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Texture

Surface treatment — smooth, sharpen, saturate, erode

Surface treatment for sound. Smooth it out, sharpen the edges, add grain, erode it, saturate it — like running sandpaper or varnish over audio.


Smooth

What it does — Blurs spectral detail using a Gaussian filter, softening transitions between frequencies and across time.

When you’d reach for it — Your recording has a brittle, grainy quality and you want something rounder and more pillowy. Also great for taming harsh digital artifacts before further processing.

Quick example

  1. Connect your source into Smooth.
  2. Set Sigma to around 3 and Kernel to 7 for a gentle polish.
  3. Listen back — edges soften, noise recedes.
  4. Try Phase on Blend if you hear phasing artifacts at higher sigma values.

Parameters

ParameterWhat it controlsRangeSweet spot hint
SigmaHow wide the blur reaches — higher values spread smoothing further0.5 — 101.5 — 3 for subtle polish, 6+ for heavy diffusion
KernelSize of the smoothing window (odd numbers only)3 — 155 for most material, 9+ for aggressive smoothing
PhaseHow phase is handled during blending: Preserve, Blend, Dominant, Complex4 modesPreserve for transparency, Blend for creative smearing

Sharpen

What it does — Enhances spectral edges and detail using Laplacian filtering, making transients and tonal boundaries more defined.

When you’d reach for it — A sound feels dull or buried in a mix and you want to bring out its internal detail and articulation without reaching for EQ.

Quick example

  1. Feed a pad or vocal into Sharpen.
  2. Set Amount to 1.0 and Kernel to 3x3.
  3. Transients and harmonic edges pop forward.
  4. Push Amount toward 3 — 4 for aggressive hyper-detail on sound design material.

Parameters

ParameterWhat it controlsRangeSweet spot hint
AmountSharpening intensity — how much edge enhancement is applied0 — 50.5 — 1.5 for natural clarity, 3+ for aggressive detail
KernelFilter size: 3x3 (tighter, punchier) or 5x5 (broader, smoother enhancement)3x3 / 5x53x3 for transients, 5x5 for tonal detail
PhasePhase handling during filtering: Preserve, Blend, Dominant, Complex4 modesPreserve keeps the original character intact

Spectral Saturation

What it does — Generates harmonic overtones above detected spectral peaks, adding richness and density to the sound.

When you’d reach for it — A thin synth patch or flat recording needs body and harmonic interest. You want the warmth of analog saturation but applied precisely to spectral content, not just waveform clipping.

Quick example

  1. Connect a digital synth sound into Spectral Saturation.
  2. Set Saturate around 50%, Warmth around 60%.
  3. Bring Orders to 3 for a natural harmonic tail.
  4. Adjust Decay to control how quickly upper harmonics fall off.
  5. Use Mix to blend the enriched signal with the dry original.

Parameters

ParameterWhat it controlsRangeSweet spot hint
SaturateHow much harmonic content is generated above peaks0 — 100%30 — 60% for warmth, 80%+ for heavy coloring
WarmthBiases saturation toward lower frequencies — higher values favor bass and mids0 — 100%40 — 70% for analog-style weight
DecayHow quickly overtone levels fall off with each harmonic order30 — 90%50 — 70% for natural roll-off
OrdersNumber of harmonic overtones generated per peak1 — 52 — 3 for subtle richness, 4 — 5 for dense timbres
MixDry/wet balance0 — 100%100% for full effect, dial back for parallel blending
GainOutput level adjustment-24 — +24 dB0 dB (compensate if saturation adds perceived loudness)

Dynamic Brightness

What it does — Independently shifts spectral brightness for harmonic, percussive, and residual content, each on its own axis.

When you’d reach for it — You want to brighten the tonal body of a drum loop without making the snare harsher, or add air to a vocal’s noise floor without touching the pitch content. No EQ can do this — it separates what the sound is made of before adjusting brightness.

Quick example

  1. Feed a full mix or drum bus into Dynamic Brightness.
  2. Push Harmonic to +40% to open up tonal content.
  3. Pull Percussive to -30% to darken transient attacks.
  4. Leave Residual near zero or nudge it up for subtle air.
  5. Adjust Mix to taste.

Parameters

ParameterWhat it controlsRangeSweet spot hint
HarmonicBrightness shift for tonal/harmonic content-100 — +100%+20 to +50% for opening up, negative to darken
PercussiveBrightness shift for transient/percussive content-100 — +100%-20 to -40% to soften attacks
ResidualBrightness shift for noise/residual content-100 — +100%Small moves (+/-20%) for subtle air control
MixDry/wet balance0 — 100%100% for full effect
GainOutput level adjustment-24 — +24 dB0 dB default

Spectral Dither

What it does — Adds very subtle, frequency-shaped noise to break up the rigid perfection of digital audio.

When you’d reach for it — A sound feels too clean, too sterile — that unmistakable “digital” quality where every frame is mathematically identical. A touch of dither introduces just enough micro-randomness to feel natural again.

Quick example

  1. Place Spectral Dither after your processing chain.
  2. Set Level to -30 dB and Color to Pink.
  3. Narrow the frequency range with Freq Lo / Freq Hi to target only the mid-highs.
  4. Toggle Varying on so the noise pattern shifts over time.

Parameters

ParameterWhat it controlsRangeSweet spot hint
LevelNoise floor amplitude relative to full scale-60 — 0 dB-30 to -20 dB for audible warmth, -40 dB for subliminal
MixDry/wet balance0 — 100%100% to apply fully
GainOutput level adjustment-24 — +24 dB0 dB default
ColorNoise spectrum shape: White (flat), Pink (warm), Blue (bright), Shaped (psychoacoustic)4 modesPink for warmth, Shaped for most transparent results
Freq LoLow frequency boundary for the dither region20 — 2,000 Hz200 Hz to keep bass clean
Freq HiHigh frequency boundary for the dither region20 — 20,000 Hz16,000 Hz covers most useful range
SeedRandom seed for reproducible results0 — 999,999Change to get a different noise pattern
VaryingWhether the noise pattern evolves over time or stays staticOn / OffOn for natural feel, Off for consistent mastering

Spectral Roughness

What it does — Applies smooth, time-varying micro-modulation to spectral bins, creating organic movement and analog-like imperfection.

When you’d reach for it — A sound is lifeless and static — every moment sounds exactly the same. Roughness introduces the kind of subtle drift and wobble that makes tape machines, analog circuits, and acoustic instruments feel alive.

Quick example

  1. Connect a static pad or sustained tone into Spectral Roughness.
  2. Set Roughness to 25%, Rate to 1.5 Hz.
  3. Push Correlation toward 0.8 so neighboring frequencies drift together.
  4. Set Type to Smooth for gentle undulation.
  5. Nudge Bias negative to concentrate the movement in the low end.

Parameters

ParameterWhat it controlsRangeSweet spot hint
RoughnessDepth of variation — how far bins deviate from their original level0 — 100%15 — 35% for subtle analog feel, 60%+ for obvious texture
RateSpeed of the modulation in Hz0.1 — 20 Hz1 — 3 Hz for slow organic drift, 8+ Hz for shimmer
CorrelationHow much neighboring frequency bins move together (0 = independent, 1 = locked)0 — 10.6 — 0.8 for natural spectral coherence
BiasWhich frequencies get more roughness: negative = lows, positive = highs-1 — +10 for even distribution, -0.3 to weight the low end
TypeNoise character: Smooth, Filtered, S&H (stepped), Gaussian4 modesSmooth for natural drift, S&H for rhythmic texture
MixDry/wet balance0 — 100%100% for full effect
GainOutput level adjustment-24 — +24 dB0 dB default
SeedRandom seed for reproducible results0 — 999,999Change to get a different modulation pattern

Spectral Erosion

What it does — Detects spectral edges and gradually eats them away, softening transitions and wearing down detail like weathering on stone.

When you’d reach for it — You want a sound to feel aged, decayed, or worn down. Useful for turning crisp recordings into something that sounds like it was played through old equipment, or for creative destruction where you want spectral detail to dissolve over time.

Quick example

  1. Feed a crisp recording into Spectral Erosion.
  2. Set Erosion to 40%, Sensitivity to 50%.
  3. Keep Depth at 1 for a single pass of erosion.
  4. Set Direction to Both so edges erode in frequency and time.
  5. Increase Depth to 3 — 4 for heavy weathering that eats deeper into the spectrum.

Parameters

ParameterWhat it controlsRangeSweet spot hint
ErosionHow aggressively edges are attenuated0 — 100%30 — 50% for gentle aging, 70%+ for heavy decay
SensitivityWhat qualifies as an edge — lower values only catch sharp transitions0 — 100%40 — 60% for musical results
DepthNumber of erosion passes — higher values eat deeper into the spectrum0 — 51 for subtle, 3+ for dramatic wear
DirectionWhich edges to erode: Frequency (spectral), Time (temporal), or Both3 modesBoth for natural decay, Frequency for timbral softening
MixDry/wet balance0 — 100%100% for full effect, blend back for parallel processing
GainOutput level adjustment-24 — +24 dB0 dB default