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Delay

Echoes, multi-tap delays, and matrix routing

Echoes and repetitions. Throw your sound against walls near and far — control the distance, the decay, and what gets absorbed on each bounce.


Native Delay

What it does — A stereo delay with filtered feedback, tempo sync, and LFO modulation that bounces sound between left and right channels.

When you’d reach for it — You want a straightforward echo on a vocal or a lead synth, and you need it to sit in the mix without building up mud. Works equally well for a tight slap-back on a snare or a wide ambient wash behind pads.

Quick example

  1. Connect your source into Native Delay.
  2. Set Mode to Ping-Pong and Delay L to 250 ms.
  3. Turn on Link L/R so both sides match.
  4. Pull Lowpass down to 4000 Hz so each repeat gets darker.
  5. Set Feedback to 0.50 and Dry/Wet to 0.45 — the echoes trail off naturally without crowding the original.

Parameters

ParameterWhat it controlsRangeSweet spot hint
Delay LLeft channel delay time1 — 2000 ms200—400 ms for rhythmic echoes
Delay RRight channel delay time1 — 2000 msOffset from L by 50—100 ms for width
Link L/RLocks right time to leftOn / OffOn for simple echoes, off for stereo spread
FeedbackHow much signal feeds back into the delay0.00 — 0.950.30—0.50 for musical trails
LowpassCuts highs from each repeat200 — 20 000 Hz3000—6000 Hz for analog-style darkening
HighpassCuts lows from each repeat20 — 2000 Hz100—200 Hz to keep repeats from getting boomy
CrossfeedBleeds left channel into right and vice versa0.00 — 1.00Small amounts (0.10—0.25) for subtle smearing
Cross FeedbackControls how ping-pong bounces interact0.00 — 1.000.50—0.70 for classic ping-pong feel
WidthStereo spread of the wet signal (Stereo mode)0.00 — 2.001.0 is natural; push to 1.5+ for exaggerated width
SpreadLeft-right bounce amount (Ping-Pong mode)0.00 — 1.00Higher values widen the ping-pong arc
ModeMono, Stereo, or Ping-Pong routing3 optionsPing-Pong for movement, Stereo for depth
SyncLocks delay time to project tempoOn / OffOn when echoes need to land on the beat
Subdivision LBeat division for left channel when syncedMultiple optionsDotted eighth for that classic rhythmic bounce
Subdivision RBeat division for right channel when syncedMultiple optionsQuarter note opposite a dotted eighth opens up space
Mod RateSpeed of the internal LFO0.00 — 10.00 Hz0.15—0.5 Hz for gentle movement
Mod DepthHow much the LFO wobbles the delay time0.00 — 20.00 ms1—3 ms for subtle chorus-like warmth
InterpolationSmoothing method for modulated delay timeLinear / CubicCubic for cleaner pitch artifacts
Dry/WetBalance between original and delayed signal0.00 — 1.000.30—0.50 keeps the source up front

Multi-Tap Delay

What it does — Up to 8 independent delay taps, each with its own time, volume, and stereo position, building rhythmic patterns from a single source.

When you’d reach for it — You hear a specific rhythmic delay pattern in your head — maybe three quick taps panned hard left, then a quiet ghost tap on the right. Standard delays can not do that. This one can.

Quick example

  1. Connect your source into Multi-Tap Delay.
  2. Add a first tap at 125 ms, 0 dB, centered.
  3. Add a second tap at 250 ms, -6 dB, panned 60% left.
  4. Add a third tap at 375 ms, -12 dB, panned 60% right.
  5. Set Feedback to 0.20 and Mix to 0.40 — you get a bouncing triplet that fades across the stereo field.

Parameters

ParameterWhat it controlsRangeSweet spot hint
Tap CountNumber of active taps (up to 8)0 — 83—5 taps for rhythmic complexity without clutter
Tap TimeDelay time for each individual tap1 — 2000 msSpace taps evenly or in dotted patterns
Tap GainVolume of each individual tap-60 — +6 dBFade later taps by -3 to -6 dB per step
Tap PanStereo position of each individual tap-100 — +100 (L to R)Alternate left/right for ping-pong-style movement
FeedbackGlobal feedback applied to all taps0.00 — 0.950.15—0.30 keeps things from getting messy
MixBalance between original and tapped signal0.00 — 1.000.30—0.50 for rhythmic interest that doesn’t overpower

Matrix Delay

What it does — Splits your signal into 4 frequency bands, runs each through 4 geometrically-spaced delay taps, and lets you control exactly how much of each band reaches each tap through a 4x4 gain matrix.

When you’d reach for it — You want delays that behave differently across the frequency spectrum. Maybe the low end echoes slowly and darkly while the highs scatter into bright, fast reflections. This is where simple delays stop and sound design begins.

Quick example

  1. Connect your source into Matrix Delay.
  2. Set Delay Base to 200 ms and Delay Ratio to 1.618 (golden ratio spacing).
  3. In the 4x4 matrix, boost the low-band / long-tap cell and the high-band / short-tap cell.
  4. Push Scatter to 0.30 so the taps drift slightly off their geometric grid.
  5. Set Feedback to 0.40 and Wet/Dry to 0.50 — lows rumble slowly while highs sparkle fast.

Parameters

ParameterWhat it controlsRangeSweet spot hint
Delay BaseTime of the first (shortest) tap1 — 2000 ms100—300 ms as a starting point
Delay RatioMultiplier between consecutive taps0.50 — 4.001.618 (golden ratio) for natural spacing; 2.0 for octave-like doublings
FeedbackGlobal feedback amount0.00 — 0.950.25—0.45 for evolving trails
ToneTilt EQ on the feedback path-1.00 — 1.00Negative values darken repeats, positive brightens
ShimmerAdds pitched octave content to the feedback loop0.00 — 0.500.05—0.15 for a hint of sparkle
RotateRotates the gain matrix around its center0 — 360 degreesAutomate slowly for evolving delay textures
TiltTilts the matrix diagonally (shifts band-to-tap routing)-1.00 — 1.00Subtle values (-0.3 to 0.3) shift the spectral balance of the delays
ScatterRandomizes tap timing away from the geometric grid0.00 — 1.000.15—0.35 for organic imperfection
SparsityThins out the matrix by zeroing weaker cells0.00 — 1.000.30—0.60 to focus on dominant band/tap combos
Gain Matrix4x4 grid controlling how much of each frequency band feeds each tapPer cellDiagonal = each band feeds its own tap; off-diagonal = cross-band routing
Wet/DryBalance between original and processed signal0.00 — 1.000.40—0.60 for full effect presence