, Offset, Mix, Mode, Motion, Play Mode, Transport Source, BPM (each takes a value or a CV stream); Table and Wavetable File (Data); Appearance (Data, a JSON object that restyles the body).

Outputs: Out L, Out R (audio); Position Out (the live playhead, 0 to 1, as CV).

The body draws the live filter curve over a map of the whole table, with the playhead travelling across it. Drag on the curve to redraw the frame the playhead is standing on, and double-click to flatten it; set Motion to Manual first if you want to stay on one frame while you draw. The body drops onto the front panel like any widget, and every piece of it is an Appearance property. Show picks whether the body carries both halves, the curve alone or the table alone. Background and Curve Fill Type are each Solid, Linear or Radial, with their own two colours, angle, start, end, centre and radius, the same paint controls the widgets carry. On top of that: Table Height (the share of the body the map takes when both are shown), Curve Height, Curve Thickness, Curve Fill opacity, Padding X and Y, Gap, Show Centre Line, Show Playhead, Show Frame, the Curve, Table, Playhead and Frame colours, and the corner radius.

The analysis adds a fixed latency of about 32 ms at 48 kHz, reported to your DAW through the graph's delay compensation.

Wavetable Filter Mono

The same filter on a single channel, with In and Out and identical controls, minus Stereo: there is no second side to offset. Half the analysis, so half the CPU, for anything that was mono to begin with.



Spectral Paint

A filter you draw on the sound. The body is a live spectrogram of what is going through it, and what you paint on it is taken out. It is the most direct filter here: no cutoff, no Q, just the shape you want gone.

Spectral Paint

With Columns at 1 there is no time axis. The mask is frequency alone and it applies always, which is a filter you draw. Turn Columns up and the mask is swept over the Cycle instead, so what you painted becomes a rhythmic spectral gate that repeats in time with the music.

Depth is not a switch. A spectral gate that only does silence is a special effect, while one that can take six dB out is a tool, so Depth goes from a gentle dip all the way down to -96 dB. Smoothing spreads each band's gain over a slice of an octave, turning the edges of what you painted into slopes instead of steps: that is the control to reach for if this ever sounds metallic.

ParameterRangeDefaultDescription
Depth-96 to 0 dB-48 dBHow far a painted band is pushed down.
Smoothing0 to 2 oct0.15 octSpreads the gain over this much of an octave, softening the edges of the mask.
Columns1 to 321How many slices the mask is swept over. 1 means no time axis at all.
CycleMusical divisions1/16How long one sweep of the columns takes. Only used when Columns is above 1.
TempoInternal BPM, HostHostWhether the sweep follows the host's position or runs on the internal clock. Following the host is what keeps a painted pattern where you put it.
Brush1 to 123How many bands one stroke of the mouse covers.
InvertOff / OnOffKeeps what you painted and removes everything else.
Freeze DisplayOff / OnOffHolds the spectrogram still so you can paint on a picture that is not moving.
Mix0 to 11.00Blend between the untouched sound and the filtered one.
Output-24 to +24 dB0 dBLevel after the filter.

The Clear button empties the mask.

Background, quiet, loud and paint colours are all in the Inspector, and the display can go on the front panel like any other, so a performer can paint during a set.

Inputs: In L, In R (audio; leave R alone and it reuses the left); Depth, Smoothing, Columns, Cycle, Tempo, Brush, Invert, Freeze Display, Mix, Output (each a Data/CV pin); Clear (Data, an event empties the mask); Appearance (Data, JSON that restyles the display).

Outputs: Out L, Out R (audio).

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