Plugins
Stepkin
A semi-modular, analog-style percussion synthesiser, built as a VST3
and Audio Unit instrument. Version 1.0.0.
Two oscillators, a noise generator, a ladder filter, three decay
envelopes, an eight-step sequencer and a patchbay with cables that
actually carry signal. It is built for percussion: kicks, toms, metallic
hits, and the kind of sound that only exists because two oscillators are
fighting.
What it does
- Oscillators
- Two, each with a FREQUENCY knob covering ten octaves and a switch for
pulse or triangle. Pulse is hollow and rich — hard bass, metallic
FM. Triangle is smooth and warm — toms and classic analog drums.
- Hard sync and FM
- HARD SYNC resets oscillator 2 every time oscillator 1 completes a
cycle, which locks their pitches together and turns oscillator 2's
frequency knob into a timbre control. 1>2 FM is linear frequency
modulation with a fixed deviation, so the character depends on the
interval between the two. Push it far enough and oscillator 2's frequency
goes through zero and its phase runs backwards, which is where the
interesting noises live.
- Filter
- A switchable low-pass / high-pass ladder filter with enough resonance
to self-oscillate.
- Envelopes
- Three decay envelopes, each driven by the velocity of the step
currently playing.
- Sequencer
- Eight steps, each with its own pitch and velocity. It follows Live
unless you tell it not to.
- Patchbay
- Twenty-four points and working cables, for routing the instrument's
signals somewhere other than where they normally go.
Same panel language and the same preset system as
Fractone.
Video
Walkthrough video — not up yet.
Documentation
No PDF guide yet. Every control is documented in the
project README,
and the panel has hover descriptions.
Download
Builds are on the
releases page:
a VST3, an Audio Unit and a standalone app.
Installation notes are on the front page.
Source
github.com/taddeimania/stepkin
— C++ and JUCE, AGPLv3. The engine has no JUCE dependency, so its
tests build and run anywhere.