the Acousmodules

64 bits Win/Mac

Surround & Cinema 3D

Dome & Sphere

3D Ring & Network

Others...

MIDI/Controllers

Resources

 

64 bits versions for Windows & MacOS

La version 1.4 de Synthedit permet l'exportation de plugins 64 bits au format VST3, et également, en version beta, en Audio Unit pour MacOS !

Les contraintes sont encore importantes en raison des particularités du format VST3 et du manque de modules compatibles avec MacOS, mais il y a suffisamment d'améliorations pour que j'aie fait l'effort de tout reprendre quasiment à zéro depuis le mois d'août 2018.
Afin de les différencier des versions 32 bits, leurs noms se terminent tous par "X", ce qui n'est guère original mais devrait être assez clair ;-)

Quel que soit leur degré d'avancement, des fonctionnalités sont susceptibles de changer dans les mois à venir et de rendre certaines fonctions inopérantes. Évitez donc de les utiliser dans des projets importants, et merci de me signaler tout problème que vous pouvez rencontrer...

Problèmes connus (janvier 2018) :
- des paramètres peuvent sembler ne pas fonctionner ou répondre d'une manière bizarre : bouger tous les éléments graphiques ou supprimer et replacer le plugin...
- les Presets peuvent ne pas être rappelés correctement au lancement
- les Presets internes ne sont pas modifiables : utiliser les fonctions de l'hôte
- le système de Presets est susceptible de changer encore dans les prochains mois
- pas d'entrée MIDI pour les effets en VST3*
- certains plugins n'ont d'effet que si leur interface est visibles
- le MIDI Learn via le clic droit ne fonctionne que dans les instruments
- MacOS : en l'absence d'accélération graphique le raffraîchissement de l'interface utilisateur peut être lent dans certains hôtes (par exemple Bidule) et en général moins fluide que dans Windows
- MacOS : la supression d'un plugin alors qu'il est lié à des pistes d'automation peut faire crasher Reaper !
- MacOS : l'hôte peut parfois crasher lors de l'insertion ou lors de la supression d'un plugin (dans Reaper désactiver d'abord le plugin avant de le supprimer)
- les Patches des versions VST3 et AU ne sont pour l'instant pas compatibles, les projets d'hôtes Windows et Mac ne peuvent donc pas être échangés

Installation / emplacement des plugins :
- Windows : /Programmes/Common Files/VST3/
 + dossiers de Presets : /Documents/VST3 Presets/AcousModules/
- MacOS : /Library/Audio/Plug-Ins/Components/
 + dossiers de Presets : /User/Library/Audio/Presets/

Les hôtes doivent être compatibles 64bits, supporter le format VST3 sur Windows ou Audio Unit sur Mac, et disposer d'une architecture multicanale (8 minimum...).
Testés et fonctionnels :
Reaper, Bidule, VSTHost et SAVIHost (Windows), GigPerformer, Element, Pyramix (Windows), LiveProfessor.
Fonctionnels mais limités : Audition (éditeur), MuLab,
Tracktion/Waveform, Cakewalk (8 canaux), Live, QLab Pro (Mac), Sound Forge.
Non testés : Max/Msp (& Max4Live), Nuendo et Cubase Pro (Windows), Cubase Pro, Logic Pro (Mac), n-Track Studio, Bitwig.
Testés, ne fonctionnent pas ou mal : Ardour (MacOS), Digital Performer 10 pour Windows, Sequoia 15.
Hôtes 64 bits compatibles avec les versions 32 bits (Windows) : Reaper, Sequoia
Hôtes 64 bits ne supportant pas les VST3 (Windows) : Ardour, Cantabile, DaVinci Resolve, MuLab, Podium, Usine Hollyhock : renommer les fichiers .vst3 en .dll !

The version 1.4 of Synthedit allows to export 64-bit plugins in VST3 format, and also, as a beta version, in Audio Unit for MacOS !

The constraints are still important due to the peculiarities of the VST3 format and the lack of compatible modules with MacOS, but there is enough improvements for me to justify the effort to restart everything almost to zero since august 2018.
In order to differentiate them from the 32-bit versions, their names end by "X", which is hardly original but should be pretty clear ;-)

Features are likely to change in months to come and make some functions inoperative. Avoid them use in important projects, and thank you for reporting to me any problem that you may encounter...

Known issues (january 2018) :
- parameters may not seem to work or they answer in a weird way : move all the graphic elements and/or delete and replace the plugin...
- Presets may be not recalled correctly at load
- the internal Presets cannot be modified : use the host ones
- the Preset system is likely to change again in the next months
- no MIDI input in the VST3 effects*
- some plugins have an effect only if their UI is visible
- the right click MIDI Learn functions only in instruments
- MacOS : no hardware graphical acceleration can make the UI jerky in some hosts (for example Bidule) and in general less smooth than in Windows
- MacOS : the removal of a plugin that is linked to automation tracks can make Reaper crash !
- MacOS : the host can sometimes crash when inserting or removing a plugin (in Reaper first bypass the plugin before removing it)
- VST3 and AU patches versions are actually not compatible, thus Windows and Mac hosts projects cannot be exchanged

Installation / plugins location :
- Windows : /Programs/Common Files/VST3/
 + Presets folder : /Documents/VST3 Presets/AcousModules/
- MacOS : /Library/Audio/Plug-Ins/Components/
 + Preset folders : /User/Library/Audio/Presets/

Hosts must be 64bits compatible, support VST3 format on Windows or Audio Unit on Mac, and have a multichannel architecture (8 minimum...).
Tested and working : Reaper, Bidule, VSTHost and SAVIHost (Windows), GigPerformer, Element, Pyramix (Windows), LiveProfessor.
Working but limited : Audition, MuLab,
Tracktion/Waveform, Cakewalk, Live, QLab Pro (Mac), Sound Forge.
Not tested : Max/Msp (& Max4Live), Nuendo and Cubase Pro (Windows), Logic Pro (Mac), n-Track Studio, Bitwig.
Tested, don't work or badly : Ardour (MacOS), Digital Performer 10 for Windows, Sequoia 15.
64 bits hosts compatible with the 32 bits versions (Windows) : Reaper, Sequoia
64 bits hosts that doesn't support VTS3 (Windows) : Ardour, Cantabile, DaVinci Resolve, MuLab, Podium or Usine Hollyhock : rename the .vst3 files to .dll !

Que manque-t'il par rapport aux versions 32 bits ?
- tous les instruments et les effets basés sur le sampling comme le KaleidoPlayer, le MultiStretcher, le PenSampler et le PolySpatSampler compatible MPE !
- quelques effets spectraux avancés (SpectraMass, MultiPitch)
- les processeurs MIDI
N'oubliez pas que maintenir la touche Ctrl/Cmd appuyée permet d'obtenir un contrôle plus fin sur tous les curseurs et les pads XY. 

What will you miss (compared to the 32 bits versions) ?
- all the sample based instruments and effects like the KaleidoPlayer, the MultiStretcher, the PenSampler and the MPE compatible PolySpatSampler !
- some advanced spectral processings (SpectraMass)
- the MIDI processors
Reminder : use the Ctrl/Cmd key to get more precise control over all the sliders and the XY pads.

Le statut des plugins est indiqué par les smileys suivants :
aussi bien que possible !
il est tout à fait fonctionnel, des améliorations sont en cours ou sont prévues
utilisable, mais son fonctionnement peut être erratique ou encore peu intéressant pour le moment...
pour tester : il manque des fonctionnalités importantes, ou son comportement empêche de l'utiliser vraiment

The plugins status is indicated by the following smileys :
as good as possible !
it is quite functional, improvements are in progress or are provided
usable, but its operation can be erratic or of a little interest yet...
to test : it lacks important features, or its behavior prevents to really use it

 

latest 10 updates
(the build date DD/MM/YYYY should appear when you right-click on the plugin)
jun-13 : UniVerb 64X little improvements
jun-12 : three sub modulators for the AnimaPlayers too, new curve and direction settings for the Pitch and the Filter spatial modulations
jun-10 : the AnimaSpat have now 3 more Modulators to control the Rates and the Amplitudes of the other ones !
jun-01 : SpatLine 64X exponential Span slider ; AnimaPlayer : Volume and LFORate were exchanged
may-27 : SpatKeys 64X, output 26's envelope had an error and output 30 had no Release ;
SpatSteps-3D 64X, the ring pointer was not visible, Volume Compensation was buggy and is temporarily bypassed

may-1 : Spat3D 218/236/264X better Volume Compensation parameter, wider RightLink control
apr-18 : new UniSpeed 64X (Windows only)
apr-12 : new KaleidoSampler 64X (Windows only) ; SampleStretcher cyclic speed control ; SimpleTest 64X error in output pin number, Mac version now pass through
apr-10 : new SampleStretcher 8X and 16X (Windows only)
apr-1 : 64 channels improved version of the FocusVerb ; new UniVerb 64X (Windows only)
mar-31 : last plugin of the Grains mini series : the FocusGrains 64X (Windows only), the other 36 channels versions will follow later
mar-30 : new AnimaGrains 864X (Windows only) ; MassGrains : Declick parameter (not 100% efficient)
mar-29 : new MassGrains 1664X (Windows only)
(you can see the detailed list on
this page and on the Facebook page)

These plugins are focused on high resolution spatial formats, especially the non-spherical 3D networks that are less common but particularly interesting for original sound creations ;-)
Nevertheless, they can be set or used with every speaker arrangement up to 64 channels (or more in some specific cases). Generally the ressources are automatically reduced to fit the bus format where the plugins are inserted, but since some automations can nevertheless be less demanding with fewer channels and the graphical can become overloaded, some of them are also provided in specific "up to" 18, 32 or 36 channels versions.
Why these specific values ?
The 18 channels versions are suitable for all common spatial formats, including 2D and 3D surround systems like Auro-3D, Dolby Atmos and 17.1, octophony in circle or in cube. Note that they are not the best adapted and generally unnecessarily complex for simple 5.1/7.1 surround panning tasks, a domain were there is already all the tools you may need...
The 36 channels ones are well appropriated for NHK 22.2, advanced domes like the Montréal's Satosphere or the ZKM's "cube" and other "3D array" arrangements.
As for the 64 channels versions... some artists like me need them, and there is more and more places equiped with high resolution 3D spatial systems, like 4DSound or my Acousmonef ;-). If they are made to exploit at the best all the potentialities of spatial sound in compositions, they are of course able to work from 3 to 64 channels : who can most can least !
Also, since you can arrange their layout in a spherical manner (Presets are/will be provided, and The "Polar Controller" present in some plugins can help), most of these plugins can be used together with a Higher Order Ambisonics encoder like IEM's MultiEncoder or SPARTA's AmbiENC. The 36 channels versions will be generally enough even for 7th order since some spatial accuracy will not be preserved by the coding anyway.

 

 
S P A T I A L   M A S S
 

Static Spatial Mass (with host automation)

 

S p a t 3 D   2 1 8 X  /  2 3 6 X  /  2 6 4 X  /  2 8 0 X

 

 

They can represent some alternative to existing multichannel panners like Reaper's ReaSurround as effective "space brushes" :
- mono / stereo input
- only one screen to view and edit all the parameters at once
- two 2D views (front and top) for easy and precise 3D placement of "speakers" (use the Ctrl/Cmd key)
- big numbered balls, easy for the eyes ;-) 
- show/hide what you want and choose the balls' color to match the height levels or other aspects
- Area settings for every output to adapt to irregular layouts with distance bars (1st input view only in 36 channels and up versions)
- Center Compensation parameter for "hollow" periphonic speakers arrangements like a circle or a sphere
- Area Shape : variable amplitude curve, from sharp to flat
- Area Volume : dynamically change the spatial volume of the sound, while the Volume Compensation parameter allows a constant level if you prefer to
- parametric Symmetry Modes for Left/Right inputs links
- Polar Controller (azimut/elevation) for circular and spherical layouts
- integrated K-20 pink noise test signal
(note about the 280X version : the outputs above 64 cannot be used in Reaper)

 

Known issue : the Polar Controller can be jerky.
Current build date : 01/05/2019
Status :

 2 x 18 / 36 / 64 / 80

FR   EN 

Windows 18  36  64  80

MacOS 18  36  64  80

 

 

S p a t 3 D   8 3 6 X  /  1 6 6 4 X

 

 

Same principle as the previous ones but with up to eight or sixteen inputs.
It can be tedious to automate one by one 24/48 parameters (XYZ x 8/16) ! but it is sometimes the only way to obtain precisely controlled spatial evolutions.
They can be considered as "modular spatial engines" to be used with an external controller plugin like the ShapeControl 3DX, the SphereControl 3DX or any of the 32 bits MIDI Acousmodules (on Windows).
The 1664 version can also be used to adapt efficiently 16 channels (or less) compositions into larger loudspeakers systems (see the SpaceConverters for more).

 

 

To do : choose which input channel to show in the distance visualisations bars.
Current build date : 22/12/2018
Status :

 8 x 36 / 16 x 64

FR 

Windows  36   64

MacOS  36   64

 

 

S p a t K e y s   6 4 X

 

 

It was one of my first plugins in 2003 (with only 8 outputs) !
The idea is not especially original, but the SpatKeys can do things that panners and other Acousmodules cannot even dream of, by the mean of this simple principle : each MIDI key sends the input sound to an output, controlled by an ADSR, allowing long fades or fragmentations.
It is of course "polyphonic" and sine a key can trig several outputs you can play 1-finger-chords, or consider the plugin like a light console where each key is a scene (a combination of active outputs) and the envelope a transition time.
The "automation" can be recorded as MIDI notes sequences, that opens interesting kinds of processing and editing.
How to :
- choose the keys relative to the outputs you have (the blue numbers), the same keys can be used for several outputs (but an output can be linked to only one key)
- adjust the ADSR and control the global Time for example with a foot controller
- adjust the Velocity Amp and Time sliders if you whish
- play !

 

Known issues : on Windows the audio input goes directly through the output n°1 meaning that you have to press the "MIDI button" and add the "TheDetour 264X" after it ; the B5 key is shown as B6, sorry...
To do : poly aftertouch ? ; arpeggiator ?
Current build date : 27/05/2019
Status : 

1 x 64

 

Windows  

MacOS  

 

 

S p a t M a s s   1 6 3 6 X  /  1 6 6 4 X

 

 

The sixteen inputs are put together according to several shapes based on the Sphere, the Cube and the Line.
Since their parameters can be combined as you want, it is possible to obtain complex 2D or 3D shapes with only a few controls, which can be of course automated. In spite of their "nice" mini 3D view which doesn't show any speaker, these plugins will have no meaning with periphonic loudspeakers arrangements and will on the contrary relay on 2D or 3D tangible arrays.
They can be used with 16 channels sounds, including what can provide the MultiPlayer 32X, but they are particularily interesting with a KaleidoSpat/KaleidoSampler or a SpectraSplitter 16 as an input.
Together with a SpatLine it can make up a set of spatial paths for morphing "trajectories".

 

Known issue : audio drop outs may occur when automating several shapes at once in the 64 channels version.
Current build date : 25/12/2018
Status :

 16 x 36 / 64

 

Windows  36   64

MacOS  36    64

 

 

M u l t i M a s s   3 6 X  /  6 4 X

 

 

How to organize a 64 channels sound inside a 64 channels space without having to place each point one by one, and, by the way, why would I whish to do such a thing ?
At this level of complexity, it is necessary to find some simplicity...
Among a full hand of valuable solutions, this one consists on a division of the 64 inputs into four 16 channels groups (two for the 36X version), that can be set independantly with the easy shape tools of the SpatMass and combined or not into bigger shapes.
Besides, it uses very little power compared to its 64 x 64 channels processing, but it changes alas if several shapes are moved at once, for instance with the mean of a MIDI controller. Nevertheless, it may not be a big problem since above a dozen moving channels it becomes very difficult to hear what is happening ! And please note that even more than the other "Mass" plugins, it will only be relevant with a true 3D speakers arrangement.
It can also be used like four (two) different SpatMass combined into a single view, making it easier to place the sounds.

 

Known issue : drop-outs or click may occur if automating more than one shape at once in the 64 channels version.
To do : various optimizations.
Current build date : 29/01/2019
Status :

32 x 36 / 64 x 64

 

Windows  36    64 

MacOS  36    64 

 

 

F o c u s M a s s   3 6 X  /  6 4 X

 

 

Quite the opposite of a "spatial brush" like the Spat3D, it is a variable sized "spherical window" or "spot" that lets passing through or "illuminate" some part of the multichannel sound, from a single pin point to nearly its full size.
Note that the disc's size doesn't represent the real focus window nor how the sound is fading from its center (these plugins do not have a custom fading shape setting like in the 32 bits versions).
Among its possible uses it can be placed after a KaleidoSpat (or a 32 bits KaleidoPlayer) and gives excellent results to process a "demixed" sound like NMFDemix ones.
It can also be used at the end of a chain composed by the other Focus plugins.

 

To do : add a Polar Controller.
Current build date : 06/02/2019
Status :  

 36 / 64 x 36 / 64

 FR 

Windows  36  64

MacOS  36  64

 

 

S c a l e M a s s   2 4 - 3 6 X

 

 

Above a certain number of inputs it becomes difficult to control and to automate each spatial parameter. At the same time, what we perceive becomes a global shape or area where individual elements still exist but are less and less distinct.
Like the Spat3D 8n the ScaleMass allows to place each input individually, but when it is done they are considered as a group like in the SpatMass, than can be contracted, dilatated, reversed and moved accross the overall space. Since you need only 6 controllers to do this it remains reasonably complex to record and to edit the automation, even if its necessary resources make it more suitable for static masses.
It can be used with plugins such as the KaleidoSampler, the KaleidoSpat or even the DisPatcher 64X.

 

Known issue : drop-outs may occur when automating.
To do : find a way to reduce the CPU resources ?
Current build date : 19/01/2019
Status :

24 x 36

 

Windows   

MacOS  

 

 

S p e c t r a M a s s   3 6 X  /  6 4 X

 

 

Most of the "spatial mass" plugins deal only with the sound amplitude, which is what we ask them for.
Nevertheless, there is some other possibilities that are perhaps less "respectfull" of the original sound but that can generate more subtle or more dramatic spaces.
In the SpectraMass the mono input is first "splitted" into 16 frequency bands (8 in the 64 channels version) that can be placed where you want in the 3D space. Then you can contract them into a single point, retaining the original mono sound or spread and push them progressively or brutally in lines or flocks with only a few gestures.
Since you can mute some bands it can also sound like a spatial filter, and it can be a lot of fun when followed by a MiniDeco 64X ;-)

 

Known issues : changing the Steepness value can generate high level clicks, so don't do it while playing... ; automation can generate some drop outs, especially the 64 channels version.
To do : change the filters ; find a way to reduce the CPU/graphics resources ; 18 channels version.
Current build date : 20/12/2018
Status :

1 x 36 / 64

 

Windows  36   64

MacOS  36  64

 

 

M a s s B l e n d e r   6 4 X

 

 

3D distance based interpolator where each of its 12 nodes can send the sound to up to 8 outputs choosen among 64. They can correspond to loudspeakers "clusters" or on the contrary to combinations making some kind of spatial masses that would be otherwise very difficult to obtain. This something that is easy to do with separate individual faders but difficult to control, especially when you want to blend between several complete sets.
Each node can have a different Influence shape, making fades more efficient according to the distance between them.
The spatial position of the nodes has no relationship with the speakers system, but it is of course possible (and advisable) to place them in accordance to the spatial purpose.

 

 

To do : change the fixed Area Curves to a variable tension control
Current build date : 03/01/2019
Status :

6 x 64

 

Windows  

MacOS  

 

 

M a s s P a d s   1 6 6 4 X

 

 

It is quite the opposite of the previous one : instead of making "spatial melodies" you make "space chords" !
- 16 inputs
- 16 pads
- 16 outputs among 64 can be selected for each pad
- transition time for each pad
Previous MassKeys version : Win  Mac

 

To do : respond to channel pressure
Current build date : work in progress...
Status :

16 x 64

 

Windows  

MacOS  

Note
The
SpatMass, the ScaleMass, FocusMass and the MultiMass have in common the ability to process a multichannel input inside a larger speakers system. They can achieve sometimes the same kind of result, but their differences are important :
- the
SpatMass has 16 inputs ; it is made to organize them as simple or complex spatial shapes with only a few global parameters.
- the
ScaleMass can process up to 24 inputs that need to be manually placed one by one in the space ; it processes all of them at once by moving and scaling the group (the overall space can be contracted to a single point) ; actually it is limited to 36 outputs.
- the
FocusMass processes all the existing input channels at once, up to 36 or 64, without changing their mapping : all it does is to change their amplitude (the overall space can be reduced to a single point) according to the "focus" size and position.
- the MultiMass processes up to 64 inputs at once in a high resolution space in the form of multiple independant or linked spatial shapes

 

 

 

Integrated Spatial Mass Animations

 

A n i m a S p a t   8 3 6 X  /  8 6 4 X

 

 

They add to the Shapes mode of the SpatMass a wide range of spatial animations :
- Shapes : the eight inputs are put together following several basic shapes (Cube, Sphere, Lines, Rings and Chaos), that can be individually set and merged (static SpatMass like mode)
- Animate : the input positions are animated according to :
- three independant LFOs
- a Zigzags paths generator
- a Pulse modulator with Input amplitude follower
- a Morph Modulator that can combine several deformations at once, do bounces
- a Jumper for instant simple movements that can be synced to the host tempo
- three sub modularors to modulate the Rates and the Amplitude of the main modulators to make complex evolutions
They can follow a Trail that is set with a progressive Delay and Inertia, allowing to do either organic or geometric figures.
It can be used with an octophonic audio file input or combined with a processing plugin like the KaleidoSpat or the SpectraSplitter 8X below.
Of course, the animation section can also be used with a mono/stereo input to make all the "trajectories" you want ;-)

 

Known issues : the internal animations and the MIDI/host automations work ONLY when the plugin UI is visible !
To do : update the PDF.
Current build date : 10/06/2019
Status :  

 8 x 36 / 64

FR   EN 

Windows  36   64

MacOS  36   64

 

 

S p a t L i n e   6 4 X

 

 

The plugin that has given me the desire to make my own ones in 2003 was Krosipan, a 10 channels / one dimension panner. I recognize that I prefer a two or three dimensions one, giving more spatial possibilities and variations, but there is some cases such as when you want to make only lines that this method can be faster or more precise.
This is also more than a panner since you can stack several points at the same line position to make some complex fan-shapes or double and triple lines in a simple way. The Span slider together with the Area Shaping can be thought as a "super pan-law", allowing to extend all of them up to the total length of the line with the fade you want. If you need, the vertical position of the points determines their level (depending on the Span value too).
You can move the sound along the line either by hand, by the mean of an envelope or/and a LFO, or following a MIDI keyboard notes. The 8 points LineShaper can transform the movement to make complex trajectories with accelerations and so on.
See also the 32 bits SpatLine 32D.

 

Known issues : the LineShaper is not working yet on MacOS ; no reset function for the Line Shaper points ; the internal animations, the MIDI control and the automation work ONLY when the plugin is visible ; in order to use the keyboard input it is rendered as an instrument, making the need for Windows users to add TheDetour 264X after it... 
Current build date : 01/06/2019 (Win) / 21/01/2019 (Mac)
Status :
 /   

 1 x 64

 FR 

Windows

MacOS 

 

 

M u l t i L i n e   8 6 4 X

 

 

Up to 8 inputs can be animated along a series of lines of up to 64 outputs.
Several parameters control the shape of the lines : Shift, Scale, Curve, Waves, Scatter.
The position along the lines can be animated and the lines shapes too.
They can be independant or synchronized.

 

Current build date : work in progress...
Status :

8 x 64

 

Windows

MacOS 

 

 

S p a t S t e p s 3 D   3 6 X  /  6 4 X

 

 

In the 32 bits Acousmodules "Steps" is one of the three animation modes of the AnimaSpat 2D and the AnimaSampler 16, together with the "Curve" and the "Draw" modes. The Curve is now a part of the AnimaSpat 836X/864X but the Draw mode is not yet possible.
Basically, it is a Spat3D plugin where the "sound position", instead of following the user's hand or a virtuel line like in the SpatLine, jumps along a series of steps put in the 3D space.
Its first purpose is to make jumps where nearly all the other tools are focused on continuity, but depending on the Inertia value it is also possible to obtain a more continuous movement.
There are several possibilities to go through the steps that can be used together :
- manually : you grab the time pointer (or you control it with a MIDI controller) and the input follows the steps consequently...
- Trigger : the movement follow an ADR, with variable acceleration curve
- Cycler : variable shape and speed loop
- Stepper : one step at a time, by hand (or foot ?) or automatically by following the audio input peaks or the host tempo

 

Known issues : the automatic Stepper doesn't work.
To do : tap tempo input to the Stepper ; try to find different Inertia behaviours ; option to limit the Stepper range.
Current build date : 27/05/2019
Status : 

 1 x 36 / 64

FR 

Windows  36   64

MacOS  36   64

 

 

S p a c e X p l o r e r   3 2 8 X

 

 

It is the contrary of a spatialization tool : you can explore a 3D virtual space, where you have disposed up to 32 sources, with an up to 8 virtual microphones ensemble connected to 8 outputs.
The inputs can be a multichannel sound provided by a recording or a previous processing, or any combination of different sounds comming for instance from a MultiPlayer 32X.
The "microphones" positions are controlled in a similar manner than the inputs in the SpatMass according to basic shapes that can be morphed and moved. The outputs can then be spatially processed with other plugins.
It can also be used as a "6DOF" binaural explorer with a fixed octophonic configuration processed by a binaural tool like the INA-GRM SpacesVR.

 

Current build date : 28/12/2018
Status :

32 x 8

 

Windows  

MacOS  

 

 

Spatial Mass Processors

 

D i s P a t c h e r   6 4 X

 

 

NTSC = Never Twice the Same Connection !
Carefully made spatial masses can sound of course very well, but I am often surprised how they can sound sometimes better when, by accident or on purpose, I arrange their channels in some ways that are not spatially logical...
With each pressure on this big button, whatever the number of inputs they go randomly to the selected outputs. Depending on the start and range values, they can be compressed or expanded and all moved together.
You can also use the inputs' peak level to automatically trigger the jumps !

 

Known issue : possible switching noise. 
Current build date : 22/12/2018
Status :

64 x 64

 

Windows  

MacOS  

 

 

D i s O r g a n i z e r   6 4 X

 

 

Like the DisPatcher it works at the channel level, making it both light on the resources and sure that it will not touch to other aspects of the sound.
You can organize, or dis-organize, any multichannel flow up to 64 inputs/outputs through a global mapping visualization in the following ways :
- compress all the inputs up to a single output
- contract or expand them according to a variable curve and waves
- scatter the inputs with random values
- inverse the mapping
Note that the unused inputs/outputs are simply ignored.
Its main place is after a multichannel instrument like the KaleidoSynth, or before a SpatMass or a MultiMass.

 

Known issue : possible switching noises if automating. 
To do : apply to a range selection.
Current build date : 04/02/2019
Status :

64 x 64

 

Windows  

MacOS  

 

 

 


" E F F E C T S "
 

"Focus" series

 

F o c u s F i l t e r   3 6 X  /  6 4 X

 

 

It processes the entire space at once, with the filters values depending of the "spot" position and its size.
- 36/64 independantly controlled multimode filters
- 4 modes : LowPass, HiPass, BandPass and BandReject
- global resonance : attention, the output level cvan be very high !
- inertia setting for slow evolutions
With the Modulation level to "0" and the Focus Size at its maximum the plugin becomes a quite normal 36/64 channels multimode filter...

Note : if you work with a dome and you can use the 32 bits Windows version, they are easier to use ;-)

 

To do : change the filters algorithm ; add modulators.
Current build date : 06/02/2019
Status :

36 / 64 x 36 / 64

 FR 

Windows  36  64

MacOS  36   64

 

 

F o c u s D e l a y & P i t c h   3 6 X  /  6 4 X

 

 

It applies the same principle with up to 36/64 delay lines with independant variable speed buffer reading according to the "spot" position and size.
It application range is very vast, from sliding resonant drones to scratch-like varispeed.
- 36/64 independant delay lines
- times from 0.001" to 10"
- global feedback
- Mono input mode : use it to spread the sound over all the outputs with variable delays
- imagine that you can chain several ones !

 

To do : add modulators ; make useful presets !
Current build date : 06/02/2019
Status :

1-36 x 36 / 1-64 x 64

 FR 

Windows  36  64

MacOS  36  64

 

 

F o c u s R i n g   3 6 X  /  6 4 X

 

 

(a few decades ago Karlheinz Stockhausen would have liked it...)
- 36/64 Ring Modulators with variable waveform oscillators, independently controlled by the position, the size and the shape of the "focus"
- Mono input mode option
- interesting when followed by a FocusDelay or a FocusFilter

 

Current build date : 06/02/2019
Status :

1-36 x 36 / 1-64 x 64

 FR 

Windows  36  64

MacOS  36  64

 

 

F o c u s S h i f t e r   6 4 X

 

 

Dirty frequency shifter, only upwards : don't hesitate to put a UniQ in LowPass mode after it before exploding your tweeters or your ears ;-)
It doesn't work on Mac currently and a 36 channels version will follow.

 

 

Current build date : 20/03/2019
Status :

64 x 64

 

Windows  

 

 

 

F o c u s G r a i n s   6 4 X

 

 

64 channels independant granulators :
- grains and silence durations from 0.3 ms to 10 sec
- Attack / Decay grains shape
- 10 octaves pitch shifting
- the "focus" control that can be applied to a mix of the grains Rate, the Pitch and the Shape
- it can process a multichannel or a mono input
Windows only.

 

To do : grain / silence balance setting.
Current build date : 31/03/2019
Status :

1 / 64 x 64

 

Windows  

 

 

 

F o c u s V e r b   3 6 X / 6 4 X

 

 

The Focus principle allows to use reverberations in a not realistic way if you think of acoustic simulations, but that extends the spatial sculpting of sound.
The 36 channels version is based on Jezar's Freeverb and is not optimized, while the 64 channels sounds better and is more efficient but is only available on Windows.

For a more chirurgical use see the MultiVerb 64X, and for a simpler one the UniVerb 64X

 

Known issue : the 64 channels version doesn't work on MacOS.
Current build date : Mac 36 06/02/2019, Win 64 01/04/2019
Status :
/

 36 x 36 / 64 x 64

 FR 

Windows  64

MacOS  36 (old)

Note
The "focus" effects series, inclunding the
FocusMass, can be considered as a kind of "modular spatial effect". Since they can share the same speaker layout (well, you need to set it for each of them...) they can be combined in any order to achieve dynamic effects that associate tightly the spatial mass together with the other sound transformations, all this up to 64 channels with only a few gestures.
They are initially made to process all the incoming channels at once, but some of them (the Delay, the Grains and the Ring) can also use a mono input. In this case they must be the first in the chain and the
FocusMass should be logically the last one.
Some nice chains could be :
FocusRing > FocusDelay > FocusFilter > FocusVerb > FocusMass, or FocusGrains (mono input) > FocusFilter > FocusVerb > FocusMass... if your computer can handle it, and if you can control and understand what happends ;-)
To play them, you can either use the same gesture for all (just select the same MIDI controllers numbers) or it can be different for each element in the chain, allowing for more complex relationships between them.

 

 

 

"Animation" series

 

K a l e i d o S p a t   6 4 X

 

 

It is an intermediate stage between a very special spatialization tool and a granular processor.
On the one hand it can send the two inputs content dynamically on up to 64 outputs, on the other one it does this by cutting the amplitude according to an envelope driven by a clock.
You can thus obtain short spaced out sparkles or very thick layers of overlapping fragments.
For the spatialization side you set the first output and the "length" of a variable speed and shape cycle, and you have also a multimode filter that can be used to emphasize the effect.
- free choice of the number of overlapping fragments, up to 128 (caution !)
- independant Shape and Speed cycle for each input
- independant filter type for each input
- cahotic variable trigger
- the two channels Start position can be linked
- 64 channels DecoRez module to apply delay and resonators effects
Among all its possible usages, it can be interesting to use it with only 8 outputs to feed one AnimaSpat or to be followed by a plugin of the Focus series.

 

Known issues : clicking noise may occur while moving the position cursor.
Current build date : 20/01/2019
Status :

 2 x 64

FR 

Windows

MacOS 

 

 

K a l e i d o M a s s   8 6 4 X

 

 

Up to eight inputs version, with independant or linked output positions...
It may need a lot of resources depending on the quantity of overlapping fragments, be cautious on the Release and the Fragments number values !

 

 

Known issues : not optimized.
Current build date : 18/01/2019
Status :

8 x 64

 

Windows  

MacOS  

 

 

S c a t t e r i z e r   6 4 X

 

 

It expands the principles of the MiniDeco and the DisOrganizer to a full 64 channels multiFX tool, with :
- 64 delays with feedback (red + blue)
- 64 multimode filters with resonance (green)
- 64 x 64 graphic patch (each grid case represents a 8 x 8 matrix, but you don't have to worried about it)
- up to three Delay time and Filter frequency lines parameters can be modulated by 3 LFOs.
The handle of the huge number of parameters values (about 500...) is done by the mean of a "Global Lines Shaping System" (™ !), each of them allowing to adjust 64 values at once with only a few set of controls. You can imagine that each row is one of 64 potentiometers, its value given by the horizontal position of a colored dot and set by the combination of the Shift, Wave (Amplitude, Phase and Ripple), Scale, Curve and Scatter controllers.
The result is of course not always totally predictable, but if it is not enough (and if your computer can manage it), you can chain several instances for even more frenzied effects ;-)
It can process of course a multichannel input but also a mono one, in this case its effect is spreaded on all the available outputs.
It can also work for every number of output channels while processing the 64 internally : just adjust the Out Scale range to the number you want.
Note that since it works at the channel level it is spatial agnostic, so you may need to follow it with a MultiMass, a SpatMass or other less demanding plugins like a SquarePatch to adapt it to a specific speakers arrangement or spatial purpose.

 

Known issues : possible switching noises if modulating the outputs positions ; may require some power if several animations run together.
Current build date : 05/02/2019
Status : 

1 / 64 x 64

 

Windows  

MacOS  

 

 

A n i m a G r a i n s   8 6 4 X

 

 

Variation of the AnimaSpat applied to granular processing :
- 16 grains grouped in 8 spatial positions
- grains durations and silences up to 10"
- Attack / Decay grains shape
- 10 octaves pitch shifting
- the spatial positions and the animation modulators can control the Rate, the Pitch and the Shape of the grains
- 64 channels delay with resonance effect
Windows only.

 

To do : improve declicker at high speed ; grain / silence balance setting ; simplify the delay settings.
Current build date : 30/03/2019
Status :

1 x 64

 

Windows  

 

 

 

M a s s G r a i n s   1 6 6 4 X

 

 

16 grains organized in a 3D shape (see the SpatMass 1664X).
The Rate, the Pitch and the grain Shape parameters can be independantly modulated by a linear scale and chaotic values.
The inputs can be selected from multi, octo and mono.
Windows only.

 

To do : add inertia movement ; improve declicker at high speed ; grain / silence balance setting..
Current build date : 30/03/2019
Status :

1 / 8 / 16 x 64

 

Windows  

 

 

 

 

 

S p e c t r a S p l i t t e r   8 X  / 1 6 X

 

 

Splits a mono input in 8 (or 16) spectral bands. It is not intended to be used directly but for example to feed the Spat3D 836X, the ScaleMass for the 16 channels version, or others SpatMass and AnimaSpat inputs.
- 8 bands version : 7 crossover variable frequency filters between 125 / 250 / 500 / 1000 / 2000 / 4000 / 8000 Hz
- 16 bands version : fixed base frequencies with a 0.5/1.5 shifting coefficient
- filters steepness up to 12th order for brick-wall bands !
- separated LowCut filters for each band
- visualization of the bands spectrum
(see also the SpectraMass series)

 

Known issue : ATTENTION possible clicking or high level noises when changing the frequencies or the orders values : please lower your track volume before doing it.
To do : change the filters modules !
Current build date : 22/12/2018
Status : 

1 x 8 / 16

FR 

Windows  8   16  

MacOS  8   16

 

 

U n i L e v e l   6 4 X

 

 

Hard to make a simpler plugin : only one level controller for 1 to 64 channels !
But it can be very useful to play and automate a multichannel object's volume in Reaper with a MIDI controller or just as an intermediate level between some plugins..

 

Current build date : 22/12/2018
Status :  

64 x 64

 

Windows  

MacOS   

 

 

U n i S p e e d   6 4 X

 

 

Simple variable speed player, its main (only ?) interest is supporting 64 channels audio streams.
It can do some kind of not too bad tape speed gestures...
- limited to 10" length
- +2.5 / -7.5 octaves continuous variation
- spring value setting
- tape style mouse grab
- independant trigger rate
- Windows only

 

Known issues : no real loop ; the retrigger rate doesn't match the speed ; only 10" !
Current build date : 18/04/2019
Status :

64 > 64

 

Windows  

 

 

 

U n i Q   6 4 X

 

 

Simple multichannel wraping of RH Biquad Filter.
There is already some excellent free 64 channels EQ (MCFX, IEM) but sometimes I need a simpler yet even more effective filter, and this ones has a steepness that can go up to the 16th order !
As always : be very cautious with the PeakGain slider...

 

Known issue : no gain compensation and limiter !
Current build date : 20/01/2019
Status :

64 x 64

 

Windows  

MacOS  

 

 

U n i V e r b   6 4 X

 

 

64 discreet channels hall reverb.
It cannot intend to replace a multichannel reverberation (such as the free 64 channels / ambisonics FndReverb from IEM), but on the contrary of them that mix and decorelate all the channels, this one preserves the multichannel separation. It is especially useful when doing multiple complex trajectories or when you want objects to keep their distinct spatial position and add a localized reverberation.
- long duration up to 30 seconds
- global Hi Frequency limit and Damp factor
- individual channels can be turned on/off
- Windows only

 

Current build date : 13/06/2019
Status :

64 x 64

 

Windows  

 

 

 

M u l t i V e r b   6 4 X

 

 

True discreet multichannel hall reverberation, each channel has independant settings that could make it tedious to use...
Windows only.

 

Current build date : work in progress...
Status : 

64 x 64

 

Windows  

 

 

 

M u l t i Q   3 2 - 6 4 X

 

 

That goes without saying that MCFX's Filters are irreplaceable for parallel EQ.
But there is some cases when I need to process only a few channels in a file, say "11", so what do I do ?
- choose the closest filter, here 16 channels,
- tick the 11 corresponding channels inputs and outputs check boxes in Reaper's matrix view,
- then I think that 5 more channels of the same file need to be filtered in a different manner,
- so I choose another filter (8 channels) to add to the chain, tick its inputs/outputs boxes and jump between the two plugins to adjust their settings.
It is the kind of thing that you may not do everyday, but that can be made easier.
The MultiQ 32-64X combines four 8 channels Parametric EQs plus a 64 x 32 x 64 router in one plugin making it very versatile for all kinds of use, including simple ones like quadraphonic EQ, 7.1 with different Front/Center/Surround EQs etc.
Characteristics :
- Low Shelf : 50 to 500 Hz, -48 to +12 dB
- Band Shelf : 100 to 10000 Hz, Q from 1 to 10 % the frequency, -48 to +12 dB
- High Shelf : 5000 to 15000 Hz, -48 to +12 dB

 

Known issues : actually the channels that are not selected are muted.
To do : pass through for unselected channels !
Current build date :
Status : 

64 x 64

 

Windows  

MacOS  

 

 

M i n i D e c o   6 4 X

 

 

Its initial purpose was to bring subtle (or not) time decorelations on a multichannel source. In practice, it can go from light flanger to bounce-like spatial effects, iterative lines with dramatic acceleration or deceleration curves and chaotic accumulations.
It can also process a mono input and "upscales" and spreads its effect to the full 64 outputs.

 

Current build date : 22/12/2018
Status : 

 1 / 64 x 64

 

Windows  

MacOS  

 

 

T h e  D e t o u r   2 6 4 X  /  8 6 4 X

 

 

With VST3 Steinberg has made a Kafkaesque situation : the "effects" plugins cannot receive MIDI messages while the "instruments" let whatever come in pass through unprocessed !
If one needs to have both MIDI controls AND audio processing, a possible way to get round this limit is to place a plugin AFTER the instrument in order to block the outputs corresponding its audio inputs, and to route some unused channels to these same outputs numbers. Yes, it sounds silly...
Of course this can also be done directly within the host's outputs, but it may be easier and faster to do with this plugin : just drop it in the chain ;-)
It includes Presets to be used directly with the SpatStruments, the SpatLine 64X, the MassKeys 64X and the SpatKeys 64X.

 

Current build date : 05/01/2019
Status :

64 x 64

 

Windows  264   864

MacOS : no need !

 

 

 

 
I N S T R U M E N T S
 

Note : some versions are also available as standalone applications for Windows, thanks to Herman Seib's SAVIHost. This means that you can run them directly with your multichannel soundcard and MIDI controllers. It can be faster to test them instead of having to deal with the sometimes convoluted settings of some hosts, and you can even record their outputs up to 32 channels wave files ;-).

 

Synth based

 

S p a t S y n t h   3 D - 3 6 X  /  6 4 X

 

 

Monophonic synthesizer with spatial modulations :
- 3 VCOs, the first one doesn't use oversampling, the third one is based on Phase Distorsion synthesis
- FM and synchro between Osc 1 and 2, FM between Osc 2 and 3
- 2 envelope generators, can be triggered by the LFOs
- 4 filters :
   - two 4 ways 24 dB/oct SV morphing filters with resonance and FM from Osc 2
   - one regular 2/4 poles resonant SVFilter
   - one BiQuad filter (up to 16th order)
- 4 LFOs going up to audio range, the 3 and 4 can also act as VCO with free routing to the 4 filters
- the 4 filters can be sent to either two spatialization inputs
- the VCOs frequency, FM, filters cutoff, LFOs rates can be modulated by the XYZ spatial position controllers (predefined numbers 11, 12, 15, needed)
- the outputs positions can be also modulated by the 2 EG, the 4 LFOs and the keyboard
- 64 channels Resonator with modulations
If the spatial integration is reduced to the simpler possible way with its "Spat3D" section, the goal was for me to remove all the limits I suffer in usual synthesizers, such as the narrow LFOs frequency ranges or some impossible modulation combinations, while keeping it relatively straightforward with no hidden tabs or menus...

 

To do : update the 36 channels version ; Presets !
Current build date : 07/02/2019 - 12/02/2019
S
tatus : 

36 / 64

 

Windows  36   64  EXE

MacOS  36   64

 

 

P o l y S y n t h   8 3 6 X

 

 

8 voices polyphony, each of them is a part of the 8 channels 3D shape that can be morphed and moved in space, which in turns can modify the sound parameters.

 

Current build date : work in progress...
Status : 

 

 

Windows  

MacOS  

 

 

A n i m a S y n t h   8 3 6 X  /  8 6 4 X

 

 

Same spatialization engine than the AnimaSpat and the AnimaPlayer, here with :
- 8 VCOs with their respective ADSRs
- 8 multimode VCFs with their ADSRs
- 8 VCAs with their ADSRs
- 8 LFOs for pitch and cutoff modulations up to audio rate
- 8 LFOs to trig the envelopes up to audio rate
- 8 stages cascade FM and sync
- 64 channels multi-delay
- multichannel optionnal HighCut
- random modulations trigger
- all the parameters are modulated by the 8 animated XYZ
positions within spatial ranges, quantization and custom curves.
It can be considered as a kind of pre-patched modular system where each oscillator can have a different spatial position and animation. The main purpose is to make the synthesis parameters totally dependent to the spatial parameters and obtain complex 3D materials and figures.
I suppose that a manual will be helpfull...

 

Known issues : the 64 channels version may need some power...
To do : FM modulations ; Presets !
Current build date : 27/01/2019

S
tatus :

36 / 64

 

Windows  36     64     EXE

MacOS  36     64  

 

 

F o c u s S y n t h   3 6 X  /  6 4 X

 

 

The "synthesis" parameters are very basic, having not even a filter but it can make interesting "additive" spatial textures, like with 36 or 64 Theremins playing together ;-)
- 36 or 64 independant oscillators that can play in unisson or be spreaded upon 10 octaves, each one going to a different speaker
- sub-oscillator that can be used as a LFO or FM
- all the frequencies are individually controlled according to the position, the Size and the Shape of the "focus"
- Inertia setting to obtain very slow frequencies evolutions
- pitch quantifcation based on the spatial movements
- when followed by a FocusDelay and a FocusFilter it can make a very complex spatial synthesizer engine !

 

Known issues : the 64 channels version may need some power.
To do : try sync mode sub-oscillator ; make some Presets.
Current build date : 06/02/2019
Status : 

36 / 64

 

Windows  36      64   EXE

MacOS  36      64

 

 

K a l e i d o S y n t h   6 4 X

 

 

Application of the "Kaleido principle" to synthesis :
- one dual main oscillators with PD synthesis
- one modulation oscillators for FM
- granular like "kaleido" modulation with up to 128 fragments (caution !)
- variable speed trigger with adjustable chaos
- Trigger Modulator for automatic accelerations and density variations
- multimode 2/4 poles resonant filter
- amplitude ADSR and modulation AR
- 64 channels Resonator module to apply delay and feedback effects 
It is an automatic continuous generator in which the "polyphony" setting means the number of simultaneous fragments that can overlap over the 64 outputs. Since this value can go up to 128 it is possible to obtain very large particles or layers accumulations (be cautious !) as well as fine ethereal trajectories or sharp drawings...

 

Current build date : 22/01/2019
Status : 

64

 

Windows     EXE

MacOS  

Note
The
AnimaSynth, the FocusSynth, the KaleidoSynth and, in a lesser measure, the SpatSynth try to integrate some synthesis techniques into different spatialization processes in a simple and meaningfull manner :
- the
SpatSynth is a "traditionnal" substractive based mono synth associated with a 3D panner and is normally played with a MIDI keyboard and controllers to "spatialize" the sound, but the two main oscillators can be placed independantly in space ;
- the
AnimaSynth is a nearly modular automatic synth where it is the spatial movements of the 8 synthesis chains with cross FM that modulate their parameters ;
- the
FocusSynth can be considered as an additive synthesizer with 36 or 64 independent spatially static oscillators, with all their frequencies are controlled by a unique direct gesture. It is supposed to be the first part a "Focus" chain ;
- the KaleidoSynth associates several syntheis models (substractive, PD, FM) along with a granular like channel based spatial modulation.

 

 

 

Important note about the following plugins :
- the randomized parameters can generate sometimes very high frequencies at high level, better use the included HighCut option instead of exploding your tweeters or your ears !
- the host patch saves the actual parameters values, but those which are linked to the random generator will be always different : this means that you will never find the same sound again...

 

U n i S y n t h   6 4 X

 

 

Just a few buttons to trig each time one unexpected sound (or even nothing...) !
Since it is based on random generators, except when small variations are selected, it is generally not possible to predict what will happend, but once you have something you like, you can tweak the parameters and use the Resonator section to accumulate and sculpt the sound on 64 channels that are then compacted or dispatched on 1 to 64 outputs.
At its minimum value, the DecoRez also acts as a big 64 channels "unison", and the Dispatcher can be used to move a range of channels accross a series of outputs, allowing to do impressive spatial drawings ;-)
You can bypass partially or completely the spatialization section to process it with another plugin, like the Scatterizer.

 

To do : improve the synthesis.
Current build date : 31/01/2019
Status :

64

 

Windows      EXE

MacOS  

 

 

M u l t i S y n t h   6 4 X

 

 

It replaces the unique synth module of the UniSynth by up to 32 ones, each of them having two multishape FM oscillators and a multimode resonant filter. Eveything goes through a global 32 channels UniQ filter with steep curves and peaks.
Otherwise it has about the same functionnalities : you trig the new values with either a Global one (same variation percentage for every parameter) or with the Separate one where you choose the random amount for each.
It is particularily gifted for making complex looped textures...

 

To do : improve the synthesis.
Current build date : 31/01/2019
Status :

64

 

Windows      EXE

MacOS  

 

 

A g g r e g a S y n t h   2 4 - 3 6 X

 

 

It adds to the MultiSynth a ScaleMass processing section that allows to gather all the 24 synth modules into a single point or to spread them allover the space, according to the place you have first defined for each of them.
It is good at making landscapes-like textures evolutions by moving and deforming (slowly !) the aggregat. You can also obtain progressive appearances / disappearances when some parts of the aggregat comes from or goes to "outside" the space.
You can also simply select or isolate some generators, but the parameters tweaking is always global.

 

Known issues : you may experience drop outs when changing the Position / Scale values, do it slowly...
To do : improve the synthesis.
Current build date : 31/01/2019
Status :

36

 

Windows  

MacOS  

 

 

M a s s S y n t h   1 6 3 6 X  /  1 6 6 4 X

 

 

It is a kind of hybrid between the MultiSynth and the AnimaSynth :
- 16 synthesizer modules (each with 2 multiwaves oscillators in FM configuration, multimode resonant filter and LFO triggered amplitude envelope)
- Global and Separate random values engine
- morphing Shapes from the SpatMass
- three modulators to animate some of the Sphere and Position parameters
- Pitch, FM, Cutoff, Rate and Envelope spatial modulations

 

Known issues : you may experience drop outs when automating several Shapes at once in the 64 channels version, do it slowly...
To do : improve the synthesis.
Current build date : 31/01/2019
Status :

36 / 64

 

Windows  36    64   EXE

MacOS  36    64

 

 

S c a t t e r S y n t h   6 4 X

 

 

Not quite yet another synthesizer with a modulation "matrix"...
Nervertheless, it is based on the same 64 x 64 multiline matrix than the Scatterizer, which it uses as well for placing the outputs of its 64 FM/substractive modules on the output channels (resulting as an additive synth), as for modulating up to four parameters (Oscillators Pitch 1 and 2, FM, Filter Cutoff, Trigger Rate and EG Shape) according to the module number and thus its spatial position.
Happyily, it will be easier to use than to describe !

 

Known issue : possible switching noises when modulating the outputs positions.
Current build date : work in progress...
Status :

64

 

Windows  

MacOS  

 

 

S y n t h X p l o r e r   3 2 8 X

 

 

Explore a space made with up 32 independant synthesizer modules by the mean of a group of 8 virtual microphones !
It can be considered as a kind of "super-vector" synth since the 3D space is not used for spatialization purpose in the strict sense of the word, but as a way to mix the 32 synth modules on 8 channels.
Yet the mix balance of the sounds among these 8 output is directly dependent on how they were arranged in this space in the comparison to the 8 microphones shape and movements.
The result can be then recorded as an octophonic sound, in this case the "microphones" arrangement will reflect the speakers one, or you can used it to feed a SpatMass or an AnimaSpat  ;-)

 

To do : improve the synthesis.
Current build date : 27/01/2019
Status :

8

 

Windows      EXE

MacOS  

 

 

Sample based

 

Note about the following sample based instruments : they must all be considered as "work in progress" since it is not yet possible to modulate the samples start and loop on which they depend to be complete. But it will come soon ;-)

 

S p a t P l a y e r   3 D - 3 6 X  /  6 4 X

 

 

Simple sample player :
- stereo wave sampler player with pitch modulations
- 1 multimode filter
- 2 LFO to modulate the Pitch, the Filter Cutoff and the amplitude
- 2 ADSR
- full Spat3D spatial mass control of the sample with MIDI and internal modulations
+ Windows version only (soon) :
- sample loop settings and modulations
- sample start setting and modulation

 

 

Known issues : MacOS, the files must have the included meta-data in order to be looped.
To do : more working modulations ; sample position and loop settings in MacOS version when it will be possible ! 64 channels versions.
Current build date : 22/05/2019 / 22/01/2019
Status :
/

36

 

Windows 36 

MacOS 36  

 

 

K a l e i d o P l a y e r   6 4 X

 

 

Finally here is a 64 bits version of one of my most used Acousmodules (actually Windows only).
It is a kind of grain/slice sampler inspired by an old GRM program that was called "BRAGE" (for "brassage" in french).
The polyphonic fragments can be as short as a few ms and as long as the whole file duration. Contrary to the 32 bits version, this time the audio file must be entirely loaded in RAM which can limit the total length.
The output channel for each fragment is set according to a LFO's range, speed and shape.

 

Current build date : work in progress...
Status : 

64

 

Windows  

 

 

 

P e n S a m p l e r   6 4 X

 

 



 

Current build date : work in progress...
Status : 

1 > 64

 

Windows  

 

 

 

S a m p l e S t r e t c h e r   8 X  / 1 6 X

 

 

Similar in principle to the 32 bits MultiStretcher plugins, this one must first record a mono input (10" max actually) prior to process it :
- circular loop spread on 8 or 16 outputs
- fragment rate up to 100 Hz
- 4 shapes LFO to modulate the sample position
- +/- 5 octaves pitch shifting
- circular Detune
- reverse playback
The 8 outputs version can be followed by an AnimaSpat and the 16 channels one by a SpatMass.
Windows only. 

 

To do : dual gesture controller like in the MultiStretcher ; more than 10" seconds buffer !
Current build date : 12/04/2019
Status : 

1 > 8 / 16

 

Windows  8   16

 

 

 

M u l t i S c r a t c h e r   3 2 X

 

 

- 32 channels recording buffer
- +/- 5 octaves pitch shifting
- forward / backward playback
- optional Bandpass filter to follow the pitch
- variable inertia gesture curve
- Windows only

 

Current build date : work in progress...
Status :

32 > 32

 

Windows   

 

 

T e x t u r i z e r   3 6 X  /  6 4 X

 

 

Despite its name, it belongs to the "Focus" series as a kind of "FocusWave" that uses 36 or 64 wave file players, all with the same audio file, where the pitch is controlled as usual by the focus position, size and shape.
Since its pitch modulation range can be extreme and the samples can be also FM modulated by a multiwave oscillator, it can produce very rich sounding spatial textures, that you can sculpt and transform with other plugins like the FocusFilter and the FocusMass.

 

Known issue : the files must have the corresponding meta-data to be looped.
Current build date : 06/02/2019
Status : 

36 / 64

 

Windows  36   64

 MacOS  36   64

 

 

A n i m a P l a y e r   8 3 6 X  /  8 6 4 X

 

 

Octophonic wave player with the spatial animations of the AnimaSpat...
- the 8 mono wave players can be used with the same sound, but also with totally different ones !
- 8 multimode filters
- the pitch, the filters cutoff and the ADSR trigger rate of the 8 sources can be modulated by the spatial position of their corresponding outputs, thus associating these parameters to their spatial mass "polyphonically".

 

Known issues : the files must have the corresponding meta-data to be looped ; copy/paste the files path doesn't work on MacOS.
To do : add inverse modulations ; sample position and loop settings modulations...
Current build date : 11/06/2019
Status :

36 / 64

 FR 

Windows   36   64

MacOS  36  64

 

 

M u l t i P l a y e r   3 2 X

 

 

Simple 32 wave files players with direct outputs :
- individual pitch settings (+/- 2 octaves)
- individual multimode filter (6dB/oct)
- global synchronised start by group of eight players 
It is not an instrument (yet) and is mainly intended to work together with the SpaceXplorer 328X or the SpatMass.

 

Known issues : no start / stop / loop settings...
To do : mono/stereo options ; MIDI triggers.
Current build date : 28/12/2018
Status :  

32

 

Windows  

MacOS 

 

 

Note : these last two "instruments" don't generate any sound but are intended to use together with a mono/stereo hardware or plugin to combine them as a unique instrument with spatialization capabilities.

 

S p a t S t r u m e n t   2 1 8 X / 2 6 4 X

 

 

Synths, hardware and software, are wonderful, marvelous, astonishing... BUT they are nearly always stereophonic (with the notable exception of Cosmosf Saturn) ! What a pity :-(
The SpatStruments try modestly to bring a remedy to this regrettable situation by feeding them with this mono or stereo sound, and play both together with a MIDI keyboard and controllers, as if they were a single instrument.
Of course, it is not totally true since the spatial part can only process the whole sound coming from the synth and cannot be a part of its internal synthesis path (but generations of acousmatic composers have done worse by spatializing stereo compositions !).
They can nevertheless add some further processing to the sound together with the spatial mass thanks to :
- a VariMode Filter
- 2 Envelope Generators (can be triggered by the LFOs)
- 2 LFOs
- external modulations for both the "synthesis" elements and the spatial ones (note number, velocity, after touch and controllers)
- the spatial position can also be modulated by the Envelope Generators and by the LFOs

 

Known complication : on Windows you will have to place "TheDetour 264X" after it...
To do : add Area Shapes.
Current build date : 22/12/2018
Status :  

2 x 18 / 64

 FR  

Windows  18    64

MacOS  18    64

 

 

S p a t S t r u m e n t   8 3 6 X

 

 

Same principle as the previous one, but the mono input is first splitted into 8 frequency bands that are then sent to an AnimaSpat like section.

 

Current build date : work in progress...
Status :

1 x 36

 

Windows

MacOS  

 

 

 

 

 
U T I L I T I E S
 

Converters

 

S p a c e C o n v e r t e r - 3 D   3 6 X  /  6 4 X

 

 

The SpaceConverters have a single purpose : to adapt one spatial layout to another one.
Outside standard surround layouts and spherical based ones, for which the integrated surround panners and the ambisonics coding/decoding process already take charge of it, we often need to adapt the spatial reolution of a work to a specific loudspeaker setup or for individual sounds inside a composition.
In the first case both must ideally share the same spatial arrangement type, in which case the operation must not be difficult, but it can also be necessery in some cases to change the layout completely, which may require a lot of more attention !
In all cases, utility or "creative", this plugin takes the user's time but not much the computer resources ;-)
- 36 or 64 inputs / outputs freely arranged in a 3D space
- Area setting for each output channel
- separate inputs and outputs gains for each channel (+/- 12 dB)
- test signal and peak meters to help to adjust the Areas and the levels (but it is faster to use a SimpleTest)

 

Known issues : the Presets may not be recalled correctly.
Current build date : 18/03/2019
Status :
 

 36 x 36 / 64 x 64

 

Windows  36   64

MacOS  36   64

 

 

S p a c e C o n v e r t e r   3 L X

 

 

Here the input and output spaces can have up to 64 channels, but with the limit of a maximum of 24 speakers on three height levels.
Unless you need more than these three really different levels, the advantage of a layered organization compared to a free 3D one like in the SpaceConverter 36X/64X, is that it can solve the difficult spatial balance between horizontal and vertical density of speakers, which arises at some point with every spatialization method.
Nevertheless it may need some work to adjust precisely all the area values and the inputs/outputs relative positions, but at least you don't have to bother about their elevation...
The inputs / outputs wired patch system can be a little bit confusing, but it is very efficient.

 

Known issues : the channels numbers on the 2D view are relative to each height level, not to the inputs / outputs numbers.
Current build date : 18/01/2019
Status :  

 64 x 64

FR  

Windows  

MacOS  

 

 

S p a c e I n F a d e r s   6 4 X

 

 

Because sometimes the visual spatial paradigm and its associated panning algorythms is not the better way to translate a loudspeakers space into another one. Each method impose some constraints and has some limits. It is generally easy and reliable when the arrangement is regular and symmetrical, but when the differences are too important, even DPAP and KNN methods can fail to give an acceptable result. 
In these (rare) cases, there is no other solution than doing the VBAP/DBAP/KNN "by hand" and "by ear", that means by adjusting the levels one by one straight in the channel domain. It may be a little longer (not sure...) but with enough patience you can obtain what you want without any risk of side effects.
This plugin provides 64 inputs, each one can go up to 4 simultaneous outputs selectable among 64, each of them of course has a level fader, and it's all !
Since it has also inputs faders, it can possibly be used as a kind of multichannel mixer or an advanced router.

 

To do : show the values in dB.
Current build date : 15/02/2019
Status :

64 / 80 x 64

 

Windows  

MacOS  

Note
Alternatives to the Space Converters : for spherical layouts only, and if you don't need precise points > 5th or 7th order ambisonics with
IEM's encoder/decoder (free) ; for 3D surround and spherical, if you can spend some money > Flux Spat Revolution (1500 € + iLock + powerfull computer) or IRCAM's Panoramix (120 € / but free Linux version) ; for everything, if you don't mind eyes bleeding and nervous breakdowns > Reaper's ReaSurround ; for everything too > GRM-Tools SpaceMaster (free and the easiest to use).

 

 

 

Patchers

 

M u l t i L e v e l s   3 2 X  /  6 4 X

 

 

- 32 or 64 channels level control
- +12 / -40 dB ranges
- mute for each channel
- it's all !
It is a little more compact than MCFX's Gain-Delay and you may prefer vertical sliders instead of rotary knobs ?

 

Current build date : 22/12/2018
Status :  

  32 / 64 x 32 / 64

 

Windows  32   64

MacOS  32   64

 

 

S i m p l e P a t c h   1 8 X  /  3 6 X

 

 

As said...
It is just a simple layout with the basic Synthedit's patch module, but it is nevertheless very useful and light on the CPU, so...
36 channels version : the screen's vertical resolution must be at least 1080.
- connection : grab and drop from one point to another one, or click on the first and then click on the second one
- disconnection : Alt+grab away from a pointt, or right-click on the wire and select "remove"

 

 

Current build date : 18/01/2019
Status :

18 x 18 / 36 x 36

 

Windows  18   36 

MacOS  18    36

 

 

S q u a r e P a t c h   3 2 X  /  64 X

 

 

How to connect a lot of inputs and outputs together with wires while not making a mess of them and keeping the window's size acceptable ?
The outer square (blue numbers) is the inputs, the internal one (red numbers)... is the outputs ! All the inputs and outputs can be added.


 

Current build date : 18/01/2019
Status :

 32 x 32 / 64 x 64

 

Windows  32   64

MacOS  32   64

 

 

F a s t P a t c h   8 0 X

 

 

Another method to connect up to 64 inputs to 80 outputs, certainly faster and perhaps less visually confusing than the wires ?
It can be used together with the SpaceInFaders 80X to process high channels numbers, for instance in Bidule.

(note that the outputs above 64 cannot be used in Reaper)

 

Current build date : 11/02/2019
Status :

64 x 80

 

Windows  

MacOS  

 

 

Monitoring FX

 

S i m p l e B a s s   1 8 X  /  3 6 X  /  6 4 X

 

 

Compact but efficient Bass Managers :
- 50 / 200 Hz crossover frequency range
- send level to up to 2/4 LFE for each input channel
- selectable crossover up to 36 dB/oct
- global Low Cut for all channels with selectable curve
- 4 (or 2) LFE outputs levels
The 18X version is in fact a "18.2", the 36X a "36.4" whereas the 64X version, due to the bus limit in Reaper, is a "60.4" one.

 

 

Known issue : changing the filters order can generate a high level clic, don't do it during playing...
Current build date : 22/12/2018
Status :

18 x 20 / 36 x 40 / 64 x 64

 

Windows  18   36  64

MacOS  18   36  64

 

 

S i m p l e T e s t   6 4 X

 

 

Up to 64 outputs test signals. It can use also a wave file (sweeps or music ?).
In Auto Mode you can select a specific range of outputs, the speed and the curve/direction of the cycle. And since localization can be very different according the sound's shape, you can use a continuous signal or an iterative one (with Rate and Decay parameters).

Note : the Pink Noise source with the volume set at "-12dB" (peak value) matches the K-20 specs.

 

Current build date : 14/01/2019
Status : 

64

 

Windows  

MacOS  

 

 

S i m p l e A n a l y z e r   1 6 4 X  /  8 6 4 X

 

 

It is a simple wrap of Synthedit's Frequency Analyzer : just select the channel(s) number(s) you want to show from its 64 inputs...
Two plugins with one or eight simultaneous views.

 

Current build date : 22/12/2018
Status :

64 x 64

 

Windows  164   864

MacOS  164   864

 

 

M u l t i A n a l y z e r   1 8 X  /  3 2 X  /  6 4 X

 

 

Parallel fixed 18, 32 or 64 channels versions (they work of course with less).
It can take some place on the screen, but this is not the kind of plugin that you need to have always in front of your eyes. Nevertheless, I find it extremely useful in some specific stages of a work...

Known issue : sometimes it doesn't work... remove it and insert it again.

 

Current build date : 22/12/2018
Status :

18 / 32 / 64 x 18 / 32 / 64

 

Windows  18   32   64

MacOS  18   32   64

 

 

S p a t P e a k s   3 D X

 

 

Graphic only Peak Meters that can be visually arranged to reflect the speakers positions and activity, according to a fake 3D view.
For precise non spatial meters up to 64 channels you can use Reaper's JS meters or MCFX' ones.

 

Current build date : 22/12/2018
Status :

64 x 64

 

Windows  

MacOS  

 

 

S p h e r e P e a k s   3 6 X

 

 

Spherical layout version.
Reminder : it shows only the channels peak activity (which can indeed be useful...), but for real sound field visualization use the IEM or SPARTA 7th order ambisonics plugins. Of course, they will show also the side effects due to the coding...

 

Current build date : 22/12/2018
Status :

36 x 36

 

Windows 

MacOS  

 

 

 

 
C O N T R O L L E R S
 

Note
You will need a host that is able to make connections between plugins parameters, here the controller's X, Y, Z values, to the corresponding ones of the plugin you whish to control. Modular hosts present no problem but I don't know other DAWs than Reaper that can do it.
Known issue : the plugins must be visible to make them working.

 

S c a l e C o n t r o l   3 D X

 

 

Since it is not possible to process MIDI datas in VST3 effects plugins (and since VST3 instruments cannot process correctly the sound...), there is a third possibility that consists to use an intermediary plugin to receive and to process MIDI messages, the parameters being linked between the two plugins. Not all hosts can do it, but at least Reaper handles it perfectly...
Why processing MIDI messages ?
With free arrangement loudspeakers tools, like Reaper's ReaSurround or like the 3D Acousmodules on this page, there is some cases where you have to place your graphic objects in other manners than following a perfect square, or here, cube. It can be to optimize the Influences/Areas settings or to follow more precisely the shape of the physical space, whatever.
If you use your mouse to move the objects this is normaly not a big deal, but if you use a MIDI controller you can find it difficult to limit your gestures.
The ScaleControl 3D can scale, shift and invert all the incoming MIDI messages, linked to up to four sets of 3D spatial positions.
If you need more, for example to use with a Spat3D 8X just add another instance.

 

Known issue : the values may need to be triggered by hand to make the links working.
To do : default MIDI controllers compatible with the other Acousmodules. 
Current build date : 22/12/2018
Status :

MIDI IN / Param OUT

 

Windows 

MacOS  

 

 

S h a p e C o n t r o l   3 D X

 

 

ControlShape3DX.jpgIt is intended to be used with a Spat3D 8X or with Reaper's ReaSurround with Parameter Link.
It can be also interesting to control several "Focus" plugins, or, why not, use it as a kind of "3D macro controller" with what you want...
The plugin has 8 fake inputs/outputs to make it work as a Audio Unit but it doesn't process audio.

 

 

Known issue : the values may need to be triggered by hand to make the links working.
To do : default MIDI controllers compatible with the other Acousmodules.
Current build date : 22/12/2018
Status :

MIDI IN / Param OUT

 

Windows 

MacOS  

 

 

S p h e r e C o n t r o l   8 X  /  1 6 X

 

 

ControlShape3DX.jpgIt brings the same kind of shapes interpolation than the ShapeControl to the specific case of the Sphere speakers layout (note that it can also work with other 3D ones). 
Some of them could already be possible by using an ambisonic plugin together with an encoding and a decoding one, but even in 7th order the process will always result in a loss of precision.
The SphereControl is also not limited to move the points accross the surface but can work with "solid sphere" loudspeakers arrangement, that is to say with speakers placed inside the sphere.
- Diameter : dimension of the sphere from a single center point
- Angle : rotation in the Azimut plane
- Elevation : position and rotation in the Elevation plane
- Ring : length in th Azimut plane from a point to a full ring
- Arch : length in the Elevation plane
- Ray : line ray extension (normaly with a Diameter = 0)
- Scatter : random shift from the equal distribution
The 16X version can drive for example two Spat3D 8n.

 

Known issue : the values may need to be triggered by hand to make the links working.
To do : smoothing values.
Current build date :
Status : 

MIDI IN / Param OUT

 

Windows  8  16

MacOS  8  16

 

 

N o d e C o n t r o l   3 D X

 

 

ControlShape3DX.jpgControls 16 parameters at once with a 3D gesture, from for example a Leap Motion.
Each node represents a parameter, its value depending on its distance to the input controller.
The Area settings here means at the same time the "length" of the parameter and how it will change along with the other ones.
It can be very useful to control together the shapes and the animations parameters of an AnimaSpat or even parameters of different plugins.

 

 

Known issue : the values may need to be triggered by hand to make the links working.
To do : better values scaling ; change some colors or objects.
Current build date : 22/12/2018
Status : 

MIDI IN / Param OUT

 

Windows 

MacOS  

 

 

 

 

 

 
O T H E R S
 

I n G r i d   1 6 4 X  /  1 7 5 X  /  8 6 4 X  /  8 7 5 X

 

 

It is a kind of Spat3D plugin, but without the amplitude control system that calculates intermediate amplitudes to simulate the sound position between the speakers.
If this simulation is the basis of stereophony, of surround and even more of ambisonics and WFS, one can also create very efficient spaces when using just coïncident spatial masses.
This alternative method can work with any channel/speaker number and arrangement, but it becomes particularly interesting whith relatively high speakers densities (these plugins have been made for a composition initially called Density 75...).
Some Acousmodules like the "Kaleido" or the "Scatter" series are based on this principle, with no direct relationship with specific spaces : it is to the user to know and to choose how he makes the correspondance between these channels and the real speakers positions.
But since this plugin tries to work both in the channel domain and in the 3D space one, I had to assume that the speaker arrangement is based on a grid, with a fixed channels mapping. It can be constituted of up to 3 / 4 height levels of 25 / 16 points each, but you can use less...
For the multi-inputs version, the shapes will be of course less "realistic" than with the SpatMass series due to the relatively low resolution spatial quantization.
All the versions are in the same archive.
(The plugin's name is a tribute to the composer Hervé Birolini)

 

Known issues : possible zipping noise when automating.
Current build date : 16/02/2019
Status :

1 / 8 x 64 / 75

 

Windows  

MacOS  

 

 

F u l l S p a c e   M i n i P r o c e s s o r s

 

 

A mini-series dedicated to the transformation of a whole space with a focus to efficiency.
Like their 32 bits predecessors (HeightShifter, MegaRotary...) they use a pre-patched system based on simple amplitude panning that doesn't allow the same flexibility than the "real 3D" ones, but they need far less resources. There is also no risk of areas unnevenness or of leakage like with DBAP tools.
Nevertheless, thanks to a bidirectionnal 64 channel patcher together with some channel adjustements so they can be adapted to a wide range of speakers arrangements as long as they are symmetrical.
They are simple but they can be combined to obtain more complex spatial morphings :
- SpaceShifter 16x4 : 4 layers of 8 to 16 channels (from 2 x 8 to 4 x 16)
- SpaceShifter 25x3 (not yet) : 3 layers of 10 to 25 channels
- SpaceRotator 12+4x4 : 2 rings of 8 to 12 and 4 channels in 4 layers (from 1 x 8 to 4 x 16)
- SpaceRotator 16+8+1x3 (not yet) : 2 rings of 8 to 16 and 4 to 8 channels (+ 1 point) in 3 layers
- SpaceSqueezer 12+4x4
- SpaceSqueezer 16+8+1x3
Note that the inputs/outputs from 65 to 75 will not be available in Reaper.

(all the plugins are in the same archive)

 

Current build date : 11/02/2019
Status :

64 x 64

 

Windows  

MacOS  

 

 

Note for the following ones :
I will not begin to develop some ambisonics coding plugins, there is talented people who already do that brightly (
IEM, Ambix, Sparta to name both the bests and the free ones...), but it happends that, even in a so serious domain, there is yet a little place for some weird and creative though simple experimentations ;-)

 

A m b i F X   5 X

 

 

This plugin applies some methods I use from time to time to obtain interesting strange non linear spaces, with or without ambisonics. It works well on mono/stereo encoded sources, with, of course, a 5th order panner, but don't forget that you need a 5th order decoder configured to your speakers setting to hear it !
It processes separately the five first orders and allows to :
- 1st channel (order 0) : level + pseudo reverb
- channels 2 to 4 (order 1) : level + components levels + multimode filter + 3 independant delays + 3 directions reverb
- channels 5 to 9 (order 2) : level + multimode resonant filter + 5 independant delays
- channels 10 to 16 (order 3) : level + 3 bands parametric filter + modulated delay
- channels 17 to 25 (order 4) : level + multimode resonant filter + 9 independant delays
- channels 26 to 36 (order 5) : level + multimode resonant filter
The level control has a -60 to +12 dB range and the delays time can go up to 10 seconds, so don't expect to keep the spatial coherence from the initial coding !

 

To do : make interesting presets...
Current build date : 22/12/2018
Status : 

  36 x 36

 

Windows  

MacOS  

 

 

A m b i P l a y e r   1 X

 

 

Very simple 1st order ambisonics sample player.
Since it doesn't support audio files with more than two channels, you will have to split the 4 channels waves into two stereo ones before loading them.
Nevertheless, while waiting for more features, there is yet some interest to play such sounds with the existing pitch and filters modules only.
You will have of course to place a decoder further in the chain to hear what the space sounds like...
See also the KaleidoAmbix 1o in the 32 bits Windows plugins.

 

Known issues : the files must have the included meta-data in order to be looped.
To do : sample position, loop settings and modulations when it will be possible ! 3rd order version.
Current build date : 22/01/2019
Status :

(4)

 

Windows  

MacOS  

 

 

A m b i S a m p l e r   3 X

 

 

3st order ambisonics sampler/looper.

 

Current build date : work in progress...
Status :

(16)

 

Windows

 

 

 

A m b i C o n t r o l   3 2 X

 

 

To use with the ambisonic MultiEncoder from IEM.

 

Current build date : work in progress...
Status :

MIDI IN / Param OUT

 

Windows 

MacOS  

 

 

 

 

* It is a real shame that Steinberg has removed the possibility to use MIDI controllers messages with VST3 effects plugins...
The result is that if we need to use MIDI messages the plugin MUST be an instrument (a VST3i) and in consequence it lets all the inputs pass through, making it impossible to process them. The only way I have found is to shift the needed inputs and to block them with another plugin (The Detour) placed after it.
Sorry for the inconvenience !