If the mouse is on the scroll bar, it works for me too.robert_p wrote: Fri Aug 29, 2025 8:49 pmhowever, moving the cursor down to scrollbar and then turning the mouse wheel scrolls the preset list page by page - which is quite useful. I'll stick with the vertical scrolling for now (until the horizontal bug is fixed).Held wrote: Fri Aug 29, 2025 6:54 pm (...) the horizontal scrolling seems to be only working in one direction with my mouse wheel. Vertical is fine.
SynthMaster 3 Official Thread: SynthMaster 3/Player v3.4.9 Rev 17271 update
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- KVRian
- 1275 posts since 3 Jan, 2020
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- KVRAF
- Topic Starter
- 7503 posts since 14 Nov, 2006 from Ankara, Turkey
Guys, sorry about this mouse scroll wheel issue. Just fixed it, and uploaded a new build (rev 16463). Please check for updatesHeld wrote: Sat Aug 30, 2025 9:16 amIf the mouse is on the scroll bar, it works for me too.robert_p wrote: Fri Aug 29, 2025 8:49 pmhowever, moving the cursor down to scrollbar and then turning the mouse wheel scrolls the preset list page by page - which is quite useful. I'll stick with the vertical scrolling for now (until the horizontal bug is fixed).Held wrote: Fri Aug 29, 2025 6:54 pm (...) the horizontal scrolling seems to be only working in one direction with my mouse wheel. Vertical is fine.
Works at KV331 Audio
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
- KVRian
- 545 posts since 1 Dec, 2021
Thanks for the update, horizontal scrolling works really well now!kv331 wrote: Sat Aug 30, 2025 9:27 am Guys, sorry about this mouse scroll wheel issue. Just fixed it, and uploaded a new build (rev 16463). Please check for updates![]()
P.S. I just noticed that I can use my mouse thumb wheel to scroll pages! Wonderful!
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- KVRAF
- Topic Starter
- 7503 posts since 14 Nov, 2006 from Ankara, Turkey
Hi there
Just fixed this one. It will be in the next update. It was a Windows specific issue where you have multiple monitors.
Works at KV331 Audio
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
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- KVRer
- 13 posts since 9 Aug, 2022
___________________________________________________________kv331 wrote: Tue Aug 26, 2025 1:56 pmOh I see. Don't know how to debug this though. Let me see what I can do.photonk wrote: Tue Aug 26, 2025 1:40 pm I think I know now;
SM3 is seeing the size of the primary monitor and restricting the size on second monitor to match.
Does that make sense?
I guess I can go through the monitors reported by the system and take the largest size.
Thanks for checking. It isn't that important. The size is still usable as is. I just thought it was my install causing this.
I'd rather see you using your time elsewhere.
SM3 is great.
Thanks for making it even better.
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- KVRAF
- Topic Starter
- 7503 posts since 14 Nov, 2006 from Ankara, Turkey
Hi, I have better news for you. I just uploaded a new update setup for Windows, which fixes your issue. If you move SynthMaster 3 window to your bigger monitor and then try to change the skin, it works now. Please logon to user area: https://www.synthmaster.com.userarea.aspx and download the "update" setup, not "full"photonk wrote: Wed Sep 03, 2025 1:09 pm Thanks for checking. It isn't that important. The size is still usable as is. I just thought it was my install causing this.
I'd rather see you using your time elsewhere.
SM3 is great.
Thanks for making it even better.
Thanks!
Works at KV331 Audio
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
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- KVRAF
- Topic Starter
- 7503 posts since 14 Nov, 2006 from Ankara, Turkey
Time for Readers Choice Awards 
https://www.kvraudio.com/readers-choice-awards/2025/
We would appreciate if you could nominate us in the following 2 categories:
1. Favourite Developer: KV331 Audio
2: Favourite Synth: SynthMaster 3
Thank you
https://www.kvraudio.com/readers-choice-awards/2025/
We would appreciate if you could nominate us in the following 2 categories:
1. Favourite Developer: KV331 Audio
2: Favourite Synth: SynthMaster 3
Thank you
Works at KV331 Audio
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
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- KVRAF
- Topic Starter
- 7503 posts since 14 Nov, 2006 from Ankara, Turkey
SynthMaster 3 Player getting ready
It is identical to SynthMaster 3, with the only limitation that you can not edit layer modules & layer modulation sources. You can still edit layer zones, voice, arp, seq and FX!
We are hoping to release it in 2-3 weeks time. I will post betas here once we have the installers ready. The intro price will be $39 for the first month ($49 regular price)
It also comes with MORE presets compared to SynthMaster 3: It includes factory presets from SynthMaster One, so it ships with 4400 factory presets right out of the box!
There will be a FREE version of SynthMaster 3 Player as well, with the following limitations:
1. Comes with 500 factory presets
2. Only loads presets from banks released by KV331 Audio. So what this means is, you can download the free player and purchase expansion banks from us!
3. Requires registration through the plugin. You need to enter a valid email address to be able to use SynthMaster 3 Player. We will send your serial number to this email address during registration.
It is identical to SynthMaster 3, with the only limitation that you can not edit layer modules & layer modulation sources. You can still edit layer zones, voice, arp, seq and FX!
We are hoping to release it in 2-3 weeks time. I will post betas here once we have the installers ready. The intro price will be $39 for the first month ($49 regular price)
It also comes with MORE presets compared to SynthMaster 3: It includes factory presets from SynthMaster One, so it ships with 4400 factory presets right out of the box!
There will be a FREE version of SynthMaster 3 Player as well, with the following limitations:
1. Comes with 500 factory presets
2. Only loads presets from banks released by KV331 Audio. So what this means is, you can download the free player and purchase expansion banks from us!
3. Requires registration through the plugin. You need to enter a valid email address to be able to use SynthMaster 3 Player. We will send your serial number to this email address during registration.
You do not have the required permissions to view the files attached to this post.
Works at KV331 Audio
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
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- KVRist
- 128 posts since 18 Mar, 2007
Yes! I was just back in Synthmaster last night looking for a different kind of inspiration in the new expansions and appreciative of the power and continued development of Synthmaster 3.
- KVRAF
- 2481 posts since 22 Sep, 2016
Little feedback / personal opinion about my recent experience using SM3. I tried to wrap my head around the question why my reflex is to choose Vital over SM3 ... though SM3 is a great piece of SW.
1.) The "Modular Routing" metapher is somehow nicely meant, but at first glance it promises more than can be done. I think the idea is good but it somehow got stuck in the middle ... may be the solution is as simple as guiding the user a little better.
1.1) You can add Modulators, but actually you can only connect them to other mods or oscs. I cannot connect them to filters (acting like an LFO) or individual FX parameters (acting like an LFO).
1.2) LFOs are different type of modulators which are managed elsewhere
1.3) FX sits just there and accepts things ... but it's actually simply an out-port collection source material. I cannot connect mods or anything else. It tells me I can remove it, but I cannot
1.4) To do the final FX "Routing" I have to switch to the FX Tab
1.5) The OSC module seems to only accept MOD inputs... why is there no right click "add mod" in the osc context menue
1.6) Though mods mostly look like "normal" oscs they aren't ... I cannot route a mod into an filter or an waveshaper before going into an osc.
1.7) I cannot wire something like: OSC1 --> Filter --> OSC2 ... but OSC1 --> Filter --> Operator --> OSC2 works. So it seems that placing a operator in between changes the behaviour ... is it that way?
2.) ENV window
2.1) Default setting is like a 25 msec view port.
2.2) the Attack shape in this view port looks unusual. It looks like a exp ramp somewhere between 2 - 5 msecs ... thoug it's 2.3) Compare it with other synths like Vital ... Vital might have an internal minimal ramp up for attack of 3 secs, to prevent clicks. But Vital hides that from the user as internal click prevention.
2.4) If in the initial setup you bring down sustain, then you get again a considerable "decay" curve, which was suprising for me... it's just the low time frame of just 25 msec for the whoel curve that makes it look so "big"... anyways it was counter intuitive fro me personally
2.5) When I increase / decreas release starting from default setting the whol zoome level changes all the time. I understand the reason, but I prefer the vital way of setting the zoom level explicitely without tie it to the dials.
2.6) Why not show the control boxes and circles all the time ...
As always. This is just my personal opinion/feelings/experience. I write this in a spirit of "hoping to help to support SM, because I think it's a great product".
Cheers!
1.) The "Modular Routing" metapher is somehow nicely meant, but at first glance it promises more than can be done. I think the idea is good but it somehow got stuck in the middle ... may be the solution is as simple as guiding the user a little better.
1.1) You can add Modulators, but actually you can only connect them to other mods or oscs. I cannot connect them to filters (acting like an LFO) or individual FX parameters (acting like an LFO).
1.2) LFOs are different type of modulators which are managed elsewhere
1.3) FX sits just there and accepts things ... but it's actually simply an out-port collection source material. I cannot connect mods or anything else. It tells me I can remove it, but I cannot
1.4) To do the final FX "Routing" I have to switch to the FX Tab
1.5) The OSC module seems to only accept MOD inputs... why is there no right click "add mod" in the osc context menue
1.6) Though mods mostly look like "normal" oscs they aren't ... I cannot route a mod into an filter or an waveshaper before going into an osc.
1.7) I cannot wire something like: OSC1 --> Filter --> OSC2 ... but OSC1 --> Filter --> Operator --> OSC2 works. So it seems that placing a operator in between changes the behaviour ... is it that way?
2.) ENV window
2.1) Default setting is like a 25 msec view port.
2.2) the Attack shape in this view port looks unusual. It looks like a exp ramp somewhere between 2 - 5 msecs ... thoug it's 2.3) Compare it with other synths like Vital ... Vital might have an internal minimal ramp up for attack of 3 secs, to prevent clicks. But Vital hides that from the user as internal click prevention.
2.4) If in the initial setup you bring down sustain, then you get again a considerable "decay" curve, which was suprising for me... it's just the low time frame of just 25 msec for the whoel curve that makes it look so "big"... anyways it was counter intuitive fro me personally
2.5) When I increase / decreas release starting from default setting the whol zoome level changes all the time. I understand the reason, but I prefer the vital way of setting the zoom level explicitely without tie it to the dials.
2.6) Why not show the control boxes and circles all the time ...
As always. This is just my personal opinion/feelings/experience. I write this in a spirit of "hoping to help to support SM, because I think it's a great product".
Cheers!
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- KVRAF
- Topic Starter
- 7503 posts since 14 Nov, 2006 from Ankara, Turkey
Modulators are basic oscillators with "mono" output, running at "audio rate"/per sample. Layer modulation sources (LFOs, envelopes, etc) run at "block rate"/per block (which is set by engine buffer size: small = 16 samples, normal = 32 samples, large = 64 samples).] Peter:H [ wrote: Sat Sep 06, 2025 9:24 am 1.1) You can add Modulators, but actually you can only connect them to other mods or oscs. I cannot connect them to filters (acting like an LFO) or individual FX parameters (acting like an LFO).
1.2) LFOs are different type of modulators which are managed elsewhere
I will try to make them stereo so that they can be used as regular oscillators.
But the thing is, I mostly lost my motivation because we don't get enough support from the community. So, I will concentrate on releasing the Player version first followed by the iOS version. After those releases hopefuly I will continue adding new features...
Works at KV331 Audio
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
- KVRAF
- 2481 posts since 22 Sep, 2016
Thanks for your feedback. Please don't understand my points as "I know it better" or understand them like an "order that you have to implement" ... it's just a spotlight of my SM3 journey as a user.kv331 wrote: Sat Sep 06, 2025 9:46 amModulators are basic oscillators with "mono" output, running at "audio rate"/per sample. Layer modulation sources (LFOs, envelopes, etc) run at "block rate"/per block (which is set by engine buffer size: small = 16 samples, normal = 32 samples, large = 64 samples).] Peter:H [ wrote: Sat Sep 06, 2025 9:24 am 1.1) You can add Modulators, but actually you can only connect them to other mods or oscs. I cannot connect them to filters (acting like an LFO) or individual FX parameters (acting like an LFO).
1.2) LFOs are different type of modulators which are managed elsewhere
I will try to make them stereo so that they can be used as regular oscillators.
But the thing is, I mostly lost my motivation because we don't get enough support from the community. So, I will concentrate on releasing the Player version first followed by the iOS version. After those releases hopefuly I will continue adding new features...
It makes me sad to read that there's so few support from the community, because I can see the potential SM3 has. I'm a sw dev in my day job, and I can see the Idea you've had about making evrything modular. And a clearly structured, modular sw is always a good foundation for maintaining and extending it.
So please ... don't give up. May be winter and christmas sales time will give you guys a little push.
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- KVRAF
- Topic Starter
- 7503 posts since 14 Nov, 2006 from Ankara, Turkey
No no, I never understood it that way, no worries. SynthMaster has had a "useability" issue for its entire life and I'm trying to change that bit by bit] Peter:H [ wrote: Sat Sep 06, 2025 11:29 am Thanks for your feedback. Please don't understand my points as "I know it better" or understand them like an "order that you have to implement" ... it's just a spotlight of my SM3 journey as a user.
Works at KV331 Audio
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
SynthMaster voted #1 in MusicRadar's "Best Synth of 2019" poll
SynthMaster One voted #4 in MusicRadar's "Best Synth of 2019" poll
