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Exciter parameters

83 parameters on this page.

Exciter

Exciter

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.

Pressure

exciter_pressure

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

Speed

exciter_speed

How fast the exciter moves across or against the object. Higher sounds brighter and more agitated.

Range
×0.50 – ×2.00
Default
×1.00

Roughness

exciter_roughness

Irregularity of the contact. Higher adds grit, noise and jitter to the excitation.

Range
×0.00 – ×3.33
Default
×1.00

Model controls

Hand Mass

hand_mass
Range
0.4 – 3
Default
1.7
Per model
ModelLabelRangeWhat it does
Hand StrikeHand Mass0.4 – 3Weight of the striking hand. Heavier hands push more low end into the object.

Flesh Stiffness

flesh_stiffness
Range
0.05 – 0.8
Default
0.425
Per model
ModelLabelRangeWhat it does
Hand StrikeFlesh Stiffness0.05 – 0.8Stiffness of the hand's flesh at contact. Higher gives a shorter, brighter slap.

Flesh Damping

flesh_damping
Range
0.3 – 1.8
Default
0.75
Per model
ModelLabelRangeWhat it does
Hand StrikeFlesh Damping0.3 – 1.8How much the flesh absorbs the impact. Higher softens the attack.

Mute Decay

mute_decay
Range
0.85 – 0.999
Default
0.9245
Per model
ModelLabelRangeWhat it does
Hand StrikeMute Decay0.85 – 0.999How long the hand rests on the object after the strike. Lower mutes the ring sooner.

Mallet Mass

mallet_mass
Range
0.4 – 3.5
Default
1.5
Per model
ModelLabelRangeWhat it does
Felt MalletMallet Mass0.4 – 3.5Weight of the mallet head. Heavier mallets stay in contact longer and bring out the low modes.
Hard MalletMallet Mass0.4 – 3.5Weight of the mallet head. Heavier mallets stay in contact longer and bring out the low modes.

Felt Softness

felt_softness
Range
0.1 – 1.3
Default
0.94
Per model
ModelLabelRangeWhat it does
Felt MalletFelt Softness0.1 – 1.3Softness of the felt covering. Higher gives a rounder, darker strike.

Core Hardness

core_hardness
Range
0.5 – 4.5
Default
2.5
Per model
ModelLabelRangeWhat it does
Felt MalletCore Hardness0.5 – 4.5Hardness of the mallet's core under the felt. Higher adds a brighter click to loud hits.

Compression Curve

compression_curve
Range
2 – 5
Default
2.9
Per model
ModelLabelRangeWhat it does
Felt MalletCompression Curve2 – 5How quickly the felt stiffens as it is squeezed. Higher makes hard hits much brighter than soft ones.

Material Stiffness

material_stiffness
Range
0.5 – 5
Default
2.75
Per model
ModelLabelRangeWhat it does
Hard MalletMaterial Stiffness0.5 – 5Stiffness of the mallet head. Higher gives a sharper, brighter strike.

Impact Damping

impact_damping
Range
0.1 – 1.3
Default
0.46
Per model
ModelLabelRangeWhat it does
Hard MalletImpact Damping0.1 – 1.3Energy lost in the contact itself. Higher softens and shortens the attack.

Stick Mass

stick_mass
Range
0.05 – 1.25
Default
0.65
Per model
ModelLabelRangeWhat it does
DrumstickStick Mass0.05 – 1.25Weight of the drumstick. Heavier sticks drive the object harder and darker.

Tip Stiffness

tip_stiffness
Range
0.8 – 6.8
Default
3.8
Per model
ModelLabelRangeWhat it does
DrumstickTip Stiffness0.8 – 6.8Stiffness of the stick's tip. Higher gives a sharper, brighter tick.

Restitution Bounciness

restitution_bounciness
Range
0.2 – 0.9
Default
0.41
Per model
ModelLabelRangeWhat it does
DrumstickRestitution Bounciness0.2 – 0.9How much the stick bounces back after contact. Higher gives livelier, more rebound-rich hits.

Micro Bounce Limit

micro_bounce_limit
Range
2 – 8
Default
4
Per model
ModelLabelRangeWhat it does
DrumstickMicro Bounce Limit2 – 8Maximum number of small rebounds after a strike. Higher allows a buzzier, rattling attack.

Wire Density

wire_density
Range
10 – 130
Default
46
Per model
ModelLabelRangeWhat it does
Wire BrushWire Density10 – 130Number of wires in the brush. Higher gives a denser, smoother swish.

Spread Duration

spread_duration
Range
10 – 250
Default
130
Per model
ModelLabelRangeWhat it does
Wire BrushSpread Duration10 – 250How long the brush's wires take to land, in milliseconds. Higher smears the hit into a sweep.

Brush Wire Stiffness

brush_wire_stiffness
Range
0 – 1
Default
0.3
Per model
ModelLabelRangeWhat it does
Wire BrushWire Stiffness0 – 1Stiffness of the wires (brush wires or spring coils, by model). Higher sounds brighter and tighter.

Amplitude Randomization

amplitude_randomization
Range
0 – 1
Default
0.3
Per model
ModelLabelRangeWhat it does
Wire BrushAmplitude Randomization0 – 1Random level variation between wires or hits. Higher sounds looser and more organic.

Pipe Mass

pipe_mass
Range
0.4 – 2.6
Default
1.5
Per model
ModelLabelRangeWhat it does
Metal PipePipe Mass0.4 – 2.6Weight of the striking pipe. Heavier pipes hit harder and darker.

Metal Stiffness

metal_stiffness
Range
0.5 – 5.5
Default
3
Per model
ModelLabelRangeWhat it does
Metal PipeMetal Stiffness0.5 – 5.5Stiffness of the striking metal. Higher gives a harder, brighter clang.

Pipe Pitch

pipe_pitch
Range
0.5 – 2.5
Default
1.1
Per model
ModelLabelRangeWhat it does
Metal PipePipe Pitch0.5 – 2.5Tuning of the striking pipe's own ring. Higher raises its overtone.

Pipe Ring Decay

pipe_ring_decay
Range
0.96 – 0.999
Default
0.9795
Per model
ModelLabelRangeWhat it does
Metal PipePipe Ring Decay0.96 – 0.999How long the striking pipe's own ring lasts. Higher adds a longer metallic tail to each hit.

Chain Mass

chain_mass
Range
0.2 – 1.4
Default
0.8
Per model
ModelLabelRangeWhat it does
Metal ChainChain Mass0.2 – 1.4Weight of the dropped chain. Heavier chains hit harder and darker.

Drop Envelope Spread

drop_envelope_spread
Range
40 – 400
Default
220
Per model
ModelLabelRangeWhat it does
Metal ChainDrop Envelope Spread40 – 400How spread out in time the links land, in milliseconds. Higher stretches the cascade.

Internal Rattle

internal_rattle
Range
0 – 1
Default
0.3
Per model
ModelLabelRangeWhat it does
Metal ChainInternal Rattle0 – 1Rattling between the links. Higher adds more clatter to the strike.

Rattle Color

rattle_color
Range
0 – 1
Default
0.3
Per model
ModelLabelRangeWhat it does
Metal ChainRattle Color0 – 1Tone of the rattle. Higher is brighter.

Bow Pressure

bow_pressure
Range
0.2 – 2
Default
1.1
Per model
ModelLabelRangeWhat it does
BowBow Pressure0.2 – 2How hard the bow presses on the object. Higher is louder and grittier, and too much makes it crunch.

Bow Speed

bow_speed
Range
0.1 – 2
Default
1.05
Per model
ModelLabelRangeWhat it does
BowBow Speed0.1 – 2How fast the bow moves. Higher gives a brighter, more stable tone.

Rosin Grip

rosin_grip
Range
0.05 – 1.5
Default
0.485
Per model
ModelLabelRangeWhat it does
BowRosin Grip0.05 – 1.5Static friction of the rosin. Higher grips harder, giving a stronger, rougher stick-slip.

Slip Curve

slip_curve
Range
0.05 – 1.5
Default
0.485
Per model
ModelLabelRangeWhat it does
BowSlip Curve0.05 – 1.5How quickly friction falls once the bow slips. Higher gives a sharper, more aggressive tone.

Scrape Speed

scrape_speed
Range
0.1 – 2.5
Default
0.82
Per model
ModelLabelRangeWhat it does
Stiff Point ScrapeScrape Speed0.1 – 2.5How fast the point scrapes along the surface. Higher raises the chatter's pitch and density.

Point Pressure

point_pressure
Range
0.1 – 1.5
Default
0.8
Per model
ModelLabelRangeWhat it does
Stiff Point ScrapePoint Pressure0.1 – 1.5How hard the point presses into the surface. Higher is louder and harsher.

Chatter Pitch

chatter_pitch
Range
0.1 – 1.5
Default
0.52
Per model
ModelLabelRangeWhat it does
Stiff Point ScrapeChatter Pitch0.1 – 1.5Pitch of the stick-slip chatter. Higher sounds squealier.

Chatter Damping

chatter_damping
Range
0.1 – 0.9
Default
0.66
Per model
ModelLabelRangeWhat it does
Stiff Point ScrapeChatter Damping0.1 – 0.9How quickly each chatter burst dies away. Higher sounds drier and tighter.

Grind Speed

grind_speed
Range
0.1 – 2.5
Default
0.82
Per model
ModelLabelRangeWhat it does
Heavy GrindingGrind Speed0.1 – 2.5Speed of the grinding wheel. Higher gives a brighter, denser roar.

Grind Pressure

grind_pressure
Range
0.1 – 1.9
Default
1
Per model
ModelLabelRangeWhat it does
Heavy GrindingGrind Pressure0.1 – 1.9How hard the grinder presses on the object. Higher is louder and more aggressive.

Surface Grit

surface_grit
Range
0 – 1
Default
0.3
Per model
ModelLabelRangeWhat it does
Heavy GrindingSurface Grit0 – 1Coarseness of the ground surface. Higher adds noise and crackle.

Grit Color

grit_color
Range
0 – 1
Default
0.3
Per model
ModelLabelRangeWhat it does
Heavy GrindingGrit Color0 – 1Tone of the grit noise. Higher is brighter.

Drag Speed

drag_speed
Range
0.1 – 2.5
Default
0.82
Per model
ModelLabelRangeWhat it does
Corrugated DragDrag Speed0.1 – 2.5How fast the exciter drags across the ridges. Higher raises the ridge rate.

Ridge Spacing

ridge_spacing
Range
0.01 – 0.2
Default
0.143
Per model
ModelLabelRangeWhat it does
Corrugated DragRidge Spacing0.01 – 0.2Distance between the surface's ridges. Higher spaces the ticks further apart.

Ridge Depth

ridge_depth
Range
0 – 2
Default
0.6
Per model
ModelLabelRangeWhat it does
Corrugated DragRidge Depth0 – 2Depth of the ridges. Higher gives stronger, louder ticks.

Exciter Mass

drag_exciter_mass
Range
0.2 – 2
Default
1.1
Per model
ModelLabelRangeWhat it does
Corrugated DragExciter Mass0.2 – 2Weight of the dragged exciter. Heavier sounds lower and heavier.

Pull Speed

pull_speed
Range
0.05 – 1.55
Default
0.8
Per model
ModelLabelRangeWhat it does
Tension RisePull Speed0.05 – 1.55How fast the tension builds. Higher makes creaks come faster.

Break Threshold

break_threshold
Range
0.1 – 1.6
Default
0.85
Per model
ModelLabelRangeWhat it does
Tension RiseBreak Threshold0.1 – 1.6Tension at which the material slips. Higher builds more tension before each creak.

Slip Stochasticity

slip_stochasticity
Range
0 – 1
Default
0.3
Per model
ModelLabelRangeWhat it does
Tension RiseSlip Stochasticity0 – 1Randomness of the slips. Higher sounds more irregular.

Creak Sharpness

creak_sharpness
Range
0.2 – 1.4
Default
0.56
Per model
ModelLabelRangeWhat it does
Tension RiseCreak Sharpness0.2 – 1.4Sharpness of each creak. Higher sounds brighter and more percussive.

Air Pressure

air_pressure
Range
0.1 – 2.1
Default
1.1
Per model
ModelLabelRangeWhat it does
Pneumatic JetAir Pressure0.1 – 2.1Pressure of the air jet. Higher is louder and more turbulent.

Nozzle Width

nozzle_width
Range
0.1 – 1.6
Default
0.85
Per model
ModelLabelRangeWhat it does
Pneumatic JetNozzle Width0.1 – 1.6Width of the nozzle. Higher gives a broader, darker hiss.

Turbulence Chaos

turbulence_chaos
Range
0 – 2
Default
0.6
Per model
ModelLabelRangeWhat it does
Pneumatic JetTurbulence Chaos0 – 2Instability of the airflow. Higher sounds rougher and more chaotic.

Mains Frequency

mains_frequency
Range
40 – 120
Default
80
Per model
ModelLabelRangeWhat it does
Electromagnetic HumMains Frequency40 – 120Frequency of the electromagnetic drive, in hertz. It sets the hum's base pitch.

Coil Proximity

coil_proximity
Range
0 – 2
Default
1
Per model
ModelLabelRangeWhat it does
Electromagnetic HumCoil Proximity0 – 2How close the coil sits to the object. Higher couples more strongly and sounds louder.

Voltage Sag

voltage_sag
Range
0 – 2
Default
0.6
Per model
ModelLabelRangeWhat it does
Electromagnetic HumVoltage Sag0 – 2Instability of the supply. Higher makes the hum waver and sag.

Pull Distance

pull_distance
Range
0.1 – 1.5
Default
0.8
Per model
ModelLabelRangeWhat it does
Tension SnapPull Distance0.1 – 1.5How far the hook pulls before releasing. Higher gives a bigger snap.

Hook Stiffness

hook_stiffness
Range
0.2 – 2.2
Default
1.2
Per model
ModelLabelRangeWhat it does
Tension SnapHook Stiffness0.2 – 2.2Stiffness of the hook. Higher gives a sharper release.

Snap Force

snap_force
Range
0.1 – 2
Default
0.67
Per model
ModelLabelRangeWhat it does
Tension SnapSnap Force0.1 – 2Force of the release. Higher is louder and harder.

Flow Rate

flow_rate
Range
0.1 – 3.1
Default
1.6
Per model
ModelLabelRangeWhat it does
Particle RainFlow Rate0.1 – 3.1How many particles fall per second. Higher gives a denser rain.

Particle Mass

particle_mass
Range
0.05 – 1
Default
0.525
Per model
ModelLabelRangeWhat it does
Particle RainParticle Mass0.05 – 1Weight of each particle. Heavier particles hit harder and darker.

Mass Variance

mass_variance
Range
0 – 2
Default
0.6
Per model
ModelLabelRangeWhat it does
Particle RainMass Variance0 – 2Variation in particle weight. Higher sounds more uneven.

Gesture Modifiers

Env Amount

env_amount

How much the envelope shapes the excitation. Lower flattens it.

Range
0 – 1
Default
1

Velocity To Peak

velocity_to_peak

How much velocity changes the envelope's peak. Higher makes soft notes quieter.

Range
0 – 1
Default
0.5

Global Time Scale

global_time_scale

Scales every envelope time. Higher slows the whole envelope.

Range
0.1 – 10
Default
1

Velocity To Level

velocity_to_level

How much velocity changes the note's level. Higher gives more dynamic range.

Range
0 – 1
Default
1

Velocity To Time

velocity_to_time

How much velocity shortens the envelope. Higher makes hard notes snappier.

Range
0 – 1
Default
0.15

Curve Tension

curve_tension

Shape of the envelope's segments. Turning it away from the middle bends them more.

Range
-1 – 1
Default
0

Force Envelope (AD)

Attack

env_attack

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)

Release

env_release

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)

Onset Time

mseg_onset

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)

Onset Level

mseg_onset_level

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)

MSEG Attack

mseg_attack

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)

Hold

mseg_hold

Time the envelope holds at its peak before decaying. Higher holds longer.

Range
0 – 2
Default
0.02
Shown
Hold with friction exciters (MSEG)

MSEG Decay

mseg_decay

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)

MSEG Sustain

mseg_sustain

Level held while the note is down. Higher stays louder.

Range
0 – 1
Default
0.5
Shown
Sustain with friction exciters (MSEG)

MSEG Release

mseg_release

Time to fade after the note ends. Higher fades longer.

Range
0.01 – 5
Default
0.1
Shown
Release with friction exciters (MSEG)

Loop Mode

loop_mode
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.

Loop Start Stage

loop_start_stage

The stage where the envelope loop begins.

Options
0 · 1 · 2 · 3 · 4 · 5
Default
3
Shown
Start with friction exciters (MSEG)

Loop End Stage

loop_end_stage

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)

Decay

env_decay

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)

Sustain

env_sustain

Level held while the note is down. Higher stays louder.

Range
0 – 1
Default
0.7
Shown
Sustain with specialty exciters (ADSR envelope)