Synthesis Machines

Drum

General information

The Drum Machine is a per-voice drum-synth: each voice runs a single drum model, triggered on note-on with a percussive envelope. There is no looping or sustain stage — the Decay parameter sets the length of every hit. 15 drum models are available, covering kicks, snares, hi-hats, claps, plus FM, Noise and Glitch sources.

The Machine has its own dual-mode signal chain: every drum hit goes through a Filter section, then a Drive stage, then an output Volume with Accent before reaching the Mixer. The Filter and Drive are integrated into this Machine — they are not the unified Filter/Amp sections used by the Synthesizer.

flowchart LR
    MOD["DRUM MODEL
(15 models, BD/SD/HH/CP/FM/Noise/Glitch)"] FILT["FILTER
(single slot)"] DRV["DRIVE"] VOL["VOLUME + ACCENT"] OUT["TO MIXER"] MOD --> FILT FILT --> DRV DRV --> VOL VOL --> OUT classDef src fill:#06b6d4,stroke:#22d3ee,color:#fff,stroke-width:2px classDef filter fill:#65a30d,stroke:#a3e635,color:#fff,stroke-width:2px classDef drive fill:#eab308,stroke:#facc15,color:#000,stroke-width:2px classDef vol fill:#ec4899,stroke:#f472b6,color:#fff,stroke-width:2px classDef mixer fill:#9333ea,stroke:#c084fc,color:#fff,stroke-width:2px class MOD src class FILT filter class DRV drive class VOL vol class OUT mixer

Drum main screen

The Machine is fully polyphonic: trigger different voices simultaneously to layer hits. There are no choke groups — every voice rings out independently for the duration of its Decay envelope.

MAIN tab

ModelFrequencyTransposeVolume
Selects the drum model. 15 choices — see Drum models below.Fine-tune the pitch.Tune the pitch in semitone increments.Output level into the Filter stage.

SHAPE tab

The SHAPE tab adapts to the selected model. Decay is always present on Button 1 and controls the length of the hit; the other buttons and pages change with the model. Every parameter on this tab triggers the on-screen waveform preview (the DrumWave view) so you can audition the shape of the hit while editing.

See Drum models below for the per-model parameter list.

FILTER tab

A single filter slot per voice. The same dual-mode filter family as the Synthesizer: 31 filter types selectable via Type, with Cutoff, Res and a third button that follows the filter type:

CutoffResTrans / Gain / FeedbackType
Filter cutoff frequency.Filter resonance.Context-sensitive: shows Trans for SVF 12, Gain for BELL EQ, Feedback for the TLD ladder family. Empty for filter types that don't expose a third parameter.Selects the filter type. Set to Off to bypass the filter section entirely.

OUT tab

Drive TypeDrive AmountAccentVolume
Post-filter drive curve. Set to Off to bypass the drive stage. Same drive list as the Synthesizer.Drive intensity (0–100%). Disabled while Drive Type is Off.Per-hit accent. Modulate Accent (e.g. from a Shape sequencer or velocity) to add dynamics to a drum pattern. Modulating Accent affects both the level and the brightness/punch character of the hit.Output level with VU meter.

Drum models

15 models, organised by drum family. Each model has its own internal parameter set on the SHAPE tab — parameter counts vary from 2 to 9, spread across 1 to 3 pages.

ModelFamilySHAPE pagesPer-model parameters
BD ComplexKick3Decay · Curve D. · Shape · Punch · Sweep · SweepTime · ClickType · Click · Sub · Click Decay
BD AnalogKick1Decay · Tone · Punch · Feed
BD Synth.Kick2Decay · Tone · Dirt · FM · Click
BD FMKick2Decay · Ratio · Index · FM Decay · Feedback
BD FoldKick2Decay · Fold · Symmetry · Noise · Sweep
BD Acoust.Kick2Decay · Tension · Strike · Beater · Shell
SD AnalogSnare1Decay · Tone · Snappy
SD Synth.Snare1Decay · FM Amount · FM Decay · Snappy
SD Acoust.Snare2Decay · Tuning · Wires · Stick · Shell
HH MetalHi-Hat1Decay · Tone · Noisiness
HH Synth.Hi-Hat1Decay · Tone
CP HandClap1Decay · Impact · Spread · Amount
FMFM1Decay · Ratio · Index · Feedback
NoiseNoise2Decay · Color · Tone · Metal · Snap · Sweep · Reso · Chaos
GlitchGlitch1Decay · Formula · Bit1 · Bit2 (see below)

Glitch model

Glitch is a bytebeat / chiptune-style noise synth. Instead of a fixed algorithm, it exposes a Formula selector that picks one of many built-in glitch algorithms (kicks, snares, vocal-ish chants, ring modulators, gates, fractals, low-bit textures…). The two Bit1 and Bit2 parameters tweak internal variables of the active formula — their meaning depends on the formula chosen.

Each Formula reacts differently to Bit1 and Bit2, so the most efficient way to explore is to pick a Formula, then sweep Bit1 and Bit2 while listening.

Tip: modulate the Formula parameter from a Shape sequencer or a Sample & Hold to step between glitch algorithms over time — gives evolving, never-quite-the-same percussion.