I see you have a site that shows some of your logic: http://soundemote.io
Ok, I see the logic in simple terms; this is somewhat like Band Limiting, in that you tell the system that anything above x is ignored QED: nothing to bounce. From my very limited grock of DSP I think you are doing the same, only perhaps at a more granular level: every event is asking the Q rather than taking the whole and saying 'ignore over x'. Assuming CPUsage doesn't become unwieldy, it may do it. Or it may simply make an FM like "1x56" behave like "1" which, while solving the Nyquistian "grunge", didn't deliver the requested result - which, in theory, oversampling should (but sadly nothing really does).s = sample rate, r = oversampling ratio. Nothing in this engine is allowed to move faster than half of that. Anti-aliasing isn't a filter you bolt on afterward — it's obeying the speed limit in the first place.

