Topology Effects

Topology effects organize processing lanes as points and map the relationships among those points to sound. They suit multichannel material whose internal structure should move as one network rather than as unrelated channels.

Workflow

  1. Choose Processor Delay, Processor Wave Geometry, or Processor Spectral in the width that matches the source, configure the REAPER track and input pins, then use the internal matrix to establish the lanes or nodes excited by the source.
  2. Route the result to the main speakers, a direct panner, or a stereo or quad fold-down, then begin playback. Another effect may precede that destination when its build matches the current bus width.
  3. Set the processor's core sound, then shape the point field and its neighbor or centroid relationships.
  4. Animate or automate the network once its static routing and levels are clear.

Start with the Framework

Topology Framework explains the shared point, patch, camera, neighbor, centroid, and automation model before each effect gives that network a different DSP meaning.

Plugins

Shared Model

Each effect interprets the shared network differently, so automation can preserve a recognizable structural gesture while changing the DSP model. Delay uses its lane patch to select participating physical nodes; each routed repeat then waits inside the destination node's long delay before continuing. Wave Geometry sends waveform energy through short sample-domain paths, while Processor Spectral transports FFT material through frame-domain paths. Their matrices inject sources into meshes whose unpatched nodes remain available as receivers.

Begin with Processor Delay when learning the framework; its display shows the point-to-parameter mapping especially clearly.

Routing

Choose the fixed-width build that matches the REAPER track. These are general multichannel effects and do not assume ACN/SN3D; use Ambisonic Effects when channels form an encoded sound field.