having a blast so far with this alpha. a connection matrix could be handy, instead of, or in addition to, the oldskool Reaktor modular approach.
What i really love is the config freedom of delay (time) lengths
Modular Multi FX plugin in the works
VST, AU, AAX, CLAP, etc. Plugin Virtual Effects Discussion
Moderator: KVR Moderators (Main)
Modular Multi FX plugin in the works
2026-05-25T20:13:14+00:00
fx.jpeg
Hey I have been working for a while on a plugin I wonder there is any interest for this
It's a modular audio effects design environment built around a visual node graph. It lets users create custom signal-processing chains by adding modules, connecting audio/control/modulation signals, and shaping parameters directly inside an interactive editor.
I know I know! It's been done before, but I think I have something good here.
I have designed every module carefully and let's just say to me it sounds pretty similar to what's out there. The reason I did this was I was angry about being limited to the constrained parameters of the existing plugins and they sometimes didn't sound right to me. It really started with that I couldn't get reversed delays how I wanted them. The knob should have had an 11. Well now you can. And the modular environments were missing features, or were geared towards something else. Annoying when a flanger doesn't get deep enough, and you just wanted to push it a bit further. :D So I used my 25+ years of software engineering experience to create this.
So Technic Lego for effects, but not molding your own plastic, and not Duplo either. :D
The current version already has the graph editor, patching, parameter editing, automation integration, preset save/load, and a growing set of DSP/control modules. I’m planning a separate control-panel/front-end view too, so a finished patch can have a clean interface while the modular graph remains available for deeper editing.
The idea is that you shouldn't be constrained! You can even modulate with audio inputs at audio rate if you so wish. It's per-sample processing so feedbacks are handled well, and performance seems to be comparable with commercial plugins producing the same effect. It will of course use a bit more given that it runs per sample and not per block, and the fact that it is run time modular. But the overhead seems negligible
--> Alpha Testers wanted for Windows / PC <-- :phones: :help:
Features
Visual node graph for building custom effects
Audio, modulation, and control signals as separate patchable domains
Modules can expose parameters directly in the graph
Host automation support
Macro/control modules for driving multiple parameters
Preset save/load
Zoomable/pannable editor
Module selection and inspector-style editing
Dynamic modules with variable numbers of inputs/outputs where it makes sense
Audio-rate and modulation-rate processing paths
Feedback-aware graph compilation, per sample processing (allows creating custom flangers, choruses, and reverbs by inserting modules in the feedback path)
Stereo and multi-channel routing support
Layout tools for keeping larger patches readable
GPU-based rendering with optional catenary cables like Reason (with the option to switch between normal and GPU-based rendering for now)
Modulate any parameter with audio / mod source through a audio -> control bridge
Tempo sync for time-based/modulation parameters with grid selections (dotted, 1/4, etc.)
Patch Browser
Planned features
Undo/redo
Dedicated front-panel/control view for finished patches
MIDI input/control
More modules
Better patch organization tools
More performance/workflow polish, especially on the UI
Nested Submodules
Preset Variations (similar to Nord Modular, allowing different presets on the same patch without duplication)
Current module categories
I/O and routing
Audio inputs/outputs, channel routing, utility routing, split/merge style modules.
Mixing and level
Mixers, stereo mixing, gain/level utilities, panning/spread-style controls.
Delay and time-based effects
Basic delays, modulated delays, stereo delay structures, multi-delay/tap-style building blocks.
Pitch and modulation effects
Pitch shifting, pitch-modulated delay structures, chorus/flanger-style building blocks.
Filters and tone shaping
High-cut/low-cut style modules, tone shaping, resonant/character filters, general filter utilities. (even has MS20 filter which is a favorite of mine)
Diffusion and space
Diffusor/allpass/chorus-like building blocks for building reverbs, smeared delays, ambience, and spatial effects.
Modulation sources
LFOs (can sync to each other, polarity, offset ++) and modulation generators for moving parameters and audio-rate modulation targets.
Control/math utilities
Add, multiply, scale, invert, distribute, and shape control/modulation signals.
UI/control modules
Knobs, macro controls with selectable step size, parameter-style modules, and eventually front-panel controls.
Dynamics
Duck, envelope follower, amplitude modulator
Bridges
Audio / mod to parameter control
External/User
Pure Data module. Load your pure data file, add a manifest for mapping to my graph system, and you can either prototype your own effects and use other people's effects inside my engine
The goal is not to replace every normal plugin, but to make an environment where you can build the kind of effect that usually does not exist as a fixed plugin, or take a familiar idea and push it much further. ;)
Samples :
pitch shifted stereo delay with LFO controlling the pitch:
https://www.dropbox.com/scl/fi/baifsxm7dho3c7gx947vz/presentation.mp3?rlkey=gvzwty53cbphkb2cb4ivn0g5c&e=1&st=kei2e8lu&dl=0
Reverb - diffused modulated delays
https://www.dropbox.com/scl/fi/t2b5jj7bv5oritajy0mnu/presentation-002.mp3?rlkey=2owd90nsrby3nbw7nonsa3nhp&e=1&st=xuog9v2g&dl=0
2026-05-28_04-39-10.gif
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