// // ZPWR-SYNTH — USER GUIDE — USER GUIDE

Module Reference PDF

>_// zpwr-synth — user guide

Fully modular patch-graph synthesizer — build each voice from primitive blocks.

Overview

zpwr-synth is a fully modular patch-graph synthesizer. In a normal synth the voice is a fixed path — oscillators, then a filter, then an amplifier — and you adjust knobs along that path. Here there is no fixed path: each voice is a free patch graph you build from oscillators, filters, envelopes, modulators and shapers, exactly like wiring an effect in zpwr-fx, but the whole graph is instantiated per note across a polyphonic voice pool. On top of that you can stack up to 16 layers (each its own voice pool and patch), route any source to any parameter through the mod matrix, and run the summed output through a master + 2-aux FX-bus rack that carries the full shared audio-effects pack. It runs as VST3, AU, CLAP and Standalone on macOS, Linux and Windows.

The payoff of “modular” for a synth: a single oscillator can modulate another at audio rate (FM you wired yourself), an envelope can drive anything (not just amp and filter), feedback loops let you build Karplus strings and resonators, and you decide where the filter sits — before the VCA, after it, in parallel, or twice.

Core concepts

The voice graph. You design one patch — a graph of nodes — and the engine runs a copy of it for each held note. Each node has a type, inputs, up to eight parameters and one output. Generators read the played Note, Gate (held = 1, released = 0) and Velocity directly from the voice, so the same patch definition becomes polyphonic automatically: press a chord and the graph runs once per note, each with its own note number, gate and envelopes.

Outputs. The patch has two outputs that select the left/right sources feeding the layer. Anything in the graph can be an output — the raw oscillator (for a buzzy lead), a VCA (for a shaped voice), a filter, or a sum of several paths.

Signal vs control. As in zpwr-fx, the cables carry both audio and control with no hard wall. An envelope or LFO is just a slow signal you patch into a parameter’s mod input or a VCA; an oscillator patched into another oscillator’s mod input is audio-rate FM. The same wire, different speed.

Layers vs unison. Two different ways to thicken sound. A layer is an independent voice pool running its own copy of the patch — use it for parallel timbres, octave or detune stacks, or splits, and balance layers in the mixer feeding the FX-bus rack. Unison is per-oscillator: every oscillator has its own Voices (1–11) and Detune controls that sum detuned copies within a single voice, for supersaw width without spending extra polyphony. Reach for unison for width inside a sound, layers for stacking whole timbres.

Modulation is the patching. There is no separate “mod section”: any LFO, envelope, stepped/noise CV source or macro soft key, patched into a node input or routed to a parameter, is modulation.

Getting started

  1. Open the plugin on an instrument track and play a note (the on-screen keyboard is at the bottom, or use the QWERTY home row — click a key once to focus, then type).
  2. Toggle ⚡ EZ MODE. It lays down a complete playable voice — your generators feed a VCA opened by an amp envelope, into a filter swept by a second envelope, to the output — so any oscillator you add is summed straight into the sound. It is the fastest way to get a playable starting point; build from there.
  3. Press + ADD BLOCK to add oscillators, filters and modulators, and drag output jacks onto input jacks to wire your own voice.
  4. Double-click a block for its detail panel — parameters, unison (Voices/Detune), and modulation routing.

INIT unplugs every cable and modulation route while keeping the blocks (re-patch a fixed set a new way); 🗑 blanks the patch entirely.

Building a voice

The classic subtractive voice, wired by hand, shows the model:

  1. Add an Osc (or Supersaw / Wt / FM). It already follows the played note’s pitch.
  2. Add an Env and a VCA. Wire Osc → VCA In 1 and Env → VCA In 2, and make the VCA an output. Now the amp envelope opens and closes the level on each note — without this, a held VCA stays open and the voice never articulates.
  3. Insert a Filter between Osc and VCA. Add a second Env and route it to the Filter’s cutoff mod with a short decay for a bright attack that settles — the single most recognisable subtractive gesture.
  4. Add an LFO to pitch (vibrato) or cutoff (movement), and a Glide node for portamento between notes.

Because the oscillator is just one node, you can swap Osc → Wt → FM → Supersaw → Vector → Karplus at any time and the rest of the voice keeps working — the same envelope, filter and amp shell hosts a completely different timbre. That is the advantage of a graph over a fixed voice: the structure and the sound source are decoupled.

Node types

Node Role Key params
Osc analog oscillator (note-driven) wave, octave, fine, PW
Wt wavetable oscillator table, position, octave, fine
Supersaw 7 detuned saws (JP-8000 style) octave, detune, mix
FM 2-operator phase-modulation sine ratio, index, octave
Karplus plucked-string physical model octave, damping, feedback
Additive summed sine harmonics partials, rolloff, odd/even
Sync hard-sync sawtooth tune, sync ratio, octave
ChordOsc one note → a 3-saw chord type, octave, detune
Vector 4-source XY-morph oscillator (Prophet-VS) octave, X, Y, detune
HardKick hardstyle kick (pitch-sweep + tanh drive) tune, punch, psweep, decay, drive
Screech hardstyle screech lead (saws → drive → formant) octave, detune, drive, formant
Hoover Alpha-Juno hoover / Mentasm octave, PWM, chorus, sweep
Reese DnB / neurofunk Reese bass octave, detune, voices, tone, drive
Sub sub-oscillator below the note octave, wave, level
Noise white / pink noise source color, level
Sample / Granular sample playback / granular slot, start, size, rate
Env ADSR envelope (gate-driven) A, D, S, R
VCA in1 × in2 (audio × CV)
Filter TPT state-variable cutoff, reso, mode, mod
DiodeLadder 4-pole diode-ladder LP (303 grit) cutoff, reso, mod, drive
Folder sine wavefolder (west-coast) fold, bias, mix
Waveshaper 4-curve shaper drive, shape, mix
Crusher bit + sample-rate reduction bits, downsample, mix
Glide portamento on the note CV time
SampleHold clocked sample-and-hold CV rate, glide
StepLFO stepped LFO (stair / random S&H) rate, steps, shape, smooth
NoiseLFO coloured-noise CV + S&H rate, color, depth
Scaler scale / offset / curve a CV scale, offset, curve
Delay / LFO / RingMod / Drive / Gain / Mixer shaping + modulation per-type

Every oscillator (Osc, Wt, Supersaw, FM, Sub, Sync, Additive) carries the Voices/Detune unison pair, so any oscillator can be a single voice or a detuned stack. A first-class Trigger source — a one-sample impulse on each note-on — sits alongside Note / Gate / Velocity, for per-note events like re-sampling a SampleHold or restarting an LFO.

Synthesis methods

Because the oscillator is just a swappable node, this one synth covers every major synthesis method. Knowing what each does helps you pick the right core for a sound.

Subtractive (OscFilter). Start with a harmonically-rich wave (saw or pulse) and carve frequencies away with a filter. This is the classic analog model — warm, immediate, and the basis of most basses, leads and pads. The saw is your everything-wave; the pulse with PWM is hollow and animated.

FM / phase modulation (FM). One oscillator modulates another’s phase, generating sidebands whose spacing depends on the ratio and whose density depends on the index. Low integer ratios give harmonic, tonal results (basses, e-pianos, bells); non-integer ratios go clangorous and metallic. Route an envelope to the index and the timbre evolves over the note — the signature FM move.

Additive (Additive). Build a tone by summing sine harmonics directly, controlling the partial count and rolloff. Pure, organ-like and glassy; great for clean pads and bell tones where you want exactly the harmonics you ask for and nothing else.

Wavetable (Wt). Sweep through a sequence of single-cycle waveforms with the position control. Modulate position with an LFO or envelope and the timbre morphs continuously — the source of modern evolving pads, growls and vocal-ish leads.

Vector (Vector). Crossfade between four waveforms on an XY pad. Animate X and Y for four-corner morphing timbres in the Prophet-VS tradition.

Supersaw / unison. Supersaw stacks seven detuned saws for instant trance width; the Voices/Detune unison controls on every oscillator do the same for any core. Width comes from many slightly-out-of-tune copies beating against each other.

Physical modelling (Karplus, plus Bowed/Blown voices). Simulate a real resonator — a plucked string is a short feedback delay tuned to pitch, damped over time. Naturally dynamic and organic; play with damping and feedback for anything from a harp to a muted thud.

Sample & granular (Sample, Granular). Play back recorded audio, or chop it into overlapping grains for clouds, time-stretching and texture.

Sync (Sync). Hard-sync a slave oscillator to a master so it restarts each cycle, producing the bright, vocal, tearing sweep when you move the sync ratio — the classic aggressive lead.

Mix methods freely: layer a subtractive Osc under an FM operator, or run a Wt through the same filter and envelope as an Osc. The voice structure doesn’t care which core feeds it.

The interface

  • Patch — the node grid with drag-to-wire cables, the macro soft-key strip (+ / to change the active count; 16 by default), and the INIT, 🗑, ⚡ EZ MODE, Stereo and Stereo Lock controls. Double-click a block for its detail modal. The cable glow shows each block’s live level so you can read the voice’s gain structure.
  • Perform — a play surface with no patching, for live macro control (below).
  • Settings — master in/out and bypass, Auto Gain Stage and target, the brickwall limiter, and the rest of the audio-engine settings.

Modulation

Modulation is the patching itself. Patch any LFO or Env output, a StepLFO / NoiseLFO CV, or a macro Soft Key into a node input, or route it to a parameter as base + source × depth in that parameter’s units. Because modulators are ordinary nodes in the dependency graph, you can modulate with a processed signal — an envelope through a Scaler to reshape its curve, or one oscillator into another’s mod input for audio-rate FM. The Scaler node (scale / offset / curve) is the swiss-army knife for bending a modulation source before it reaches its destination.

The host-automatable parameters are the soft keys (an expandable pool, 16 active by default) plus master in / out / bypass; the patch itself — nodes, cables, parameters — is saved as plugin state. A soft key is both a macro you perform and a mod source you can patch anywhere, so one knob can open a filter, push a drive and widen a detune at once, and that move records as host automation.

The FX-bus rack

After all voices and layers mix down, the summed output runs through a master + 2-aux FX-bus rack built from the same shared audio pack as zpwr-fx — the full library of filters, delays, reverbs, dynamics, distortion and analog-modeled effects, available once on the output rather than per voice. Send voices to the aux buses for shared reverb and delay (so every note shares one tail, the way a real send works), and process the master bus for glue compression, EQ and saturation across the whole patch.

Gain staging

Two per-block Settings (both on by default) keep the signal between blocks from clipping no matter how hot the cable gains are, inside every voice graph and on the FX buses:

  • Auto Gain Stage rides levels with a fast-attack / slow-release peak follower that pulls each block toward the Auto-Gain Target ceiling, so stacked oscillators and resonant filters don’t blow out the stages downstream.
  • Soft Clip is the guarantee — an instant, sample-accurate tanh bound at the same ceiling on every block output, catching the fast transients the follower’s attack would miss, saturating gently rather than clipping squarely.

Turn either off in Settings for raw gain (useful when you want a screaming, clipped lead). The master Brickwall Limiter is a separate final ceiling on the output.

Stereo & stereo lock

Stereo mirrors every block into an independent right-channel clone — a dual-mono voice per side — and the two sides’ knobs stay independent so you can dial width by offsetting them (slightly different detune, cutoff or LFO phase left vs right). 🔒 Lock (shown when Stereo is on) keeps the two channels in sync: moving a knob on either side moves its clone by the same delta, so the L/R offset you dialled in is preserved rather than collapsed to L = R, and the link is bidirectional. Locked clone blocks render dimmed.

Perform & macros

The Perform tab is a macros-and-pads surface for live play, driving only host-automatable parameters so it works editor-closed and records as automation:

  • Preset Morph — a 4-corner XY pad bilinearly interpolating between four corner presets (A/B/C/D); 🎲 fills all four at random, so you can sweep between four versions of a sound with one pad.
  • Orb — drag the puck where the angle selects one of eight randomised scenes and the distance scales intensity; 🎲 rolls fresh scenes, records the gesture and loops it back through the macro parameters for a hands-free evolving performance.
  • XY macro pads — each drives a pair of soft keys, with per-pad HOLD (leave the dot) / SPRING (snap to centre on release) for sustained vs momentary moves.
  • Macro knobs, eight Snapshots of the whole macro surface (click empty to save, filled to recall, right-click to clear), and a 🎲 Randomize of all macros.
  • Scale / key quantize and a Chord stacker (Oct / 5th / Maj / Min / Maj7 / Min7 / Sus4 / Power), an on-screen keyboard with pitch-bend and mod wheels, and the ARP controls — mode (Up / Down / Up-Down / Random / As-Played), rate (1/41/16T) and Latch (keep arpeggiating held notes after the keys release, so you can play over a running pattern).
  • MIDI In toggles — Program (respond to Program Change) and Bank (respond to Bank Select CC0/CC32), both on by default.

Presets

256 factory voices ship across Factory 1 and Factory 2 (128 each), with category prefixes — BA bass, LD lead, PD pad, KY keys, PL pluck, BR brass, BE bell, ST strings, DR perc, SEQ / FX — spanning subtractive, FM, additive, supersaw, wavetable, vector, sync and Karplus voices, so the factory set doubles as a tour of every synthesis type the engine offers. Three further genre banks are designed from documented production techniques:

  • Trance — stacked supersaw pluck-leads, no-sustain plucks, slow-swell pads, a 1/16 square-LFO trance gate, and saw-LFO sidechain-pumped rolling bass.
  • Hard Techno — Drumcode-style FM stabs with a fully env-swept dirty low-pass, screaming diode 303 acid, detuned reese/rumble, hoover and driven lead-bass.
  • Schranz — bitcrushed/folded metallic stabs, filtered-noise sweeps, 1/16 gated-noise loops, two-octave siren wails and distorted hypnotic pulses (~160 BPM).

Every preset carries facet tags (Type / Character / Style) so the browser’s facets stay populated, and ships with named macro knobs plus mod-wheel / velocity routing so it loads playable rather than as a raw oscillator. Your own patches save and load from the preset manager. Factory voices can also be exported as Native Kontrol Standard .nksf presets with a Komplete Kontrol audio preview, for browsing on hardware.

Sound-design tutorials

A fat supersaw lead. Add a Supersaw; raise its Voices to 7–11 and Detune for width. Add an Env + VCA for the amp shape, and a Filter opened by a second Env with a quick decay for a bright attack. Add a slow LFO to the Filter cutoff for movement and a little Glide for portamento, then stack a second layer an octave down for weight. Add an aux send to reverb on the FX-bus rack for space.

An FM bass. Add an FM node; set a low ratio (1–2) and a moderate index with a short amp envelope. Route an Env to the FM index so the metallic bite decays into a rounder body — the signature FM-bass evolution. Follow with a DiodeLadder for grit and a Drive for saturation.

A 303 acid line. Add an Osc (saw) → DiodeLadder (high resonance) → amp Env. Route a fast Env to the ladder cutoff for the squelch, add Glide for the slides, and push the ladder drive. Route velocity to cutoff so accented notes open brighter — the classic acid accent.

A wavetable pad. Add a Wt oscillator and route a slow LFO to its position so the timbre morphs continuously. Use a long amp Env attack/release, a gently swept Filter, unison Voices for thickness, and an aux reverb send for depth.

A plucked string. Add a Karplus node; set damping and feedback to taste, give it a percussive amp envelope and a short delay, and route velocity → brightness so it responds to touch.

Sound-design cookbook

  • Movement — slow LFO → wavetable position, filter cutoff or oscillator detune.
  • Punch — fast envelope → filter cutoff with a short decay for a bright transient.
  • Width — raise oscillator Voices/Detune, or run Stereo with a small L/R offset.
  • Octave stack — a second layer transposed an octave for weight without retuning the patch.
  • Per-note variationTriggerSampleHold → pitch or cutoff for a different value each note.
  • Sidechain pump — a beat-synced LFO → a VCA on the output for rhythmic ducking.
  • Velocity feel — velocity → filter cutoff and amp level so dynamics translate to brightness and loudness.

A voice for every genre

Ten voices to build, each naming the core and the moves that define it.

House bass. Osc (saw) → Filter (low-pass) → amp Env. Short decay, a little resonance, and a beat-synced LFO → a VCA for the sidechain pump. Keep it mono with Glide for slides.

Reese bass. The Reese core (or two detuned Osc saws) → DiodeLadderDrive. Movement comes from the detuned saws beating; sweep the filter slowly with an LFO. The neurofunk staple.

Dubstep growl. Wt oscillator with its position modulated fast by an LFO (or StepLFO) synced to the beat → DiodeLadderFolder/WaveshaperDrive. The rhythmic position+filter movement is the “talking” growl.

Trance supersaw lead. Supersaw (Voices 9–11, wide Detune) → Filter opened by a quick Env → a slow LFO on cutoff. Stack a Sub and a second layer an octave down; send to reverb on the FX-bus.

FM e-piano. FM (ratio 1, moderate index) with an Env → index so the bite decays into a round body, gentle amp envelope, a little Chorus on the FX-bus. Velocity → index for touch sensitivity.

Ambient pad. Wt with a very slow LFO → position, long amp Env attack/release, gentle Filter sweep, unison Voices for width, and a long reverb send. Add slow Vector morphing for extra evolution.

Plucked harp. Karplus with moderate damping and feedback, a percussive amp Env, velocity → brightness, a short Delay. Light and dynamic.

Acid 303. Osc (saw) → DiodeLadder (high reso) → amp Env; a fast Env → cutoff for the squelch, Glide for slides, push the ladder drive, and velocity → cutoff for accents.

Hard-techno stab. FM or OscFilter with a 100%-deep envelope sweep and high resonance → Drive. Very short, percussive amp envelope. Layer a HardKick for weight.

Glass bell. Additive (sparse, odd-leaning partials) or FM (non-integer ratio) → long amp Env release → Shimmer/reverb send. Pure and metallic; velocity → level for dynamics.

Ten more voices

Hoover stab. The Hoover core (PWM + chorus + note-on pitch sweep) → FilterDrive. Short, aggressive, rave-era. Layer a Sub for weight.

Screech lead. The Screech core (detuned saws → drive → formant) → high-resonance Filter. The hardstyle/gabber lead; route an envelope to the formant for movement.

Vector morph pad. Vector with X and Y each swept by a slow LFO at different rates, long envelope, gentle filter, reverb send. The timbre drifts around the four-corner space forever.

Granular texture. Granular over a sample with small grain size and high overlap, position swept by an LFO, into the filter and a reverb send. Evolving, cloud-like beds.

Sync sweep lead. Sync with the sync ratio swept by an Env (or the mod wheel) → filter. The bright, tearing, vocal sweep of hard sync.

Additive organ. Additive with several harmonics, no filter movement, a fast amp envelope, a little Chorus and RingMod on the bus for a tonewheel/Leslie flavour.

Detuned reese. Two Osc saws (or Reese) detuned a few cents → DiodeLadderDrive; sweep the filter slowly. The wide, growling DnB sub.

Plucked sitar. Karplus with low damping and high feedback → a band-pass Filter → a buzzing Waveshaper for the jawari, short delay. Eastern, droning pluck.

Noise sweep riser. Noise → Filter (band-pass) with the cutoff swept up by a long Env, into a reverb send. The classic build-up riser; automate the envelope time for length.

Chiptune lead. Osc (pulse) with PWM, no filter, a hard Crusher for 8-bit grit, fast envelope, a Glide for slides. Add an arp on the Perform tab.

Modulation & movement

A static patch is a starting point; movement is what makes it musical. The synth gives you several movers, each with a different feel:

  • Envelopes (Env) are one-shot contours fired by the note. Use them for anything that should happen per note: the amp shape, a filter sweep on the attack, a pitch blip, an FM-index decay. Short decays give punch; long releases give pads their tails.
  • LFOs (LFO) are repeating shapes for ongoing motion: vibrato (pitch), tremolo (level), filter wobble, wavetable drift. Sync them to tempo for rhythmic gating and dubstep growls.
  • Stepped & random (StepLFO, NoiseLFO, SampleHold) give stair-stepped or random movement — sequenced filter patterns, per-note pitch variation (via the Trigger source), analog drift.
  • The Scaler bends a modulation signal before it lands: scale it down, offset it, or curve it so an envelope’s shape or an LFO’s range hits the destination just right.
  • Performance controllers — velocity, the mod wheel, aftertouch and MPE — let the player modulate. Velocity → cutoff is the single most important “feel” routing; mod wheel → vibrato depth or filter is the classic expressive control.

The art is layering movers at different rates: a fast envelope for the attack, a slow LFO for drift, and velocity for touch, all on the same filter, gives a sound that feels alive rather than looped.

How the factory banks are built

The three genre banks are designed from documented production techniques — reverse-engineering them teaches the engine.

Trance. The supersaw pluck-lead is a Supersaw (wide unison) → Filter opened by a quick amp and filter envelope so it plucks, with no sustain; the trance gate is a 1/16 square LFO into a VCA; the rolling bass is a saw Osc whose level is pumped by a saw LFO synced to the beat (side-chain feel) → low-pass; the pads are slow-swell Wt voices with long envelopes and reverb sends. The genre’s signature is rhythm in the modulation — gates and pumps locked to tempo.

Hard Techno. Stabs are FM or OscFilter with a 100%-deep, fast envelope sweep and high resonance into Drive — very short, percussive, dirty. The acid is DiodeLadder 303 with a fast cutoff envelope and slides; the reese/rumble is detuned saws → low-pass → drive; everything is pushed hard. The signature is aggression through the filter envelope and saturation.

Schranz. Metallic stabs come from Crusher/Folder on a simple oscillator; filtered-noise sweeps ride a Noise → Filter with a long cutoff envelope; gated-noise loops use a 1/16 gate; siren wails are an Osc with a two-octave pitch LFO; distorted pulses run a pulse wave into heavy Drive. The signature is industrial texture from crushing, folding and noise at ~160 BPM.

The lesson across all three: pick a core that suits the timbre, shape it with envelopes for the attack, add tempo-synced modulation for rhythm, and saturate to taste. Open a factory voice and trace its cables to see exactly how it’s wired.

Polyphony, layers & CPU

Understanding the cost model helps you build big without choking the CPU.

  • One patch, many voices. Your patch runs once per held note. A simple voice (one oscillator, an envelope, a filter) is cheap to stack; a heavy voice (many unison Voices, several oscillators, granular, big feedback) costs more per note, so a ten-note chord costs ten times as much.
  • Unison multiplies within a voice. Setting an oscillator’s Voices to 11 means eleven oscillators per note. It’s the cheapest way to get width, but it isn’t free — a chord of unison voices adds up fast. Use it where you need lushness, mono (Voices = 1) where you don’t.
  • Layers multiply the whole patch. Each layer is an independent voice pool running the entire patch again. Two layers double the cost. Use layers for genuine parallel timbres or octave stacks, not for things unison or a second oscillator could do inside one voice.
  • The FX-bus rack runs once. Effects on the master/aux buses process the summed output a single time regardless of polyphony, so put shared reverb and delay there rather than per voice.
  • Keep it on. Leave Auto Gain Stage / Soft Clip on — they’re cheap and save you from the much costlier problem of a clipped, unusable take.

A good habit: get the voice sounding right as a single note first, then decide whether width should come from unison (inside the voice) or a layer (a whole parallel timbre), and push shared effects to the bus.

A patch, built step by step

To tie the concepts together, here is one voice built from an empty patch, with the reasoning at each step — a “growling wavetable bass.”

  1. The core. Add a Wt oscillator. Set it an octave or two down for bass. Play a note — you hear a static wavetable tone. Make it the output for now so you can hear each step.
  2. Shape the level. Add an Env and a VCA. Wire Wt → VCA In 1 and Env → VCA In 2; make the VCA the output. Set a fast attack, medium decay, low sustain, short release — a plucky bass shape. Now each note articulates instead of dronning.
  3. Carve the tone. Insert a DiodeLadder between the Wt and the VCA. Set the cutoff low with some resonance — darker, with growl. Drive the ladder a touch for grit.
  4. Add the growl. Add an LFO, sync it to the beat at 1/16, and route it to the Wt’s position. The timbre now talks rhythmically — the defining wavetable-bass move. Route a second, slower LFO to the ladder cutoff for extra movement.
  5. Punch the attack. Add a second Env (fast decay) and route it to the ladder cutoff with a small amount, so each note opens bright then closes — punch.
  6. Width and weight. Set the Wt’s Voices to 3 with a little Detune for thickness, and add a Sub oscillator summed in for low-end weight.
  7. Make it playable. Add a Glide on the note for slides between notes, and route velocity to the ladder cutoff so harder hits are brighter. Assign the two LFO depths and the cutoff to soft keys so you can perform them.
  8. Polish on the bus. Send a little to a reverb on the FX-bus rack, and put a gentle Drive or Saturator on the master bus for cohesion.

That’s a complete, expressive, performable bass — and every step generalises: pick a core, shape the amp, carve with a filter, add movement, punch the attack, add width, make it playable, polish on the bus.

Tips & best practices

  • Start from ⚡ EZ MODE or a factory voice near your target and modify, rather than building from silence.
  • Use unison Voices/Detune for width inside one voice; use layers for parallel timbres or octave stacks — they cost differently (unison is cheaper than a whole extra layer).
  • Keep Auto Gain Stage / Soft Clip on while patching; stacked oscillators, resonance and the FX-bus rack can otherwise overshoot 0 dBFS.
  • Name your soft-key macros for what they perform, so presets load playable and the Perform pads make sense.
  • Use the Perform Morph/Orb to audition variations of a patch quickly before committing.

FAQ

No sound when I play. Toggle ⚡ EZ MODE, or check that an oscillator reaches the output through a VCA opened by an envelope — a closed VCA (no envelope on In 2) is silent, and a raw oscillator with no amp shape may be there but not articulating.

My patch only plays one note. Each held note runs its own voice automatically; if it sounds mono, you likely have a Mono-style routing or are sharing one envelope across the voice — otherwise just play a chord and each note voices independently.

How do I add effects? The FX-bus rack on the output carries the full audio pack; send voices to the aux buses for shared reverb/delay or process the master bus for glue.

Can I browse on hardware? Export factory voices as Native Kontrol Standard .nksf presets with previews for Komplete Kontrol.

Which formats and OSes? VST3, AU, CLAP and Standalone on macOS, Linux and Windows (AU is macOS only; Windows ships VST3 + CLAP).

Playing

The on-screen keyboard sits at the bottom of the editor; the computer keyboard’s home row (A W S E D F T G Y H U J K …) plays a chromatic octave around C4. Click a key once to give the keyboard focus, then type. Pitch-bend and mod wheels sit beside the keyboard, and the Perform tab’s arp, chord and scale controls shape what you play before it reaches the voice.

Glossary

  • Voice — one instance of your patch graph, one per held note across the pool.
  • Layer — an independent voice pool running its own copy of the patch.
  • Unison (Voices/Detune) — detuned oscillator copies summed inside a single voice.
  • Gate / Trigger — Gate is high while a note is held; Trigger is a one-sample impulse at note-on.
  • Soft key / macro — a host-automatable knob, also patchable as a mod source.
  • FX-bus rack — the master + 2-aux effects rack on the summed output.
  • EZ Mode — a one-toggle playable voice you can then customise.