Documentation/Orra Pump

Orra Pump User Manual

Version 1.1.0 • © 2026 Orra Audio LLC

1. Welcome

Orra Pump is a drawable, tempo-synced modulation engine, a rhythmic auto-filter in the spirit of the classics, built around one shape you draw yourself. Instead of a fixed sine or a menu of canned waveforms, you place and bend control points on a large screen to draw exactly the curve you want, and that curve becomes a looping modulator.

The shape drives one destination of your choice: a resonant filter (low, high, band-pass or notch), volume for tremolo and rhythmic gating, or pan for auto-panning. A channel selector aims the effect at the full stereo signal, the mid, or the side, so you can filter only the centre, or wobble only the stereo edges.

The curve can run as a free LFO, lock tightly to the host tempo at any note division, or be triggered from a sidechain, playing once per hit (one-shot) or restarting a loop on every hit. A drawable swing grid lets you place points with groove, and live overlays on the screen show you exactly what the modulation is doing as it plays.

This manual runs front-to-back: start with the Interface Tour, read How Drawn Modulation Works for the one idea the rest follows from, then skim The Controls.

2. System Requirements

Formats

VST3, Audio Unit (AU), and AAX (Pro Tools). macOS 10.13 or later (Universal 2: Apple Silicon + Intel), and Windows 10 or later (64-bit, VST3 and AAX).

Channels

Mono or stereo (input and output matched), with an optional mono or stereo sidechain input bus. On a mono instance the Mid and Side channel modes fold down gracefully.

Latency

Zero. Orra Pump adds no latency and reports none to the host, so it is safe to track and monitor through in real time. The Reverb and Delay targets do report a tail length, so an offline bounce keeps their decay.

3. Interface Tour

The window is organised top-down into four horizontal regions, sitting on a near-black brushed-metal faceplate. The header, the riser, and the control cards are raised out of the plate; the curve screen is recessed into it like a pane of glass.

1. Header

The ORRA PUMP wordmark on the left. On the right, the UI scale selector (75–200%) and the circular ? tips toggle, which turns hover tooltips on and off.

2. Clock & Trigger Riser

A raised strip carrying the timing controls. SNAP makes drawn points snap to the grid; SYNC locks the modulation to the host tempo; the division selector sets the note length of one cycle; the SWING box shifts the off-beat grid lines; and the trigger source selector (Internal / External) chooses what fires the sidechain modes.

3. Curve Screen

The large recessed screen is where you draw. The horizontal axis is one full cycle of the modulator; the vertical axis is the modulation value (low at the bottom, full at the top). Click to add points, drag to move, and drag a segment's mid-handle to bow the line.

4. Control Cards

Three raised cards group the knobs by job. SHAPE holds TARGET and CHANNEL plus DEPTH, SMOOTH, and MIX; FILTER holds CUTOFF and RESO; CLOCK holds the TRIGGER mode plus RATE, PHASE, STEREO, and THRESH. Controls that don't apply to the current mode grey out.

4. How Drawn Modulation Works

It is worth thirty seconds on the core idea, because the rest of the plugin follows from it.

The shape you draw is a curve from left to right across one cycle, with a value between 0 (bottom) and 1 (top) at every point. A playhead sweeps across that curve, and the value under the playhead is the modulation signal. How fast the playhead moves is set by the clock, a free RATE in Hz, a tempo-locked note division, or a sidechain trigger. What the modulation does is set by the TARGET.

DEPTH scales how strongly the curve pushes the destination. For the filter targets, the CUTOFF knob sets the floor, the most-closed point, and the curve opens the filter upward from there by DEPTH. At DEPTH 0 you get a static filter parked at CUTOFF; at full DEPTH the curve sweeps it all the way open. For Volume, the curve scales level; for Pan, it moves the signal across the stereo field.

Two final stages shape where the effect lands. The CHANNEL selector decides which part of the stereo image is processed, the whole stereo signal, just the mid, or just the side, and MIX blends the processed signal back against the dry. Because the groove is drawn into the shape itself, a tempo-locked Orra Pump stays perfectly in time with no extra setup.

Signal flow

drawn curve (the shape) → playhead (RATE / division / trigger) → value × DEPTH → TARGET (filter cutoff / volume / pan) → CHANNEL routing (Stereo / Mid / Side) → MIX → output. SMOOTH slews the value before the target; STEREO offsets the right-channel playhead so the two sides move apart.

5. The Controls

Three cards of knobs, two card selectors, and the riser's timing controls. All knobs and selectors are automatable; knobs double-click to default and double-click-to-type.

Shape

TargetLP / HP / BP / Notch / Volume / Pan / Reverb / Delay

What the drawn curve drives. The four filters sweep cutoff; Volume is tremolo and gating; Pan is auto-panning; Reverb and Delay drive an effect’s wet amount. Press EDIT on the TARGET card for the selected target’s own controls.

ChannelStereo / Mid / Side

Which part of the stereo field is processed. Mid the centre (sum); Side the stereo difference. Applies to the four filters and Volume. Greyed for Pan, Reverb and Delay, which always work on the whole image.

Depth0 to 100%

How strongly the curve drives the destination. At 0% the destination is static; at 100% the curve has full range. Hero knob.

Smooth0 to 100%

Slews the modulation (up to ~150 ms) to round off sharp corners and prevent clicks, especially for Volume and Pan.

Mix0 to 100%

Dry / wet blend of the processed signal against the input.

Filter

The base filter, swept by the curve. Active for the four filter targets only.

Cutoff20 Hz to 20 kHz

The filter's floor, its most-closed point. The curve opens the filter upward from here by DEPTH. Set it low for a full-range sweep, higher to keep the filter bright. Hero knob.

Reso0 to 100%

Resonance / emphasis at the cutoff. Low values are clean; high values add a vocal peak that sings as the curve sweeps the cutoff past it.

Clock

Trigger ModeLoop / One-Shot / Loop (Trig)

Loop runs continuously (tempo-locked when SYNC is on). One-Shot plays the curve once on each sidechain hit, then holds its end value. Loop (Trig) restarts the loop on every hit.

Rate0.01 to 40 Hz

Free-running cycle rate, used when SYNC is off. When SYNC is on the division selector sets the rate and this is greyed. Hero knob.

Phase0 to 360°

Start-phase offset, slides the whole curve along its cycle, moving the read position without redrawing the shape.

Stereo0 to 180°

Offsets the right channel's playhead from the left, so the two sides modulate out of phase. Larger values give ping-pong sweeps. Applies in the Stereo channel mode.

Thresh−60 to 0 dB

The sidechain level that fires the trigger, in the One-Shot and Loop (Trig) modes. Lower = more sensitive.

The Riser (Clock & Trigger)

SnapOn / Off

Snaps points you add or drag to the grid, including the swung off-beat lines.

SyncOn / Off

Locks the modulation to the host tempo using the division selector. Off frees it to the RATE knob's Hz.

Division4 Bars … 1/32

The note length of one full cycle when SYNC is on. Straight, dotted (D) and triplet (T) values are provided.

Swing0 to 100%

Shifts the off-beat grid lines later (shown dotted), up to a 3/4 shuffle. A drawing guide; it shapes where your points land, it does not warp playback.

SourceInternal / External (DAW)

Trigger detector source for the sidechain modes. Internal follows the main input's transients; External uses the host's sidechain bus.

Send, Insert & Channel Routingv1.1.0

Send and Insert

The Reverb and Delay both have a MODE switch, because there are two useful ways for a curve to drive a tail. In Send, the curve gates what goes into the effect and the dry always passes, so the tail keeps ringing after the curve has closed, which is the classic throw: open the curve on the last eighth of the bar and that one word or snare hit gets thrown into the reverb while everything else stays dry. In Insert, the effect is fed all the time and the curve fades its output in and out instead, so the tail is shaped by the curve rather than fired by it.

Lane targets and field targets

The CHANNEL selector applies to any target that processes one channel at a time: the four filters and Volume. Pick Mid or Side and the signal is encoded to mid and side, the chosen component is processed on its own, and the pair is decoded back to left and right.

The targets that work on the stereo field as a whole, Pan, Reverb and Delay, cannot be aimed at one component, so the CHANNEL selector greys out for them.

The Edit Viewv1.1.0

Press EDIT on the TARGET card and the card itself turns into the selected target's own controls: a row of compact knobs above a row of selectors and switches. Press DONE, in the same corner EDIT was in, and the TARGET and CHANNEL selectors and the live readout come back, with every control left exactly where you set it.

Nothing slides over the window and nothing is dimmed out, so the shape, the curve screen and the clock stay live and reachable while you work. Switching TARGET swaps the controls without leaving the edit view, and picking Volume or Pan, which have no controls of their own, returns the card to the selectors. RESET and loading a preset do the same.

Cutoff20 Hz to 20 kHz (default 42 Hz)

Base cutoff the filter sits at, which the curve sweeps up from by DEPTH. Set it low for a full-range sweep, higher to keep the filter bright. The same two controls, with RESO, serve all four filter targets.

Everything in an edit view is a normal parameter: automatable, saved with the session, and stored in presets.

Reverb & Delayv1.1.0

The TARGET menu carries two effects as well as the filters, the volume and the pan. The curve times DEPTH is the effect's wet amount, so a pump shape becomes a reverb throw or a delay throw, and MIX still blends the whole result against the dry.

Send or Insert

Both effects have a MODE switch, because there are two useful ways for a curve to drive a tail. In Send, the curve gates what goes into the effect and the dry always passes, so the tail keeps ringing after the curve has closed. That is a throw. In Insert, the effect is fed all the time and the curve fades its output in and out instead, so the tail is shaped by the curve rather than fired by it.

Reverb

An ALGO menu of six algorithms: Classic, Room, Plate, Hall, Chamber and Spring. Classic is the reverb Orra Pump has always had. Changing algorithm crossfades over 50 ms, so ALGO can be swept while audio runs, and all six are level matched to Classic so switching does not change how loud the effect sits.

AlgoClassic / Room / Plate / Hall / Chamber / Spring

The reverb engine. Crossfades over 50 ms, so it is safe to sweep.

Size

Scales the space.

Damp

How quickly the high frequencies fall out of the tail.

Width

How wide the tail sits in the image.

Predelay

A gap before the tail starts, which keeps the source clear of it.

The tail the plugin declares to the host follows the algorithm and runs up to 30 seconds, so an offline bounce of a big Hall keeps its decay instead of chopping it.

Delay

Tempo-synced, with note divisions including dotted and triplet values, or free in milliseconds. FEEDBACK sets how many repeats, TONE darkens or brightens them as they go, and PING-PONG alternates them across the image.

Reverb and Delay work on the whole stereo field, so CHANNEL greys out for both, the same way it does for Pan. Changing target clears the previous one's tail and filter state.

6. The Curve Editor

The recessed screen is the heart of the plugin, it is both where you draw the modulation shape and where you watch it work. The shape is a series of control points joined by curved segments, looping seamlessly from right back to left.

Drawing the shape

Add a pointClick anywhere on empty screen to drop a new control point.
Move a pointDrag it. The first and last points are pinned to the edges and move vertically only.
Bend a segmentEach segment has a small mid-handle. Drag it up or down to bow the line concave or convex.
Delete a pointDouble-click or right-click it. The two end points can’t be removed.

Grid, snap & swing

Faint grid lines divide the cycle into beats and subdivisions. Turn on SNAP and points you add or drag lock to the nearest grid line. The SWING box shifts every off-beat grid line later, appearing as dotted ghost lines that slide right as you raise swing, up to a three-quarter shuffle. Snapping follows the dotted lines, so a shape drawn on the swung grid carries the groove with it.

The live overlays

The playheads

A cyan line and dot track the live read position across your curve. Raise STEREO and a second, violet playhead splits off, the right channel reading the curve at an offset. PHASE slides both along together.

The smoothed trace

A cyan line showing your shape after the SMOOTH slew rounds its corners, the actual modulation that comes out. It appears only when smoothing is doing something at the current rate.

The effective-output ghost

A dashed gold line shows the value actually sent to the destination once DEPTH (and, for filters, the CUTOFF floor) is applied. As you lower DEPTH it collapses toward the base; as you raise CUTOFF its floor lifts.

The trigger meter

In the sidechain trigger modes, a slim meter down the left edge shows the live detector level with a gold THRESH mark across it. It brightens the instant the level crosses the mark and fires the curve.

Drawing the shape

Add a point, Click anywhere on empty screen to drop a new control point.

Move a point, Drag it. The first and last points are pinned to the left and right edges and move vertically only; points in between stay ordered between their neighbours.

Bend a segment, Each segment has a small mid-handle. Drag it up or down to bow the line concave or convex: straight lines, smooth ramps, exponential curves, anything in between.

Delete a point, Double-click or right-click it. The two end points cannot be removed.

Swing amountsv1.1.0

Pump's percentage is a straight 0 to 100 scale across the whole range. Most DAWs instead print where the off-beat sits inside its pair, which starts at 50 %. The ratio is the same number in every program, so it is the one to match by.

Pump SWING
In a DAW
Long : short
0 %
50 %
1:1 (straight)
32 %
58 %
1.4:1
48 %
62 %
1.6:1
67 %
66.7 %
2:1 (triplet feel)
80 %
70 %
2.3:1
100 %
75 %
3:1 (hard shuffle)

What one grid cell equalsv1.1.0

One cell is the cycle divided by GRID, so the same grid count means different note values at different divisions. At GRID 16, with SYNC on:

Division (one cycle)
One cell at GRID 16
4 Bars
1/4
2 Bars
1/8
1 Bar
1/16
1/2
1/32
1/4
1/64

Worth reading the other way round when you are matching a DAW's groove. A DAW-style 1/16 swing wants a 1 Bar cycle with SW GRID 16, or a 2 Bars cycle with SW GRID 32. Either way one swing cell is a sixteenth, and the dotted lines land where your DAW's swung sixteenths land.

The live overlays

Four overlays turn the screen into a live picture of what the bottom-row controls are doing, so you can see the effect of a knob before you even hear it.

The playheads, A cyan line and dot track the live read position across your curve. Raise STEREO and a second, violet playhead splits off from it, the right channel reading the curve at an offset, which is the source of the stereo movement. PHASE slides both along together.

The smoothed trace, A cyan line showing your shape after the SMOOTH slew rounds its corners and adds a little lag, the actual modulation that comes out. The cyan playhead dot rides this line, not the drawn curve. Turn SMOOTH up and the trace visibly softens away from your gold shape; it appears only when smoothing is doing something at the current rate, since faster rates round more.

The effective-output ghost, A dashed gold line shows the value actually sent to the target once DEPTH, and for filters the CUTOFF floor, is applied. As you lower DEPTH it collapses toward the base; as you raise CUTOFF its floor lifts. It sits on your drawn shape when there is nothing to show and separates when there is.

The trigger meter, In the sidechain trigger modes, a slim meter down the left edge shows the live detector level with a gold THRESH mark across it. It brightens the instant the level crosses the mark and fires the curve, so you can set the threshold by eye.

7. Triggering & Sync

Orra Pump's playhead can be driven three ways, chosen with the TRIGGER selector on the CLOCK card. The first runs continuously; the other two wait for a sidechain hit.

Loop

The default. The curve loops continuously. With SYNC on, the loop is locked to the host transport, one cycle spans the chosen note division and the curve stays aligned to the bar. With SYNC off, it free-runs at the RATE knob's Hz. The loop also runs while the transport is stopped, so you can hear and tune it without playing.

One-Shot

The curve becomes a one-shot envelope. Each time the trigger crosses THRESH, the playhead jumps to the start, plays through the shape once, and holds the end value until the next hit. Draw a shape that rises and falls and you have a per-hit filter or volume envelope, a pluck, a swell, a gated stab, fired by a kick, a snare, or the track's own transients.

Loop (Trig)

A retriggered loop. The curve loops continuously as in Loop mode, but every sidechain hit restarts it from the beginning, so the modulation re-locks to the groove on each trigger rather than to the bar. Useful when you want a free rate that still snaps back into phase with the performance.

The trigger source

In the two sidechain modes, the source selector on the riser chooses what the detector listens to. Internal uses the plugin's own input, so a drum loop can trigger its own filter envelope with no routing. External (DAW) uses the host's sidechain bus, the classic way to key one track's rhythm onto another. Set the threshold while watching the trigger meter on the left of the screen.

The RATE knob under SYNCv1.1.0

With SYNC on, the RATE knob is not idle: it steps through the same note divisions as the riser's selector, showing the division name in its value box, and the two stay in step because they are the same setting. That means you can automate the synced rate from a knob, or ride it live to halve and double the speed of a gate mid-phrase. Turn SYNC off and the knob goes back to free Hz where it left off.

The Swing Gridv1.1.0

Grid4 / 6 / 8 / 12 / 16 / 24 / 32 / 48 / 64

How many lines the screen draws across one pass of the curve. With SYNC on, each entry also shows what one cell is worth as a note, so a 1 Bar cycle lists "16 1/16". SNAP pins points to the nearest line of either grid.

SW Gridchosen separately

The grid that SWING displaces. Because it is separate from GRID, you can draw on straight eighths and still snap to swung sixteenths. The lines it moves are drawn dotted, and they are snap targets too.

SW TypeLate / Early / Gallop

Which way the swung lines move. Late is the classic delayed off-beat, Early pushes the off-beat ahead of the beat, and Gallop goes late then early inside each group of four.

The SWING box reads the amount and the ratio together, “67% 2:1”, or “1:2” for Early. Pump's 67 % is the 2:1 triplet feel a DAW calls 66.7 %, and 100 % is a hard 3:1 shuffle, a DAW's 75 %.

SWING is a drawing and snapping guide only. It never moves the audio, and it never moves points you have already placed.

Presetsv1.1.0

The factory presetsA preset browser sits in the header, centred under the window title: previous, the name, next, SAVE and RESET. It carries 77 factory presets in seven categories, Pump, Gate, Stutter, Filter, Throw, Stereo and Build, with favourites, search, rename and delete. The host's own program list shows the same bank, so a DAW's preset menu walks them in the same order.

The factory shapes are drawn as played phrases across a bar, not as one cell repeated: a bar of four ducks where no two pull to the same depth, chord stutters with ghosts and accents, swung sixteenths, throws that open a hair early and ease off across the hit. The cycle length follows from the phrase rather than the name, so Sidechain Pump 1/4 is still a quarter note pump but its DIVISION reads 1 Bar, because it is drawn across one bar of four different kicks.

User presets are saved to Application Support/Orra Audio/Orra Pump/Presets. A preset carries the drawn curve and every knob, and never the window size or the tooltip language.

The header group

The preset controls sit together in the centre of the header, under the wordmark. < and > step to the previous and next preset in the browser's current list, wrapping round at each end, so you can audition the whole bank without opening anything. The name button shows what is loaded, or Presets when nothing is, and opens the browser. SAVE stores the current sound as a user preset you can name, and RESET, at the end of the same group, returns every control to its default. The UI scale selector and the ? tips button stay at the far right of the header.

The browser

The browser opens over the whole window: categories down the left, the preset list in the middle, and details on the right. Click a preset to load and hear it, or walk the list with the up and down arrow keys, which audition as they go. Type in the search box to filter by name, category or description; all the words you type have to match. Escape or a click outside the plate closes it.

Categories, All, Favorites, Factory and User, plus the seven factory categories: Pump, Gate, Stutter, Filter, Throw, Stereo and Build.

Favourites, Star any preset, factory or user, and it appears under Favorites. The list is kept next to your presets, so it survives an update.

Footer buttons, SAVE AS stores the current sound under a new name. OVERWRITE, RENAME and DELETE act on the selected user preset and ask for confirmation first; factory presets cannot be changed. REFRESH rescans the folder, and SHOW FOLDER reveals it in the Finder.

User preset folder, ~/Library/Application Support/Orra Audio/Orra Pump/Presets. Each preset is one .orrapumppreset file, so you can back them up, copy them between machines or share them by hand.

What a preset stores

A preset stores the drawn curve and every parameter, including every control in each target's edit view. It deliberately does not store the window size or the tooltip language: those are settings about your copy of the plugin, not about the sound, so loading a preset never resizes your window or changes the language you read tooltips in. Both stay with the session instead.

The factory bank is also exposed to the host as programs, so a DAW's own preset menu and program-change automation walk the same 77 entries in the same order.

Start from a preset, then redraw

Step through a category with the header arrows until something is close, then change the target and redraw the shape. The preset already has the clock, the depth and the target's own controls set sensibly, which is the fiddly part; the shape is the easy part to replace.

Tooltips & Languagesv1.1.0

The circular ? button at the far right of the header toggles hover tooltips. With tips on, hover any knob, selector, button or the screen itself and a short line tells you what it does. Every control in the plugin has one, including all of the target edit views and the preset browser.

Right-click the ? button and a menu lets you read those tooltips in one of seven languages: English, Dutch, Japanese, Spanish, Brazilian Portuguese, German and French. The choice is saved with the session, so each project reopens in the language you set it to. It is not part of a preset, so loading a preset never changes it.

Only the tooltips translate; the control names on the faceplate stay in English, so a screenshot or a tutorial matches whatever language you are reading in.

8. Tips & Workflow

Cutoff is the floor, depth is the sweep

If the CUTOFF knob seems to do little, your DEPTH is probably high, at full depth the curve drives the filter and CUTOFF sets only the lowest point. For a full-spectrum sweep, set CUTOFF low. To keep a bright filter that only dips a little, raise CUTOFF and lower DEPTH. Watch the dashed ghost line to see where the sweep sits.

Draw on the grid, then add swing

Turn on SNAP and draw your points on the beat first, it’s far easier to get a tight, musical rhythm when points lock to the grid. Then dial up SWING and watch the off-beat lines slide; re-place the off-beat points on the dotted lines to give the shape a shuffle without redrawing it.

Use Side for width, Mid for focus

The CHANNEL selector is the secret weapon. A low-pass on Side filters only the stereo edges, narrowing the image rhythmically; Volume on Side is a rhythmic width wobble. Mid keeps the centre, vocal, kick, bass, steady while you move everything around it.

Tremolo and gating without a filter

Set TARGET to Volume and the curve becomes a tempo-locked tremolo. Draw smooth humps for a gentle pulse, or square steps with SNAP for a hard rhythmic gate. Add a little SMOOTH to round the edges and keep it click-free.

Stereo movement from one knob

Raise STEREO to split the left and right playheads. On a filter target this sweeps the two channels out of phase for a wide, swirling motion; on Volume it becomes a stereo tremolo; combined with a panning shape it ping-pongs.

One-shot envelopes from the kick

In One-Shot mode with the Internal source, a drum bus triggers its own per-hit filter envelope. Draw a fast rise and slow fall for a classic pluck, or an instant drop and slow open for a reverse-swell feel. Tune the rate so the shape finishes just before the next hit.

9. Technical Specifications

Shape

  • Target: LP / HP / BP / Notch / Volume / Pan / Reverb / Delay
  • Channel: Stereo / Mid / Side
  • Depth 0–100%, Smooth 0–100% (~150 ms)
  • Mix 0–100% dry/wet

Filter

  • Cutoff 20 Hz – 20 kHz (swept floor)
  • Resonance 0–100%
  • Curve opens filter upward by depth

Clock & Trigger

  • Modes: Loop / One-Shot / Loop (Trig)
  • Rate 0.01–40 Hz or synced division
  • Phase 0–360°, Stereo 0–180°
  • Threshold −60 to 0 dB
  • Source: Internal / External (DAW)
  • Division: 4 Bars to 1/32 (dotted, triplet)

System

  • VST3, AU, AAX
  • macOS 10.13+ (Universal 2)
  • Windows 10+ (64-bit, VST3 & AAX)
  • Mono or stereo, optional sidechain
  • Zero latency, reports none
  • Full DAW automation

Orra Pump is a product of Orra Audio LLC. For support, updates, and documentation: orra.audio

What's New in v1.1.0v1.1.0

The drawn curve now drives a reverb and a delay as well as the filters, the volume and the pan. There is a preset browser with a bank of played, not programmed, shapes, a per-target edit view on the TARGET card, and an adjustable grid with swing types. Free update for all v1.0 owners.

Reverb and Delay targetsv1.1.0

The curve times DEPTH is the effect’s wet amount, so a pump shape becomes a reverb throw or a delay throw. Both have a Send / Insert mode: Send gates what goes into the effect so the tail rings out after the curve closes, Insert feeds the effect all the time and fades its output in and out. Reverb carries six algorithms (Classic, Room, Plate, Hall, Chamber, Spring) plus SIZE, DAMP, WIDTH and PREDELAY, level matched and crossfaded over 50 ms so ALGO can be swept live. Delay is tempo-synced or free, with FEEDBACK, TONE and PING-PONG.

A per-target edit view on the TARGET cardv1.1.0

Pick a target and press EDIT, and the card turns into that target’s own controls: a row of compact knobs above a row of combos and toggles. Press DONE and the TARGET and CHANNEL combos and the live readout come back, with every control left where you set it. Nothing slides over the window and nothing is covered up. CUTOFF and RESO moved into the filters’ edit view, so the old FILTER card is now a TARGET card showing the selected target at a glance.

77 factory presetsv1.1.0

A browser in the header with 77 shapes in seven categories: Pump, Gate, Stutter, Filter, Throw, Stereo and Build, plus favourites, search, rename and delete. The shapes are drawn as played phrases across a bar rather than one cell repeated, so a bar of four ducks has no two at the same depth. The host’s own program list shows the same bank.

Adjustable grid, and swing typesv1.1.0

GRID sets how many lines the screen draws across one pass (4 to 64), and with SYNC on each entry shows what one cell is worth as a note. SW GRID is chosen separately, so you can draw on straight eighths and snap to swung sixteenths. SW TYPE is Late, Early or Gallop. The SWING box reads the amount and the ratio together. Swing remains a drawing and snapping guide: it never moves the audio.

Mid / Side on the filters and Volumev1.1.0

CHANNEL applies to the four filters and Volume, so the curve can drive the sides or the centre alone. Reverb and Delay work on the whole stereo field and grey the selector, like Pan.

RATE steps the divisions under SYNCv1.1.0

With SYNC on, the RATE knob steps through the note divisions instead of being greyed, so the synced rate can be automated from the DAW.

Tooltips in seven languagesv1.1.0

Right-click the ? button to choose English, Dutch, Japanese, Spanish, Brazilian Portuguese, German or French. The choice is saved with the session.

Licensing, Windows and housekeepingv1.1.0

Activate once and every loaded instance unlocks within about two seconds; re-entering an already activated key no longer uses an activation slot, and inserting the plugin offline no longer stalls. The UI scale restored from a session is clamped to the screen. On Windows the editor uses the software renderer, which improves plugin-window stability across hosts. Pro Tools now lists the plugin under Modulation instead of Other.

Updating from 1.0.0

Sessions saved with 1.0.0 load unchanged, and the new effect settings sit at their defaults. GRID and SW GRID come back at 16 with SW TYPE on Late, which is the grid earlier versions drew, so an older shape looks and snaps exactly as it did. All three are saved with the session and inside presets.

One thing to redo: DAW automation lanes written against the TARGET menu in 1.0.0 will map to different entries, because the menu grew from six items to eight. Re-draw those lanes once after updating. Session state and presets are not affected.