83 parameters on this page.
Exciter
- Options
- Hand Strike · Felt Mallet · Hard Mallet · Drumstick · Wire Brush · Metal Pipe · Metal Chain · Bow · Stiff Point Scrape · Heavy Grinding · Corrugated Drag · Tension Rise · Pneumatic Jet · Electromagnetic Hum · Tension Snap · Particle Rain
- Default
- Hand Strike
- Hand Strike: Fleshy Kelvin-Voigt impact with heavy damping and an explicit mute tail.
- Felt Mallet: Soft non-linear mallet with a compressive felt layer over a harder core.
- Hard Mallet: Rigid Hertzian strike tuned around mass, brightness, and bounce suppression.
- Drumstick: Light rigid impact with explicit rebound energy and micro-bounce count.
- Wire Brush: Impulse-cloud brush model with density, spread, stiffness, and stochastic variance.
- Metal Pipe: Bi-directional pipe impact with a ringing exciter body feeding back into the collision.
- Metal Chain: Clustered heavy-link impacts with separate timing spread and high-frequency rattle coloration.
- Bow: Smooth stick-slip bow friction with pressure, speed, grip, and slip controls from the documented bow model.
- Stiff Point Scrape: Rigid point scrape where chatter pitch and damping define the squeal character.
- Heavy Grinding: Heavy rough drag with separate baseline force, tearing grit, and noise color.
- Corrugated Drag: Drag motion across ridges with explicit spacing, depth, and moving contact mass.
- Tension Rise: Integrate-and-fire creak model driven by pull speed, threshold, randomness, and crack sharpness.
- Pneumatic Jet: Band-limited turbulence exciter shaped by nozzle focus and overload chaos.
- Electromagnetic Hum: Continuous Lorentz-force injection with direct control of mains pitch, proximity, and sag.
- Tension Snap: Hook-and-release mechanism with explicit pull distance, stiffness, and break force.
- Particle Rain: Continuous debris cloud controlled by flow density, particle weight, and variance.
How hard the exciter presses on the object. Higher drives the object harder: louder and more strained.
- Range
- -12.0 dB – +12.0 dB
- Default
- +0.0 dB
How fast the exciter moves across or against the object. Higher sounds brighter and more agitated.
- Range
- ×0.50 – ×2.00
- Default
- ×1.00
Irregularity of the contact. Higher adds grit, noise and jitter to the excitation.
- Range
- ×0.00 – ×3.33
- Default
- ×1.00
Model controls
- Range
- 0.4 – 3
- Default
- 1.7
Per model| Model | Label | Range | What it does |
|---|
| Hand Strike | Hand Mass | 0.4 – 3 | Weight of the striking hand. Heavier hands push more low end into the object. |
- Range
- 0.05 – 0.8
- Default
- 0.425
Per model| Model | Label | Range | What it does |
|---|
| Hand Strike | Flesh Stiffness | 0.05 – 0.8 | Stiffness of the hand's flesh at contact. Higher gives a shorter, brighter slap. |
- Range
- 0.3 – 1.8
- Default
- 0.75
Per model| Model | Label | Range | What it does |
|---|
| Hand Strike | Flesh Damping | 0.3 – 1.8 | How much the flesh absorbs the impact. Higher softens the attack. |
- Range
- 0.85 – 0.999
- Default
- 0.9245
Per model| Model | Label | Range | What it does |
|---|
| Hand Strike | Mute Decay | 0.85 – 0.999 | How long the hand rests on the object after the strike. Lower mutes the ring sooner. |
- Range
- 0.4 – 3.5
- Default
- 1.5
Per model| Model | Label | Range | What it does |
|---|
| Felt Mallet | Mallet Mass | 0.4 – 3.5 | Weight of the mallet head. Heavier mallets stay in contact longer and bring out the low modes. |
| Hard Mallet | Mallet Mass | 0.4 – 3.5 | Weight of the mallet head. Heavier mallets stay in contact longer and bring out the low modes. |
- Range
- 0.1 – 1.3
- Default
- 0.94
Per model| Model | Label | Range | What it does |
|---|
| Felt Mallet | Felt Softness | 0.1 – 1.3 | Softness of the felt covering. Higher gives a rounder, darker strike. |
- Range
- 0.5 – 4.5
- Default
- 2.5
Per model| Model | Label | Range | What it does |
|---|
| Felt Mallet | Core Hardness | 0.5 – 4.5 | Hardness of the mallet's core under the felt. Higher adds a brighter click to loud hits. |
- Range
- 2 – 5
- Default
- 2.9
Per model| Model | Label | Range | What it does |
|---|
| Felt Mallet | Compression Curve | 2 – 5 | How quickly the felt stiffens as it is squeezed. Higher makes hard hits much brighter than soft ones. |
- Range
- 0.5 – 5
- Default
- 2.75
Per model| Model | Label | Range | What it does |
|---|
| Hard Mallet | Material Stiffness | 0.5 – 5 | Stiffness of the mallet head. Higher gives a sharper, brighter strike. |
- Range
- 0.1 – 1.3
- Default
- 0.46
Per model| Model | Label | Range | What it does |
|---|
| Hard Mallet | Impact Damping | 0.1 – 1.3 | Energy lost in the contact itself. Higher softens and shortens the attack. |
- Range
- 0.05 – 1.25
- Default
- 0.65
Per model| Model | Label | Range | What it does |
|---|
| Drumstick | Stick Mass | 0.05 – 1.25 | Weight of the drumstick. Heavier sticks drive the object harder and darker. |
- Range
- 0.8 – 6.8
- Default
- 3.8
Per model| Model | Label | Range | What it does |
|---|
| Drumstick | Tip Stiffness | 0.8 – 6.8 | Stiffness of the stick's tip. Higher gives a sharper, brighter tick. |
- Range
- 0.2 – 0.9
- Default
- 0.41
Per model| Model | Label | Range | What it does |
|---|
| Drumstick | Restitution Bounciness | 0.2 – 0.9 | How much the stick bounces back after contact. Higher gives livelier, more rebound-rich hits. |
- Range
- 2 – 8
- Default
- 4
Per model| Model | Label | Range | What it does |
|---|
| Drumstick | Micro Bounce Limit | 2 – 8 | Maximum number of small rebounds after a strike. Higher allows a buzzier, rattling attack. |
- Range
- 10 – 130
- Default
- 46
Per model| Model | Label | Range | What it does |
|---|
| Wire Brush | Wire Density | 10 – 130 | Number of wires in the brush. Higher gives a denser, smoother swish. |
- Range
- 10 – 250
- Default
- 130
Per model| Model | Label | Range | What it does |
|---|
| Wire Brush | Spread Duration | 10 – 250 | How long the brush's wires take to land, in milliseconds. Higher smears the hit into a sweep. |
- Range
- 0 – 1
- Default
- 0.3
Per model| Model | Label | Range | What it does |
|---|
| Wire Brush | Wire Stiffness | 0 – 1 | Stiffness of the wires (brush wires or spring coils, by model). Higher sounds brighter and tighter. |
- Range
- 0 – 1
- Default
- 0.3
Per model| Model | Label | Range | What it does |
|---|
| Wire Brush | Amplitude Randomization | 0 – 1 | Random level variation between wires or hits. Higher sounds looser and more organic. |
- Range
- 0.4 – 2.6
- Default
- 1.5
Per model| Model | Label | Range | What it does |
|---|
| Metal Pipe | Pipe Mass | 0.4 – 2.6 | Weight of the striking pipe. Heavier pipes hit harder and darker. |
- Range
- 0.5 – 5.5
- Default
- 3
Per model| Model | Label | Range | What it does |
|---|
| Metal Pipe | Metal Stiffness | 0.5 – 5.5 | Stiffness of the striking metal. Higher gives a harder, brighter clang. |
- Range
- 0.5 – 2.5
- Default
- 1.1
Per model| Model | Label | Range | What it does |
|---|
| Metal Pipe | Pipe Pitch | 0.5 – 2.5 | Tuning of the striking pipe's own ring. Higher raises its overtone. |
- Range
- 0.96 – 0.999
- Default
- 0.9795
Per model| Model | Label | Range | What it does |
|---|
| Metal Pipe | Pipe Ring Decay | 0.96 – 0.999 | How long the striking pipe's own ring lasts. Higher adds a longer metallic tail to each hit. |
- Range
- 3 – 15
- Default
- 9
Per model| Model | Label | Range | What it does |
|---|
| Metal Chain | Link Count | 3 – 15 | Number of links in the dropped chain. Higher gives a longer, busier rattle. |
- Range
- 0.2 – 1.4
- Default
- 0.8
Per model| Model | Label | Range | What it does |
|---|
| Metal Chain | Chain Mass | 0.2 – 1.4 | Weight of the dropped chain. Heavier chains hit harder and darker. |
- Range
- 40 – 400
- Default
- 220
Per model| Model | Label | Range | What it does |
|---|
| Metal Chain | Drop Envelope Spread | 40 – 400 | How spread out in time the links land, in milliseconds. Higher stretches the cascade. |
- Range
- 0 – 1
- Default
- 0.3
Per model| Model | Label | Range | What it does |
|---|
| Metal Chain | Internal Rattle | 0 – 1 | Rattling between the links. Higher adds more clatter to the strike. |
- Range
- 0 – 1
- Default
- 0.3
Per model| Model | Label | Range | What it does |
|---|
| Metal Chain | Rattle Color | 0 – 1 | Tone of the rattle. Higher is brighter. |
- Range
- 0.2 – 2
- Default
- 1.1
Per model| Model | Label | Range | What it does |
|---|
| Bow | Bow Pressure | 0.2 – 2 | How hard the bow presses on the object. Higher is louder and grittier, and too much makes it crunch. |
- Range
- 0.1 – 2
- Default
- 1.05
Per model| Model | Label | Range | What it does |
|---|
| Bow | Bow Speed | 0.1 – 2 | How fast the bow moves. Higher gives a brighter, more stable tone. |
- Range
- 0.05 – 1.5
- Default
- 0.485
Per model| Model | Label | Range | What it does |
|---|
| Bow | Rosin Grip | 0.05 – 1.5 | Static friction of the rosin. Higher grips harder, giving a stronger, rougher stick-slip. |
- Range
- 0.05 – 1.5
- Default
- 0.485
Per model| Model | Label | Range | What it does |
|---|
| Bow | Slip Curve | 0.05 – 1.5 | How quickly friction falls once the bow slips. Higher gives a sharper, more aggressive tone. |
- Range
- 0.1 – 2.5
- Default
- 0.82
Per model| Model | Label | Range | What it does |
|---|
| Stiff Point Scrape | Scrape Speed | 0.1 – 2.5 | How fast the point scrapes along the surface. Higher raises the chatter's pitch and density. |
- Range
- 0.1 – 1.5
- Default
- 0.8
Per model| Model | Label | Range | What it does |
|---|
| Stiff Point Scrape | Point Pressure | 0.1 – 1.5 | How hard the point presses into the surface. Higher is louder and harsher. |
- Range
- 0.1 – 1.5
- Default
- 0.52
Per model| Model | Label | Range | What it does |
|---|
| Stiff Point Scrape | Chatter Pitch | 0.1 – 1.5 | Pitch of the stick-slip chatter. Higher sounds squealier. |
- Range
- 0.1 – 0.9
- Default
- 0.66
Per model| Model | Label | Range | What it does |
|---|
| Stiff Point Scrape | Chatter Damping | 0.1 – 0.9 | How quickly each chatter burst dies away. Higher sounds drier and tighter. |
- Range
- 0.1 – 2.5
- Default
- 0.82
Per model| Model | Label | Range | What it does |
|---|
| Heavy Grinding | Grind Speed | 0.1 – 2.5 | Speed of the grinding wheel. Higher gives a brighter, denser roar. |
- Range
- 0.1 – 1.9
- Default
- 1
Per model| Model | Label | Range | What it does |
|---|
| Heavy Grinding | Grind Pressure | 0.1 – 1.9 | How hard the grinder presses on the object. Higher is louder and more aggressive. |
- Range
- 0 – 1
- Default
- 0.3
Per model| Model | Label | Range | What it does |
|---|
| Heavy Grinding | Surface Grit | 0 – 1 | Coarseness of the ground surface. Higher adds noise and crackle. |
- Range
- 0 – 1
- Default
- 0.3
Per model| Model | Label | Range | What it does |
|---|
| Heavy Grinding | Grit Color | 0 – 1 | Tone of the grit noise. Higher is brighter. |
- Range
- 0.1 – 2.5
- Default
- 0.82
Per model| Model | Label | Range | What it does |
|---|
| Corrugated Drag | Drag Speed | 0.1 – 2.5 | How fast the exciter drags across the ridges. Higher raises the ridge rate. |
- Range
- 0.01 – 0.2
- Default
- 0.143
Per model| Model | Label | Range | What it does |
|---|
| Corrugated Drag | Ridge Spacing | 0.01 – 0.2 | Distance between the surface's ridges. Higher spaces the ticks further apart. |
- Range
- 0 – 2
- Default
- 0.6
Per model| Model | Label | Range | What it does |
|---|
| Corrugated Drag | Ridge Depth | 0 – 2 | Depth of the ridges. Higher gives stronger, louder ticks. |
- Range
- 0.2 – 2
- Default
- 1.1
Per model| Model | Label | Range | What it does |
|---|
| Corrugated Drag | Exciter Mass | 0.2 – 2 | Weight of the dragged exciter. Heavier sounds lower and heavier. |
- Range
- 0.05 – 1.55
- Default
- 0.8
Per model| Model | Label | Range | What it does |
|---|
| Tension Rise | Pull Speed | 0.05 – 1.55 | How fast the tension builds. Higher makes creaks come faster. |
- Range
- 0.1 – 1.6
- Default
- 0.85
Per model| Model | Label | Range | What it does |
|---|
| Tension Rise | Break Threshold | 0.1 – 1.6 | Tension at which the material slips. Higher builds more tension before each creak. |
- Range
- 0 – 1
- Default
- 0.3
Per model| Model | Label | Range | What it does |
|---|
| Tension Rise | Slip Stochasticity | 0 – 1 | Randomness of the slips. Higher sounds more irregular. |
- Range
- 0.2 – 1.4
- Default
- 0.56
Per model| Model | Label | Range | What it does |
|---|
| Tension Rise | Creak Sharpness | 0.2 – 1.4 | Sharpness of each creak. Higher sounds brighter and more percussive. |
- Range
- 0.1 – 2.1
- Default
- 1.1
Per model| Model | Label | Range | What it does |
|---|
| Pneumatic Jet | Air Pressure | 0.1 – 2.1 | Pressure of the air jet. Higher is louder and more turbulent. |
- Range
- 0.1 – 1.6
- Default
- 0.85
Per model| Model | Label | Range | What it does |
|---|
| Pneumatic Jet | Nozzle Width | 0.1 – 1.6 | Width of the nozzle. Higher gives a broader, darker hiss. |
- Range
- 0 – 2
- Default
- 0.6
Per model| Model | Label | Range | What it does |
|---|
| Pneumatic Jet | Turbulence Chaos | 0 – 2 | Instability of the airflow. Higher sounds rougher and more chaotic. |
- Range
- 40 – 120
- Default
- 80
Per model| Model | Label | Range | What it does |
|---|
| Electromagnetic Hum | Mains Frequency | 40 – 120 | Frequency of the electromagnetic drive, in hertz. It sets the hum's base pitch. |
- Range
- 0 – 2
- Default
- 1
Per model| Model | Label | Range | What it does |
|---|
| Electromagnetic Hum | Coil Proximity | 0 – 2 | How close the coil sits to the object. Higher couples more strongly and sounds louder. |
- Range
- 0 – 2
- Default
- 0.6
Per model| Model | Label | Range | What it does |
|---|
| Electromagnetic Hum | Voltage Sag | 0 – 2 | Instability of the supply. Higher makes the hum waver and sag. |
- Range
- 0.1 – 1.5
- Default
- 0.8
Per model| Model | Label | Range | What it does |
|---|
| Tension Snap | Pull Distance | 0.1 – 1.5 | How far the hook pulls before releasing. Higher gives a bigger snap. |
- Range
- 0.2 – 2.2
- Default
- 1.2
Per model| Model | Label | Range | What it does |
|---|
| Tension Snap | Hook Stiffness | 0.2 – 2.2 | Stiffness of the hook. Higher gives a sharper release. |
- Range
- 0.1 – 2
- Default
- 0.67
Per model| Model | Label | Range | What it does |
|---|
| Tension Snap | Snap Force | 0.1 – 2 | Force of the release. Higher is louder and harder. |
- Range
- 0.1 – 3.1
- Default
- 1.6
Per model| Model | Label | Range | What it does |
|---|
| Particle Rain | Flow Rate | 0.1 – 3.1 | How many particles fall per second. Higher gives a denser rain. |
- Range
- 0.05 – 1
- Default
- 0.525
Per model| Model | Label | Range | What it does |
|---|
| Particle Rain | Particle Mass | 0.05 – 1 | Weight of each particle. Heavier particles hit harder and darker. |
- Range
- 0 – 2
- Default
- 0.6
Per model| Model | Label | Range | What it does |
|---|
| Particle Rain | Mass Variance | 0 – 2 | Variation in particle weight. Higher sounds more uneven. |
Gesture Modifiers
How much the envelope shapes the excitation. Lower flattens it.
- Range
- 0 – 1
- Default
- 1
How much velocity changes the envelope's peak. Higher makes soft notes quieter.
- Range
- 0 – 1
- Default
- 0.5
Scales every envelope time. Higher slows the whole envelope.
- Range
- 0.1 – 10
- Default
- 1
How much velocity changes the note's level. Higher gives more dynamic range.
- Range
- 0 – 1
- Default
- 1
How much velocity shortens the envelope. Higher makes hard notes snappier.
- Range
- 0 – 1
- Default
- 0.15
Shape of the envelope's segments. Turning it away from the middle bends them more.
- Range
- -1 – 1
- Default
- 0
Force Envelope (AD)
Time the note takes to reach full level. Higher fades in slower.
- Range
- 0.001 – 2
- Default
- 0.05
- Shown
- Attack with struck exciters (AD envelope); Attack with specialty exciters (ADSR envelope)
Time to fade after the note ends. Higher fades longer.
- Range
- 0.01 – 5
- Default
- 0.5
- Shown
- Release with struck exciters (AD envelope); Release with specialty exciters (ADSR envelope)
Force Envelope (MSEG)
Length of the onset stage that starts the friction envelope. Higher eases the note in slower.
- Range
- 0.001 – 1
- Default
- 0.01
- Shown
- Onset with friction exciters (MSEG)
Level of the friction envelope's onset stage. Higher starts the note stronger.
- Range
- 0 – 1
- Default
- 0.01
- Shown
- Onset Lvl with friction exciters (MSEG)
Time the note takes to reach full level. Higher fades in slower.
- Range
- 0.001 – 2
- Default
- 0.05
- Shown
- Attack with friction exciters (MSEG)
Time the envelope holds at its peak before decaying. Higher holds longer.
- Range
- 0 – 2
- Default
- 0.02
- Shown
- Hold with friction exciters (MSEG)
Time to fall from the peak to the sustain level. Higher decays slower.
- Range
- 0.01 – 5
- Default
- 0.3
- Shown
- Decay with friction exciters (MSEG)
Level held while the note is down. Higher stays louder.
- Range
- 0 – 1
- Default
- 0.5
- Shown
- Sustain with friction exciters (MSEG)
Time to fade after the note ends. Higher fades longer.
- Range
- 0.01 – 5
- Default
- 0.1
- Shown
- Release with friction exciters (MSEG)
- Options
- Off · Forward · Ping-Pong
- Default
- 0
- Shown
- Loop with friction exciters (MSEG)
- Off: The envelope plays once.
- Forward: The envelope repeats between the Start and End stages.
- Ping-Pong: The envelope runs back and forth between the Start and End stages.
The stage where the envelope loop begins.
- Options
- 0 · 1 · 2 · 3 · 4 · 5
- Default
- 3
- Shown
- Start with friction exciters (MSEG)
The stage where the envelope loop ends.
- Options
- 0 · 1 · 2 · 3 · 4 · 5
- Default
- 4
- Shown
- End with friction exciters (MSEG)
Force Envelope (ADSR)
Time to fall from the peak to the sustain level. Higher decays slower.
- Range
- 0.01 – 5
- Default
- 0.3
- Shown
- Decay with specialty exciters (ADSR envelope)
Level held while the note is down. Higher stays louder.
- Range
- 0 – 1
- Default
- 0.7
- Shown
- Sustain with specialty exciters (ADSR envelope)