Core engine
Filter and movement systems.
Start here for the main sound-design engine: filter states, movement sources, matrix routing, macros, and scenes.
Filter / Morph
10 families
Build evolving movement with 93 selectable voicings across low-pass, high-pass, band-pass, notch, peak, hybrid, comb, phaser, formant, and custom families.
- 2, 4, or 8 active-state layouts with Morph X, Y, and Z travel.
- Legacy, constrained Z-Plane, and Retro workflows depending on the patch.
- Custom filter-shape editing and analyzer feedback while designing.
Modulators
3 LFOs + 3 ENVs
Add rhythmic pulse, contour, delay, rate, depth, and reactive animation before deeper routing.
- 28 LFO shapes including Custom, plus key-tracked sync options.
- SPECIAL sync opens a programmable movement sequencer for evolving rhythmic timelines.
- Envelope motion, follower/trigger behavior, and MIDI modulation sources.
- Ready to feed matrix routes, buses, processors, and macro controls.
Matrix
24 routes
Scale one musical idea into richer behavior with destination routing and performance control.
- Route modulators, macros, movement sources, buses, and processors.
- Shape response with depth, direction, curve, slew, min/max clamp, and route-order behavior.
- Meta-modulate route amounts and keep complex modulation readable with the built-in route inspector.
Performance
Macros + Scenes
Bring deeper patches to the surface for automation, performance, builds, transitions, and stored scene travel.
- 4 macros with multiple targets, ranges, and MIDI learn.
- Scene morphing across A/B/C states with smoothing, curve, and per-parameter locks.
- Keep signature patches playable instead of buried.