Docs / Channel Processing / Effects Reference

Effects Reference

This page explains every effect you can add from the FX rack's + Node ▾ library — what each one does, and what each of its knobs actually changes — in plain language, no audio degree required. Add and arrange them on the FX tab.

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💡 Core processors are elsewhere

The channel's three core processors — Equalizer, Noise Gate and Compressor — have their own pages and are always available. This page covers the optional effects you bolt on yourself.

Controls you'll meet again and again

Many effects share the same kinds of knob. Learn these once and most effects explain themselves:

ControlIn plain words
Wet / Mix (%)How much of the effected sound you hear versus the untouched original ("dry"). 0 % = effect off, 100 % = only the effect.
Threshold (dB)The loudness line where a processor starts acting. Above it the sound is treated; below it is left alone (gates/expanders work the other way round).
Ratio (:1)How hard levels are reduced once past the threshold. 4:1 = for every 4 dB over, only 1 dB comes out.
Attack (ms)How fast the effect grabs the sound after it crosses the threshold. Short = snappy, long = gentle.
Release (ms)How fast it lets go again afterwards.
Knee (dB)How gradually the effect eases in around the threshold. Soft (bigger) = smooth, hard (smaller) = abrupt.
Range (dB)The most the effect will turn the sound down.
Rate (Hz)The speed of a sweeping/wobbling effect. Higher = faster.
Depth (%)How strong that sweep/wobble is.
Feedback (%)How much of the output is fed back into the effect — more repeats (delay) or a more intense, resonant character (chorus/flanger/phaser).

dB = loudness · ms = milliseconds (1000 = 1 second) · Hz = cycles per second.


Dynamics — controlling loudness

📶 Gain

A plain volume trim you can drop anywhere in the chain to make the signal louder or quieter at that exact point — handy for feeding the next effect a healthier level.

ControlWhat it changesRange (default)
GAINBoost (+) or cut (−) the level. 0 = no change.−24…+24 dB (0)

🔒 Limiter

A firm ceiling for loudness: the signal can get as loud as the ceiling but never louder. Use it to stop a hot effect or a peaky source from spiking.

ControlWhat it changesRange (default)
CEILINGThe hard maximum — nothing passes louder than this.−30…0 dBTP (−1)
ATTACKHow fast it clamps a peak. Very short = catches everything; a touch longer = more natural.0.1…10 ms (0.5)
RELEASEHow fast it recovers after a peak passes.10…2000 ms (50)

↔ Expander

The gentle opposite of a compressor: it makes quiet parts quieter, widening the gap between loud and soft. Great for pushing down low-level background noise without the hard cut of a gate.

ControlWhat it changesRange (default)
THRESHBelow this level the signal starts getting turned down.−60…0 dB (−40)
RATIOHow aggressively quiet parts are pushed down.1…10 : 1 (2)
RANGEThe most it will turn the quiet parts down.0…60 dB (40)
ATTACKHow fast it returns to full volume when sound rises above the threshold.0.1…50 ms (5)
RELEASEHow fast it ducks back down when sound falls below it.10…1000 ms (150)

🔉 De-esser

Tames harsh "s", "sh" and "t" sounds (sibilance) that bright microphones exaggerate. It listens to a narrow high band and only ducks when those sharp sounds appear.

ControlWhat it changesRange (default)
FREQWhere the harshness lives — slide it until the "ess" sounds are caught.2,000…12,000 Hz (6,000)
THRESHHow loud an "ess" has to be before it's tamed. Lower = more de-essing.−40…0 dB (−24)
RATIOHow hard the caught "ess" is reduced.1…20 : 1 (6)
RANGEThe most it will turn a harsh sound down.0…18 dB (12)

🔊 Loudness Equalization

Keeps everything at a steady, comfortable volume — quiet passages are lifted and sudden loud moments are reined in. The same idea as Windows' "Loudness Equalization", but smarter and tuneable: it's built so a game's footsteps stay audible while the gunshots don't deafen you. Ideal for late-night listening and chaotic game audio where whispers and explosions live side by side.

ControlWhat it changesRange (default)
STRENGTHHow hard it pulls everything toward the target loudness. 0 = off.0…100 % (70)
TARGETThe comfortable level it aims to hold.−30…−6 dB (−18)
ATTACKHow fast it turns down when things get loud.1…50 ms (5)
RELEASEHow fast it turns up when things get quiet.100…3,000 ms (800)
RMS WINThe window it averages loudness over. Longer = calmer and steadier (a single burst won't duck everything); shorter = reacts faster. Either way it recovers quickly, so quiet detail returns promptly after a loud moment.100…3,000 ms (1,500)
MAX BOOSTThe most it's allowed to lift quiet material. The lift is fairly even across the spectrum — only sub-bass is held back (~50 %) to avoid boom, while the mids lift nearly fully. The highs — where the direction cues live — are set separately by the AIR control. Lower this if quiet moments still get too loud.0…24 dB (24)
AIRHigh-frequency emphasis. The highs carry the direction cues (which way an enemy is) — but also the harsh, sibilant top. Low = warm and safe; high = bright and precise (can sting). Dial it to your headphones — there's no universal "right".0…100 % (50)
BED REJECTHow much of the steady background to hold down. Each band learns its own noise floor; this sets how strongly sounds sitting at that floor (room tone, hiss, ambience) are kept from being boosted, while detail rising above it (footsteps) still lifts. Higher = less background, more contrast.0…100 % (70)

Compressor — a built-in transient catcher that clamps the sudden loud peaks (the gunshots) so they're tamed instead of blasting:

ControlWhat it changesRange (default)
KNEEThe level where the catcher starts acting on a peak. Higher = less of it.−20…0 dB (−6)
RATIOHow hard it clamps those peaks once past the knee.1…20 : 1 (8)

How the lift is shaped — the signal is split into five frequency bands (LR4 crossovers at 150 / 500 / 1500 / 4000 Hz), each with its own AGC and boost ceiling. The profile is kept fairly even — only sub-bass is held back to avoid boom — so the high-frequency direction cues survive the lift and footsteps stay locatable (the AIR knob sets how much of that high-frequency detail comes through). Each band also tracks its own noise floor (see BED REJECT) so the steady background stays put while footsteps cut through.

Three switches fine-tune the behaviour: BOOST QUIET (lift quiet material, not just duck loud), LIMIT PEAKS (add a final brick-wall so nothing slips through), and MONO ANALYSIS (judge loudness in mono so left and right rise and fall together).


EQ / Filters — shaping tone

〰 3-band EQ

A quick, three-knob tone shaper: bass, middle and treble. For detailed work use the channel's full Equalizer instead — this is the fast option mid-chain.

ControlWhat it changesRange (default)
LOWBoost/cut the bass (a shelf at 100 Hz).−12…+12 dB (0)
MIDBoost/cut the middle — where voices and most instruments sit.−12…+12 dB (0)
HIGHBoost/cut the treble (a shelf at 10 kHz).−12…+12 dB (0)
MID FREQWhich middle frequency the MID knob acts on.200…5,000 Hz (1,000)

📊 Graphic EQ (10-band)

Ten sliders across the frequency range (31.5 Hz up to 16 kHz), like the equalizer on a classic stereo. Pull a slider up to boost that band, down to cut it — draw the shape you want.

ControlWhat it changesRange (default)
Each band (31.5, 63, 125, 250, 500 Hz · 1, 2, 4, 8, 16 kHz)Boost/cut that slice of the spectrum.−12…+12 dB (0)

Repair & cleanup

🔇 Noise Suppressor

Removes steady background noise — hiss, hum, fan or air-conditioning — by learning the constant "noise floor" and ducking the signal down toward it whenever you're not actually making sound. Best for constant noise, not one-off bangs.

ControlWhat it changesRange (default)
AMOUNTOverall strength. 0 = off, higher = more aggressive cleanup.0…100 % (60)
MARGINHow far above the learned noise level your real signal must rise to count as "wanted". Higher = cuts more borderline-quiet sound (cleaner, but can clip soft tails).0…40 dB (12)
RANGEHow deep the cut goes when it does duck — i.e. how far the noise is pushed down.0…40 dB (24)

⏤ DC Offset Remover

A clean-up filter that strips out inaudible ultra-low rumble and "DC offset" (a constant electrical bias some devices add) below the corner frequency. Set-and-forget; leaves the music untouched.

ControlWhat it changesRange (default)
CORNEREverything below this frequency is removed.5…40 Hz (10)

Time / Space — ambience and echo

🏛 Reverb

Adds the natural reflections of a room — from a small booth to a big hall — so a dry, close sound feels like it's in a real space.

ControlWhat it changesRange (default)
WETHow much reverb you hear mixed in. 0 % = bone dry, higher = more "in a room".0…100 % (30)
ROOMThe size of the space — bigger room = longer, more spacious tail.0…100 % (75)
DAMPHow quickly the echo's brightness fades. More damping = darker, softer tail (like a carpeted room); less = brighter and more lively.0…100 % (50)
PRE DLYA short gap before the reverb starts, separating the original sound from its tail. A little makes speech clearer and the space feel bigger.0…100 ms (20)

⏱ Delay

An echo that repeats the sound after a set time. A few repeats add depth; many create rhythmic echoes.

ControlWhat it changesRange (default)
WETHow loud the echoes are against the original.0…100 % (30)
TIMEThe gap between repeats. Short = slap-back/thickening; long = distinct echoes.1…2,000 ms (250)
FEEDBACKHow many times it repeats. 0 % = one echo; higher = a longer trail (near 95 % = many).0…95 % (30)

Modulation — movement and colour

These create motion by mixing the sound with slightly shifted copies of itself.

🌊 Chorus

Makes one voice or instrument sound like several playing together — richer, wider, "shimmering". Subtle on vocals, lush on synths and guitars.

ControlWhat it changesRange (default)
MIXHow much of the effect is blended in.0…100 % (50)
RATESpeed of the shimmer.0.1…5 Hz (0.6)
DEPTHHow wide/strong the shimmer is.0…100 % (50)
FEEDBACKAdds resonance for a more intense, swirly tone.0…95 % (10)

〜 Flanger

A dramatic "whooshing, jet-plane" sweep. More extreme than chorus.

ControlWhat it changesRange (default)
MIXHow much of the effect is blended in.0…100 % (50)
RATESpeed of the sweep.0.05…2 Hz (0.25)
DEPTHHow far the sweep travels.0…100 % (70)
FEEDBACKIntensity of the metallic, resonant edge.0…95 % (50)

🔄 Phaser

A smooth, swirling "underwater" sweep — gentler and more psychedelic than a flanger.

ControlWhat it changesRange (default)
MIXHow much of the effect is blended in.0…100 % (50)
RATESpeed of the swirl.0.05…2 Hz (0.4)
DEPTHHow pronounced the swirl is.0…100 % (70)
FEEDBACKSharpens the effect into a more resonant, vocal sweep.0…95 % (30)

🎵 Pitch Shifter

Raises or lowers the pitch without changing the speed — drop a voice an octave for anonymity, or nudge it up a touch. (It's real-time, so big shifts can sound slightly grainy on sharp sounds.)

ControlWhat it changesRange (default)
SEMITONESCoarse pitch in musical half-steps (12 = one octave up, −12 = one octave down).−12…+12 (0)
FINEFine tuning in cents (100 cents = one semitone).−50…+50 (0)
MIXBlend of shifted vs original — keep some original for a doubling/harmony feel.0…100 % (100)

Routing (placeholders)

⬌ Sidechain Receive and 🔌 VST3 Plugin appear in the library but aren't wired up yet — they expose no controls and don't affect the sound. They're reserved for a future release.

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