Offline Synthesis / IR Guides
These guides match the Package Browser’s Offline Synthesis / IR group. They cover selected offline synthesis, resynthesis, grain-cloud, and impulse-oriented tools.
Dense Grain Cloud
Use this for source-based grain clouds rendered directly to a multichannel item.
Selection:
- Select one WAV-backed media item.
- Run
Dense Grain Cloud.
Important controls:
Grainssets the event count.Densityadmits more or fewer grains.Grain mscontrols average grain duration.Length variationmakes the cloud less uniform.Pitch scatter octmoves grains away from the source pitch.Spatial spreadandChannel contrastcontrol how strongly grains separate across channels.
Use lower grain counts while setting the event shape and spatial spread, then raise the count for denser renders. Use the amplitude envelope for fades instead of relying only on post-render gain.
EVP Field
Use this to render synthetic speech-like formant material as a multichannel or
ambisonic field. eSpeak NG creates the spoken source, then the selected voice
treatment reshapes it before spatial rendering. eSpeak NG is required for this
process. Speex is optional and is only required when Codec damage is enabled.
Output:
3OA ACN/SN3Dwrites a 16-channel ambisonic item.Multichannel shapewrites a speaker-shaped item using ring, double-ring, cube, or dome placement.
Main controls:
Voice treatmentselects clear speech, sung chant, melodic, choir, whisper ghost, possession, or broken radio behavior.eSpeak voice,Speech speed wpm, andSpeech pitchcontrol the source speech render. On macOS, install eSpeak NG withbrew install espeak-ng.Time expansioncontrols how the spoken source occupies the render:Fill durationstretches the phrase to the requested duration,Manual expansionuses the expansion factor, andSpeech lengthkeeps the natural eSpeak phrase length.Scale,Root semitone, andMelody depthshape the pitch contour used by sung and melodic treatments.Vowel sustain,Choir voices,Shadow voice, andGhost mixshape layered voice behavior.Spectral shaperadds an end-stage color mask before spatial output:Presetuses internal resonant shapes,Tone listbuilds a harmonic mask from typed note names, MIDI numbers, or frequencies, andProfile itemimprints the spectrum of the first selected WAV media item.Shaper strength,Shaper bandwidth,Shaper partials, andShaper brightnesscontrol how strongly the mask is applied.Codec damageruns the treated speech through Speex before spatial output. Narrowband, wideband, and ultra-wideband modes use different codec sample rates.Codec amountblends the damaged signal with the source,Codec qualitysets the Speex encode quality,Packet losssimulates dropped codec packets, andResidue instead of decoded speechuses the difference between the source and codec result as the damaged layer.Pitch,Pitch spread,Formant shift, andMouth sizeshift the vocal register and formant character.Breath,Noise,Whisper, andFormant smearadd air, residue, and instability.Azimuth width,Elevation width,Spatial motion, andSpeaker spreadshape the spatial field.
Breakpoint curves can vary amplitude, density, syllable length, pitch, breath, noise, whisper, azimuth, and elevation over the render.
Fata Morgana Resynth
Use this for hybrid resynthesis from multiple input files. It analyzes selected items and recombines their timing, pitch, amplitude, and spatial traits into a new oscillator-field render.
Selection:
- Select 2-16 WAV-backed media items.
- Use sources with clearly different traits if you want the recombination to be obvious.
Important controls:
Hybrid modedecides how sources are recombined.Trace behaviorchanges how partials are followed or redistributed.Traces per framecontrols how much analysis detail is admitted.Trait mutationincreases cross-source instability.Texture biaspushes the result toward denser or more textural behavior.Clarity protecthelps avoid muddy low-frequency or overfull renders.
If the output becomes whistle-like, reduce pitch emphasis with fewer traces, lower pitch scale extremes, or stronger texture bias.
IR Toolkit
Use this to reshape a selected impulse response item before using it in a convolution process. Select one WAV-backed impulse item, then choose the edits to apply to the rendered copy.
Available operations:
Trim silenceremoves leading or trailing low-level material.Tail fadeapplies an end fade over the selected fade length.Normalizesets the peak level of the processed impulse.Early reflectionsadds a sparse reflection pattern before the tail.Decorrelate channelsgives multichannel IR channels slightly different timing and tone.
The output is a new media item, leaving the selected impulse item in place. Use this when an impulse needs a shorter tail, a defined peak level, or channel variation before convolution.
Karplus Field
Use this to render a multichannel field of plucked resonator events. The process does not require an input item. It creates short excitation impulses, feeds them through Karplus-Strong-style resonators, and distributes the resulting events across the selected channel count.
Main controls:
DurationandChannelsset the rendered item.EventsandDensitydecide how many plucks are admitted.Pitch,Pitch spread, andDispersionshape the resonator tuning.DampingandBrightnesscontrol decay and tone.Spatial widthand motion controls distribute events across the channel bed.
Breakpoint envelopes can change density, pitch region, damping, and amplitude over the render. Use the amplitude envelope to make the field enter, thin out, or fade without changing the post-render item gain.
Mass Partial Field
Use this for additive fields made from many generated partial events rather than from a single analyzed source. Render time increases with duration, partial count, event count, and channel count.
Initial settings:
- Use a short duration while setting up a sound.
- Keep partial or event counts moderate.
- Leave normalize on.
- Shape amplitude and density with breakpoints before adding wide pitch drift.
This process is organized around mass behavior: many small related events that change density, register, and spatial focus over time. Render time increases with duration, partial count, event count, and channel count. The detailed breakpoint editor can be collapsed while setting other controls.
Modal Terrain
Use this for generated resonant fields made from many modal frequencies struck or excited over time. It is a source-free offline synth: the script creates the excitation events, resonant modes, and spatial distribution internally.
Output:
3OA ACN/SN3Dwrites a 16-channel third-order ambisonic item.Multichannel ringwrites an even-channel ring bed.
Main controls:
Mode countsets the size of the resonator bank.EventsandModes / eventcontrol how many excitations occur and how many modes each event activates.Frequency modelselects inharmonic, metallic-clustered, stretched-harmonic, or scale-lattice tuning.Exciterchanges the event shape from short strikes to dust, swells, or layered strata.Decay,Damping spread,Brightness, andDetuneshape the modal tail and spectral motion.Spatial mode,Spatial width, andMotiondetermine how the resonances move through the chosen output format.
Breakpoint envelopes can shape amplitude, density, motion, and spatial width across the render. Use shorter durations and smaller mode counts while setting the behavior, then increase the mode and event counts for denser fields.
Partial Trace Resynth
Use this when you want an input file analyzed into sinusoidal traces and re-rendered as a multichannel oscillator field.
Selection:
- Select one WAV-backed media item.
- Run
Partial Trace Resynth.
The process tracks peaks in the source spectrum, then resynthesizes selected traces with controllable density, trace behavior, pitch spread, and spatial motion. It is based on sine-wave resynthesis, so clear harmonic or resonant sources tend to reveal the method more directly than noisy sources.
Main controls:
Trace modechanges whether partials remain linked, smear, point, or freeze.Densityadmits fewer or more traces before synthesis.Trace countor equivalent detail controls set how many peaks are followed.Pitch spreadandjitterpush the result away from literal resynthesis.Protectionor clarity controls reduce buildup in dense renders.
If the output contains static-like edges, reduce density and pitch spread first. If it stays close to the source, increase trace motion or spatial spread.
Resonant Terrain
Use this for struck resonator banks, metallic fields, synthetic impulse responses, and sustained resonant dust. It sits between an offline synth and an impulse-design process.
Initial settings:
- Use moderate excitation.
- Use fewer resonators while learning the controls.
- Use amplitude and damping envelopes to shape the tail.
- Normalize to avoid unexpectedly quiet first renders.
Spread, detune, and channel motion determine how far the resonator bank moves away from a centered response. Excitation brightness and damping shape the upper-frequency edge before final gain is applied.
Subharmonic Bank
Use this to render a multichannel bank of divided oscillator voices. The process starts from one or more root tones, creates subharmonic divisions, and shapes them with masks, drift, fold, and pulse/sine balance.
Main controls:
DurationandChannelsset the rendered item.RootandDivision rangedefine the subharmonic material.Maskcontrols decide when divided voices are allowed through.InstabilityandDriftvary tuning and articulation over time.Pulse / sine blendchanges the edge of the oscillator bank.Spatial spreaddistributes voices across the channel bed.
Breakpoint envelopes can change activity, amplitude, register, and spatial behavior over the render. Sparse mask settings create separated articulations; dense mask settings create more continuous divided-tone layers.