Owner's Manual

The Psychedelic
Collection

Eight generative MIDI sequencers, each one a visual instrument: what you see on the stage is not a decoration of the music, it is the music.

Eight generators188 parametersMIDI effect · VST3 / Other Formats ComingDeterministic by seed

Contents


The instrument

The boot dial, showing all eight generators arranged around a live preview
Boot DialClick a unit to preview it live · double-click or LAUNCH to boot

The Psychedelic Collection is a MIDI effect. It generates notes; it makes no sound of its own. Put it in front of a synth, choose a generator, press PLAY on the DAW, and the notes it invents are played by whatever sits downstream.

Every generator is a different idea about where a melody comes from — a ball falling through pegs, a chord walking a lattice, a memory being retold badly. None of them are step sequencers pretending to be clever. The rules are real, and the picture on screen is drawn from the same numbers the notes are.

The window has three regions. The stage fills the upper area and belongs to the current generator — this is its visualizer. The rail on the right carries two tabs: UNIVERSAL, holding the controls every generator shares, and PARAMS, holding that generator's own. The icon spine on the far left switches generators instantly.

Switching generators never loses your work. Each engine keeps its own state and its own parameter bank, so you can jump between them and come back to exactly what you left.

The one control that matters mostSEED. Every generator derives its pattern from a deterministic pseudo-random stream, so the same seed always builds the same lattice, the same acid line, the same maze. Press RE-ROLL to jump to a new one and audition a completely different pattern with all your other settings intact.

Playheads

Four generators can run more than one playhead at a time, each with its own personality and its own MIDI channel. The PARAMS rail then shows a row of HEAD tabs, and the controls marked per head in this manual apply only to the selected one.

PYRAMIDUp to 9 heads — set by PLAYHEADS.
QUANTUMUp to 4 heads — set by WORLDS.
E8 LATTICEUp to 4 heads — set by PLANES.
MAZEUp to 8 bots — set by MAX BOTS.

Transport and preset buttons

RUNNINGMaster transport. Reads STOPPED when off; the playhead freezes where it stands rather than resetting.
RE-ROLLRe-seeds the active generator's structure — a new lattice, line or maze from the same settings.
RANDOMRandomises every parameter of the active generator, seed included. The fast route to somewhere you would not have gone.
< INIT >Preset slot with previous/next arrows. Presets carry all eight parameter banks plus session state such as the Hallucination journal and the Maze wall lanes.

Transport switches are deliberately left out of presets: RUN, FOLLOW HOST, HOST BPM and BAR LOCK describe how this instance is wired into your session, not what the patch sounds like.


U

UNIVERSAL

Shared by every generator
Clock, pitch, dynamics and output — the frame every engine plays inside.

Twenty-three controls, grouped in the rail as CLOCK, PITCH, DYNAMICS and OUTPUT. The dynamics controls are applied once, at the point where every generator's notes meet the MIDI buffer, so all eight benefit from them without eight separate implementations.

ControlRange · DefaultWhat it does
GENERATOR8 units · PyramidChooses which engine drives the rack. The stage, the PARAMS rail and the accent colour of the whole window all follow this one control.
RUNNINGon / off · onMaster transport, and the first pill at the top of the UNIVERSAL tab rather than a row in the CLOCK group. Reads STOPPED when off, freezing the playhead where it stands and stopping all output; switching back on resumes from that point rather than restarting.
CLOCK1/4 … 1/32 · 1/16How often the engine ticks — one, two, four or eight pulses per beat. This is the generator's heartbeat, not a note length. Shown as the four divisions under the CLOCK heading, and in the header readout beside BPM and SWING.
SWING0 – 75% · 0%Delays every second tick by up to three-quarters of its slot. Small amounts loosen a machine-tight pattern; large amounts produce a hard shuffle.
HOST BPMon / off · onLocks the clock to the host tempo. Turn it off to run free at the internal BPM below — useful for drifting, unsynchronised textures.
FOLLOW HOSTon / off · onStarts and stops with the host transport. Off lets the generator keep running while the DAW is stopped, so you can audition without rolling tape.
BPM40 – 220 · 124The internal tempo, used only when HOST BPM is off.
GATE0 – 100% · 42%Note length as a fraction of one step. Short values give a staccato pluck; past about 90% notes begin to overlap into a legato line.
OUTPUTOff … 1/4 · OffSnaps outgoing note starts to a musical grid, aligned to host PPQ. Leave it off to keep the engine's own microtiming, including swing and humanisation.
BAR LOCKon / off · onAligns the pattern to the host's bar line, so a 16-step pattern always starts where the bar does. Off lets patterns of odd length rotate freely against the bar.
LATCHon / off · offHolds each generated note on for the LEN below instead of releasing it at the gate — the fastest route to pads and drones from a stabby engine.
LEN0.25 – 32 beats · 1How long a latched note is held. Only active when LATCH is on. Long values turn any generator into a slow harmonic wash.
ROOTC … B · CThe key centre. Every engine works in scale degrees, so changing ROOT transposes the whole instrument without altering the pattern.
SCALE52 musical scalesThe scale those degrees map through, grouped in the menu from familiar modes to exotic, bebop and symmetric sets. Changing scale re-harmonises the pattern rather than randomising it.
OCTAVE−3 … +3 · 0Transposes the whole output in octaves — the coarse companion to ROOT.
MIDI-IN TRANSPOSEon / off · offLets incoming MIDI transpose the output — play a C and the pattern sits where it was written, play a G and the whole thing moves up a fifth.
SEED0 – 9999 · 1971The master random seed. Identical seeds always produce identical patterns, so this is your pattern browser: hold everything else and step through seeds.
VELOCITY0 – 200% · 100%Scales every note's velocity rather than replacing it, so a generator's own dynamics survive. Above 100% it pushes as well as pulls.
PROB0 – 100% · 100%A global chance that any given note is allowed through. The cleanest way to thin any generator without touching its own density.
VEL RAND0 – 100% · 0%Random variation added to each velocity. A few percent is the difference between a sequencer and a player.
TIMING0 – 30 ms · 0 msRandom timing offset on every note. Loosens the grid without altering the pattern; combine with VEL RAND for a convincing human feel.
OCT SPREAD0 – 100% · 0%Chance a note is thrown an octave up or down as it leaves. Applied last, so it will octave-jump even a note the Hallucination journal has pitch-locked.
MIDI CH1 – 16 · 1Output channel. Multi-headed generators can override this per head, so one instance can drive several instruments.

01

PYRAMID

Cascade Lattice
Branching Galton descent through a triangle lattice.
The Pyramid cascade lattice
Cascade LatticeFalling playheads, their trails, and the landing histogram along the base

Pyramid is a Galton board made musical. A triangle of nodes is built from the seed — row one holds a single node, row two holds two, and so on down to the base. A playhead enters at the apex and falls a single row per tick, and at each node it branches left or right. Where it lands decides the note.

BIAS is the tilt of the board. At dead centre the descent is a coin toss and, over many passes, the landings pile up in the middle exactly as a bell curve says they should — you hear the middle of the range far more often than the edges. Push BIAS to either side and the whole distribution slides with it, so the melody's centre of gravity moves.

The lattice itself is fixed by SEED, so a given seed always gives the same field of open and gated nodes; DENSITY decides how many of them are live. Land on a gated node and you get a rest, which is what stops a continuous descent turning into a continuous stream of notes.

Up to nine playheads can fall at once, each with its own bias, chaos, speed and MIDI channel — so one instance can send a fast, chaotic top line to one synth and a slow, centred bass to another. The histogram along the base counts landings and fades at the rate set by DECAY.

ControlRange · DefaultWhat it does
ROWS3 – 14 · 9Height of the triangle. More rows means a wider base, a longer fall between notes and a finer pitch resolution — deep lattices sound like arpeggios, shallow ones like riffs.
PLAYHEADS1 – 9 · 7How many descents run at once. One is a single melodic line; nine is a shimmering cascade. Each head gets its own tab in the rail.
FLOWDown / Up / Pong · DownDirection of the descent. Up climbs from base to apex — the opposite distribution, funnelling toward a single note. Pong alternates.
DENSITY0 – 100% · 70%How many lattice nodes are live for this head. Landing on a dead node produces a rest, so lower values punch holes in the descent. per head
BIAS0 – 100% · 50%The left/right branching probability. 50% is a fair coin and a centred bell curve; away from centre the descent leans and the melodic range shifts with it. per head
CHAOS0 – 100% · 10%Chance the head ignores the branch entirely and leaps to any node in the next row. A little keeps it alive; a lot destroys the bell curve and the melody with it. per head
DECAY0 – 100% · 100%How long a landing stays lit in the base histogram. At 100% the distribution accumulates and holds; lower values let it fade so you see only recent behaviour. per head
NOTE PROB0 – 100% · 100%Chance this head actually sounds its landing. Lower it on the busy heads to let the lead one through. per head
SPEED1x / 1/2 / 1/4 · 1xDivides this head's fall rate. Setting different speeds per head is the quickest way to get a fast line over a slow one from a single generator. per head
MIDI CH1 – 16 · 1Output channel for this head, so each descent can drive a different instrument. per head

02

ACID

Acid Crawler
303 crawl — slides, accents, screaming resonance.
The Acid crawler with its three LFO strips
Acid CrawlerThe line as a crawling organism, with three LFO strips wired to the filter CCs

Acid is a bassline machine in the 303 tradition, with one important difference: nothing here is rolled fresh. Every step's pitch, slide, accent and octave are a deterministic hash of the seed and that step's index. Turning DENSITY, SLIDE or ACCENT doesn't reroll the pattern — it reshapes the line you already have, raising or lowering the threshold each step is tested against.

That is what makes the controls musical rather than a lottery. Push SLIDE up and the same line acquires glides, always at the same places, always the places that suited it. Pull it back and they retreat in the same order. You can dial in exactly as much of a behaviour as you want and never lose the phrase.

Slides tie into the following note, stretching its gate so the two run together as one long portamento gesture. Accents fire harder and open the filter. CUTOFF, RESO and ENV MOD are sent as MIDI CC so a downstream synth's filter tracks the line — that is where the classic squelch comes from, and every one of the three CC numbers is yours to set.

EVOLVE mutates a single step once per bar, so the line creeps rather than loops. The three LFO strips under the crawler modulate the same three CCs, and they are real parameters: the host can automate them and presets carry them.

ControlRange · DefaultWhat it does
STEPS4 – 32 · 16Length of the line. Odd lengths against a 4/4 bar are where acid gets its rolling, never-quite-repeating feel.
DENSITY0 – 100% · 75%How many steps fire rather than rest. Because the rolls are hashed, lowering density removes the least likely notes first and keeps the line's skeleton.
SLIDE0 – 100% · 46%How many steps glide into the next. Slides double the gate so the pair sounds as one tied note — the defining 303 gesture.
ACCENT0 – 100% · 26%How many steps hit hard. Accented notes are louder, shorter and open the filter envelope further.
OCTAVE0 – 100% · 20%Chance of a step jumping an octave. Small amounts add the classic octave stabs; large amounts scatter the line across the range.
CUTOFF0 – 100% · 45%Filter cutoff, sent as CC and drawn as the crawler's brightness. Also sets the internal decay time, so higher values give a longer, more open tone.
RESO0 – 100% · 60%Filter resonance, sent as CC. This is the squelch control — high values with a moving cutoff are the sound of the machine.
ENV MOD0 – 100% · 60%How far each note's envelope sweeps the cutoff. Zero gives a static filter; high values give the per-note "wow" that makes accents bite.
EVOLVE0 – 100% · 18%Chance of one step mutating at each bar line, and how far the CC lanes drift. Zero locks the line forever; high values never settle.
DIRFwd / Rev / Pong / Random · FwdHow the playhead moves through the steps. Reverse and Pong preserve the material while completely changing its contour.
SEND CCon / off · onMaster switch for filter CC output. Turn it off if the receiving instrument uses those CC numbers for something else.
CUTOFF CC0 – 127 · 74Which CC number carries CUTOFF. 74 is the MIDI standard for brightness, but every synth expects something different.
RESO CC0 – 127 · 71Which CC number carries RESO.
ENV CC0 – 127 · 73Which CC number carries ENV MOD.

LFO strips

Three modulators sit under the crawler, hard-wired to the filter lane: LFO 1 → CUTOFF, LFO 2 → RESO, LFO 3 → ENV MOD. Each strip carries the same nine controls.

ControlRange · DefaultWhat it does
WAVE11 shapes · SineSine, Tri, Square, Up, Down, Random, Glider, Bin, Stray, Pulse and Manual. Glider and Stray are smoothed randoms; Bin and Pulse are stepped. Choose Manual to draw the shape yourself.
DRAW32 pointsWith Manual selected, drag directly on the strip to draw the modulation shape. It loops at the rate below.
SYNCHz / Sync · SyncWhether the cycle is a musical division or a free-running frequency.
DIV32 bars – 1/64 · 1/4Cycle length in musical time. Used when SYNC is set to Sync.
HZ0.01 – 20 Hz · 1.00Cycle rate in hertz. Used when SYNC is set to Hz — this is what drifts against the pattern.
DEPTH0 – 100% · 0%How far the LFO moves its destination. At zero the knob alone is in charge, so presets made before the LFOs existed sound unchanged.
OFFSET−100 – +100% · 0%Shifts the centre the modulation swings around, letting you keep the movement but bias it high or low.
JITTER0 – 100% · 0%Adds noise before smoothing. A trace of it stops a clean waveform sounding mechanical.
SMOOTH0 – 100% · 0%A one-pole filter on the output. Rounds the corners off square and random shapes.
FREEZEon / off · offHolds the current value while the display keeps scrolling — a manual sample-and-hold you can drop in at any moment.

03

TONNETZ

Signal Lattice
Neo-Riemannian triads walking an infinite lattice.
The Tonnetz signal lattice
Signal LatticeThe current triad morphing across the lattice, with its trail behind it

The Tonnetz is a real object from music theory: a lattice where moving one way raises a fifth and another way raises a major third, so every triangle in the grid is a triad and every neighbouring triangle is a chord one note away. Tonnetz walks it.

The moves are the classical neo-Riemannian transforms. P flips major to minor on the same root. L and R slide to the leading-tone and relative neighbours. N, S and H are compounds — bigger, stranger jumps. Each has its own weight, so you are shaping a probability distribution over harmonic moves rather than picking chords.

Four modes decide how the next move is chosen. WALK picks by weight every pulse. MARKOV remembers the last move and chains from it, which produces recognisable progressions rather than a random tour. GRAVITY treats the lattice as a landscape of wells and lets a particle fall between them. EUCLID moves only on the pulses of a Euclidean rhythm E(k,16).

OUTPUT decides what the walk actually plays: the full chord, an arpeggio through it, just the root as a bassline, or a sustained pad. ARP TYPE and PAD HOLD shape those last two. The trail behind the triangle shows where the harmony has been.

ControlRange · DefaultWhat it does
MODEWalk / Markov / Gravity / Euclid · WalkHow the next transform is chosen. Walk is weighted-random per pulse, Markov chains from the previous move, Gravity falls between harmonic wells, Euclid moves only on a Euclidean pulse.
MOVE EVERY1 – 16 · 4How many pulses pass between moves. Low values give restless modulation; high values let each chord settle.
CHORD3 – 6 · 3Voices in the chord: 3 is a plain triad, 4 adds a seventh, 5 a ninth, 6 an eleventh. Larger chords blur the lattice's clarity but sound lush.
OCT RANGE1 – 4 · 1How many octaves the voicing is spread across. Wider ranges open the chord out and stop dense voicings muddying.
HOME BIAS0 – 100% · 20%A pull back toward the starting triad. Zero lets the walk wander off forever; high values keep returning it to a tonal home.
SCALE LOCKon / off · offRejects any move that would leave the universal SCALE. Keeps the walk diatonic — safe, and much less strange.
EUCLID K1 – 16 · 5Number of pulses in the Euclidean rhythm E(k,16) used by Euclid mode. Ignored in the other three modes.
P WEIGHT0 – 100% · 34%Likelihood of the Parallel move — major ↔ minor on the same root. The smallest, most familiar shift.
L WEIGHT0 – 100% · 30%Likelihood of the Leading-tone move. C major → E minor: bright, lifting.
R WEIGHT0 – 100% · 30%Likelihood of the Relative move. C major → A minor: the most consonant of the three basic moves.
N WEIGHT0 – 100% · 10%Likelihood of the Nebenverwandt compound — a longer jump that pulls the harmony sideways.
S WEIGHT0 – 100% · 6%Likelihood of the Slide compound. Keeps the third, moves everything else: unsettling and very effective in small doses.
H WEIGHT0 – 100% · 4%Likelihood of the Hexatonic pole — the furthest move available, and the one that most sounds like a key change.
OUTPUTChord / Arp / Bass / Pad · ChordWhat the walk plays. Chord sounds all voices together, Arp runs through them, Bass sends only the root, Pad holds the chord across the move.
DENSITY0 – 100% · 100%Chance any given pulse sounds at all. Below full it opens gaps between chords without changing the progression.
ARP TYPEUp / Down / Up-Down / Random / Converge · UpPattern the arpeggio follows. Converge alternates outside-in, which reads as a much more deliberate line than Up or Down. Arp output only.
PAD HOLD0 – 100% · 95%How much of the move interval a pad sustains for. Near full the chords overlap into a continuous wash; lower values leave audible gaps. Pad output only.
TRAIL (VISUAL)0 – 32 · 12How many previous triads stay lit on the lattice. Visual only, but it is how you read whether the walk is circling or drifting.

04

QUANTUM

Psi Collapse
Superposed steps collapse on measurement.
The Quantum psi collapse stage
Psi CollapseProbability waves, entangled pairs, and the moment of measurement

Every step in Quantum is in superposition until a playhead reaches it. Its probability of firing is not a stored value but the height of a three-wave interference pattern at that point — which is why the display shows rippling standing waves rather than a row of switches, and why the pattern has structure rather than being noise.

When a playhead measures a step, it collapses to a note or a rest by the Born rule, and stays collapsed for as long as DECOHERE says. Until it decoheres, that step is a fixed fact and will repeat. After it decoheres it returns to the wave and can behave differently next time round. The whole feel of the generator lives in this one number.

Entangled pairs are the second mechanism. Pair two steps and measuring one forces the other's outcome, which stitches long-range structure into an otherwise probabilistic pattern. ENTANGLE is how strongly that correlation holds.

WORLDS are not decoration: each is a real playhead with its own tunnelling, bias, leaps and MIDI channel, sweeping the same probability landscape and reaching different conclusions about it. Set WORLDS to 3 and you have three instruments disagreeing about the same piece of music.

ControlRange · DefaultWhat it does
STEPS4 – 32 · 16Length of the register being measured. Longer registers give the interference pattern room to show its shape.
DENSITY0 – 100% · 62%Overall amplitude of the shared wave landscape, and so how likely any step is to collapse to a note.
ENT PAIRS0 – 8 · 3How many pairs of steps are entangled. Each pair links two positions so their outcomes are correlated — this is what gives the pattern memory.
ENTANGLE0 – 100% · 100%How strictly a pair enforces its correlation. At full it is absolute; lower values let the link fail occasionally.
DECOHERE200 – 4000 ms · 1500 msHow long a collapsed step stays fixed before returning to superposition. Short values make the pattern shimmer and change every pass; long values let it lock into a loop.
WORLDS1 – 4 · 3How many playheads measure the register at once. Each is a real voice with its own tab in the rail, not a ghost.
DIRFwd / Rev / Pong / Drunk / Tunnel · FwdHow the playheads move. Drunk takes a random walk of ±1; Tunnel makes the tunnelling behaviour the primary means of travel.
TUNNEL0 – 100% · 5%Chance this head tunnels to a distant step instead of advancing. Small values create stutters and skips; large values dissolve the sequence order. per head
BIAS−0.50 – +0.50 · 0Tilts this head's measurements toward rest (negative) or toward note (positive) without changing the wave itself. Give each world a different bias and they thin out at different rates. per head
LEAPS0 – 100% · 15%Chance a collapsed note leaps an octave. Adds the wide, jumping contour that keeps a probabilistic line from sitting still. per head
MIDI CH1 – 16 · 1Output channel for this world, so the branches can be sent to different instruments. per head

05

FRACTAL

Shader Field
Raymarched folded pyramid driven by the sequencer.
The Fractal shader field
Shader FieldA raymarched fold whose energy, hue and impacts are the sequencer's own numbers

Fractal is the collection's purest statement of the idea that the picture is the sequencer. A Euclidean pulse E(k,n) walks a wide scale, and every note it plays pushes a voice into a live list. The raymarcher reads that list directly: note energy becomes the glow, each attack becomes an impact in the geometry, pitch drives the hue rotation.

Musically it is the simplest engine here — a Euclidean rhythm spread over a scale — and that is deliberate. It gives you an even, mathematically-distributed pulse that works as a bed under anything, while the visual does the heavy lifting.

MOTION is what saves it from being a ramp. The pad originally walked one degree upward per hit and nothing else, so every phrase was the same rising line; now it can descend, alternate, stumble drunkenly or jump freely, and INTERVAL decides how far each move goes. Set INTERVAL to 2 for a pattern in thirds, or 4 for something that sounds like a broken chord.

The VISUAL group has no effect on the notes. FOLD is the geometry itself: how many times space is folded back on itself before rendering, which is the difference between a plain pyramid and an infinitely detailed object.

ControlRange · DefaultWhat it does
EUCLID K1 – 16 · 5Pulses in the Euclidean rhythm. K against N is the whole rhythm: 5-in-16 and 7-in-16 are the classic evenly-uneven patterns.
STEPS4 – 32 · 16The N of E(k,n) — the length the pulses are distributed across.
OCTAVES1 – 4 · 2How many octaves the pad walks through: the cursor moves over 7 × octaves scale degrees. Wide ranges give sweeping arcs, narrow ones a tight motif.
DENSITY0 – 100% · 100%Chance a Euclidean pulse actually sounds. Below full it thins the rhythm while keeping its even distribution.
DIRFwd / Rev / Pong / Random · FwdHow the playhead moves through the Euclidean pattern.
MOTIONUp / Down / Up-Down / Random / Drunk · Up-DownHow the pad cursor moves through the scale on each hit. Up-Down arcs, Drunk takes a random walk of one step, Random jumps anywhere in range.
INTERVAL1 – 7 · 1How many scale degrees each move covers. 1 is stepwise, 2 gives thirds, 4 gives a broken-chord feel.
OCT JUMP0 – 100% · 0%Chance a note jumps an octave from the walk. Breaks up an otherwise very orderly line.
FOLD0.20 – 1.20 · 0.50How hard space is folded back on itself before rendering. Low values give a clean pyramid; high values a dense, crystalline object. visual
GLOW0.20 – 4.00 · 1.80How brightly note energy lights the field. High settings bloom heavily on loud passages. visual
CAM20 – 90 · 50Camera field of view. Narrow is telephoto and stately; wide is a fisheye that exaggerates the fold. visual
HUE0 – 100% · 0%Rotates the entire palette. Note pitch modulates this, so the offset decides which colour the piece sits in. visual
WARP0 – 100% · 22%How much the sequencer's flow bends the space. Zero is a rigid object; high values keep it in constant motion. visual

06

E8 LATTICE

Wireframe II
240 roots of E8, projected onto the Coxeter plane.
The E8 lattice wireframe
Wireframe IIConcentric shells of nodes on the Coxeter projection, swept slice by slice

E8 is the largest exceptional Lie group, and its 240 root vectors, projected down onto the Coxeter plane, make one of the most beautiful objects in mathematics: eight concentric rings of thirty points each, in perfect eightfold symmetry. That projection is the sequencer.

The field is divided into SHELLS (the rings) and SLICES (positions around them). Each node is armed or not by a deterministic hash of its shell, its slot and the seed, tested against DENSITY. The playhead sweeps one slice per tick like a radar line, and every armed node it crosses fires at once.

Because a slice cuts through all shells simultaneously, this engine produces chords by construction — the more shells you enable, the thicker the stack. PITCH MAP decides how those simultaneous notes are voiced: from the ring position, from the shell number, from projected depth, or from the slice itself.

PLANES sets how many projections are rendered and swept at once, and each is a playhead of its own: give one plane a Shell map with wide octaves and another a Ring map with a short gate, and a single instance produces both the pad and the sparkle above it.

ControlRange · DefaultWhat it does
DENSITY0 – 100% · 62%What fraction of nodes are armed. This is the master control for how thick the chords are.
SHELLS2 – 12 · 8How many concentric rings are active. Eight is the true E8 projection; fewer thins the harmony, more extends the object beyond it.
SLICES4 – 48 · 24How many angular positions the sweep visits per revolution — effectively the pattern length. High counts give fine, fast-moving detail.
PLANES1 – 4 · 2How many projection planes are rendered and swept at once. Each is a playhead with its own tab, so more planes means more of the eight-dimensional structure visible and audible.
SPIN DIRCW / CCW / Pong · CWWhich way the sweep travels — and so the direction of the arpeggio the shells produce.
GATE0 – 100% · 42%Note length for this plane, as a fraction of a slice. Short values give a pointillist shimmer; long ones let the shells ring together. per head
OCTAVES1 – 5 · 3How many octaves this plane's pitch map is spread over. Wide ranges give sparkling, harp-like stacks; narrow ones give tight clusters. per head
PITCH MAPRing / Shell / Depth / Slice · RingWhat decides a node's pitch. Ring follows angular position, Shell follows radius, Depth follows the projection's z, Slice makes pitch follow time. per head
BURST0 – 100% · 25%How hard a node flares when it fires. The main feedback for which nodes are actually sounding. per head
MIDI CH1 – 16 · 1Output channel for this plane. per head
SPIN0 – 100% · 20%Rotation speed of the whole projection — essential to reading the symmetry. visual
JITTER0 – 100% · 12%Positional noise on the nodes. A trace makes the lattice feel alive; a lot makes it a cloud. visual
GLOW0 – 100% · 70%Overall bloom on nodes and edges. visual
TRAILS0 – 100% · 15%How long the sweep smears behind itself. visual

07

HALLUCINATION

Whisper Chain
The telephone game — each recall drifts deeper into fog.
The Hallucination whisper chain and journal
Whisper ChainThe corridor of past retellings above · the journal, your original, below

Hallucination is the only generator you write for. You put a melody into the journal in the lower half — draw it, play it in, or drop a MIDI file on it — and the engine retells it, once per loop, forever. Every retelling is slightly wrong, and the errors compound.

Each note carries a confidence that erodes at the rate set by MEMORY. As confidence falls, that note fails in a specific order: first its velocity drifts, then its timing slips, then its pitch, then it jumps an octave, and finally it is forgotten altogether — dropped into a pool from which FALSE MEM can resurrect it, wrong.

Against that decay sit two forces of correction. LUCIDITY snaps a note back toward what you actually wrote. RECOGNISE biases pitch slips homeward, so when a note does drift it drifts toward something that still belongs. Between them you can hold the melody at any point on the spectrum from faithful to unrecognisable.

The corridor above shows the last ten generations receding toward the vanishing point, where your original hangs on its plaque. Notes trail smoke as they recede — the thicker the smoke, the less certain the note. Above the front row runs the echo delay line, whose taps can MATERIALISE into real notes and join the chain as though they had always been part of the tune.

ControlRange · DefaultWhat it does
MEMORY0 – 100% · 78%How well the chain remembers. High values erode confidence slowly and the melody survives many passes; low values send it into fog within a few loops.
DREAM0 – 100% · 26%How readily the chain slips into REM, where entirely invented notes can wake into the pattern and stay. The source of material that was never yours.
FALSE MEM0 – 100% · 26%How often a forgotten note is resurrected from the pool — always slightly wrong. Fills the holes decay leaves, with things that were never there.
RECOGNISE0 – 100% · 40%Biases pitch slips back toward the original pitch. High values keep drifting notes in the neighbourhood of the tune; low values let them wander anywhere.
LUCIDITY0 – 100% · 24%Chance a note snaps back to exactly what you wrote, restoring its confidence. The counterweight to MEMORY — set both high for a melody that decays and repeatedly recovers.
ECHO DIV1 – 8 · 3Delay time of the echo line, in sixteenths. Odd values cross the beat and produce the most interesting new rhythms.
TAPS0 – 6 · 3How many echo repeats each note throws. Zero disables the echo line entirely.
FEEDBACK0 – 100% · 55%How much quieter each successive tap is. High values keep late taps loud enough to materialise.
MATERIALISE0 – 100% · 16%Chance an echo tap becomes a real note in the chain, subject to decay like any other. This is how the pattern grows rather than only erodes.
PHANTOMSon / off · offSounds notes that the chain has forgotten but not yet let go of — faint, and often below the melody. Adds a haunted undercurrent.
DENSITY0 – 100% · 100%Chance any given note in the chain sounds on this pass. Below full the retelling becomes hesitant as well as unreliable.

The Journal

The lower half of the window. This is your original — the thing being retold. Edits take effect immediately and the chain reshapes around them. A hand-drawn or recorded original belongs to you, not the seed: RE-ROLL then re-rolls only the mutation.

ControlActionWhat it does
DRAWdouble-clickDouble-click an empty cell to add a note; double-click an existing note to delete it.
MOVEdragDrag a note to move it in time and pitch. Drag its right-hand tail to stretch or shorten it.
SELECTdrag / shift-clickDrag on empty space to marquee-select; shift-click to add to the selection. Selected notes move and resize together.
LOCKright-clickLocks a note's step or its pitch so the chain can never drift it. Locked edges are marked in gold — the way to keep an anchor note fixed while everything around it decays.
RECon / off · offArms recording; incoming MIDI is written into the journal in real time, aligned to the host's bar rather than the plugin's own step 0.
OVERDUBon / off · offAdds recorded notes to what is already there instead of replacing it.
REC LEN16 / 32 / 64 · 16How many steps a take runs for before it stops or wraps.
HOLDon / off · offFreezes the journal so the chain keeps retelling but the original cannot be altered.
SCALE LOCKon / off · offConstrains drawn and drifted notes to the universal SCALE.
LENGTH16 / 32 / 64 · 16Pattern length in steps.
CLEAR / RESETactionCLEAR empties the journal; RESET restores the built-in starting melody.
RESEEDactionGenerates a fresh seeded phrase — how you ask for the machine's own melody back after writing your own.
IMPORT MIDaction / dropLoads a MIDI file as the original. You can also drag a file straight onto the journal. Material longer than the pattern wraps rather than being cut.
NOTE LEN− / +Stretches or shortens every selected note by one step.

08

MAZE

Prism Chamber
Photon bots refracting through a gem-strewn maze.
The Maze prism chamber
Prism ChamberBots travelling the grid, striking gems, splitting at prisms, falling through portals

Maze is the most physical generator in the collection. A grid is strewn with gems and objects, and up to eight bots travel through it. A bot moving in a straight line is silent; it only speaks when it hits something. Strike a gem and it sounds a note. Hit a wall and it rebounds. Hit a prism and it splits into two bots travelling different ways.

Because everything is a collision, the rhythm is emergent. You are not programming a pattern — you are building a room and letting things bounce around it. Change one wall and the whole piece reorganises, sometimes subtly, sometimes completely.

Every bot is an independent playhead with its own movement, note and object probabilities, its own speed, velocity, octave and MIDI channel. That is what makes Maze a full arrangement rather than one line: a slow, quiet bot on channel 2 and a fast, loud one on channel 1 are a bassline and a lead from the same room.

The four wall lanes sound their own degrees as bots strike them, each with its own octave, probability and degree mode — SEQ steps through a sequence, FIX holds one degree, RANDOM picks freely between DEG LO and DEG HI. With the default octaves (N 4, E 3, S 2, W 3) the room is already tuned as a chord.

ControlRange · DefaultWhat it does
ROWS4 – 32 · 13Height of the grid. Larger rooms mean longer flights between collisions and a sparser, more spacious rhythm.
COLS4 – 32 · 13Width of the grid. Non-square rooms produce lopsided, asymmetric cycles — often more interesting than square ones.
GEMS0 – 100% · 40%How densely the grid is strewn with note-producing gems. The main density control: more gems, more notes per pass.
MAX BOTS1 – 8 · 8Ceiling on simultaneous bots, and how many HEAD tabs the rail shows. Splitters and sources cannot exceed it.
WRAP Xon / off · offBots leaving the left or right edge reappear on the opposite side instead of rebounding.
WRAP Yon / off · offThe same for the top and bottom edges. With both on the room is a torus and bots never turn around.
DIAGon / off · onAllows diagonal travel. Off restricts bots to the four cardinal directions, which is squarer and much more predictable.
TURN0 – 100% · 5%Chance this bot changes direction of its own accord, with nothing to hit. A little stops long straight flights becoming monotonous. per bot
MOVE0 – 100% · 100%Chance this bot advances on a given tick. Below 100% it stalls occasionally, loosening the grid's lockstep timing. per bot
NOTE0 – 100% · 95%Chance a collision actually sounds. Lower it on the busy bots to let a lead voice through. per bot
OBJ0 – 100% · 100%Chance an object — splitter, portal, source — triggers when this bot strikes it. Below full the room's behaviour becomes unpredictable. per bot
HUMAN0 – 100% · 30%Timing and velocity humanisation on this bot's notes. Pushes the grid off the machine clock into something that breathes. per bot
MUTATE0 – 100% · 0%How often the room rearranges itself as this bot travels. Zero keeps a fixed chamber; anything above it slowly rewrites the piece. per bot
SPEED1x / 1/2 / 1/4 · 1xDivides this bot's travel rate. The simplest way to get a slow bass part and a fast lead from one room. per bot
VEL1 – 127 · 96Base velocity for this bot's notes, before humanisation and the universal VELOCITY. per bot
OCT−3 … +3 · 0Octave offset for this bot — how you separate the voices in pitch. per bot
MIDI CH1 – 16 · 1Output channel for this bot, so each voice can drive a different instrument. per bot

Wall lanes

The four edges — N, E, S, W — each sound their own notes when struck. Six controls per lane, on their own tabs in the rail.

ControlRange · DefaultWhat it does
MUTEon / off · offSilences this wall. Bots still rebound from it — muting turns a tuned edge into plain geometry.
OCTAVE1 – 5 · N 4 · E 3 · S 2 · W 3Which octave this wall sounds in. The differing defaults are what make the room read as a chord rather than a unison.
PROB0 – 100% · 100%Chance a strike on this wall sounds at all.
DEGREESeq / Fix / Random · SeqHow the wall chooses its degree. Seq steps through the range in order, Fix holds DEG LO, Random picks anywhere between the two limits.
DEG LO0 – 6 · 0Lowest scale degree this wall will sound — and the fixed degree in Fix mode.
DEG HI0 – 6 · 6Highest scale degree this wall will sound. Narrow the range to turn a wall into a drone.

Objects

Twelve object types can be placed in the chamber. A bot passing over one is redirected, delayed, cloned, removed or made to sound. Objects are placed and edited in the maze editor; DEFLECT and ROTOR can be clicked again once placed to change their direction.

DEFLECTSET DIR

The bot leaves in the arrow’s direction, whatever direction it arrived from. Click a placed one to rotate it.

MIRRORBOUNCE 45

Reflects the bot like a diagonal mirror, / or \. The cheapest way to build a closed circuit.

PORTALJUMP A–B

Teleports the bot to its twin portal, keeping its direction. Portals are placed in pairs.

BOOSTSPEED ×2

Doubles the bot’s step rate from here on — a bot can be sped up mid-flight and slowed again later.

SLOWSPEED ½

Halves the bot’s step rate. Pair with BOOST to make one bot breathe in and out of tempo.

FREEZEHOLD 2 STEPS

Pauses the bot for two steps. Used on a loop, it puts a reliable rest into an otherwise relentless line.

SPLITCLONE BOT

Clones the bot, up to MAX BOTS, with a cooldown so a tight loop cannot flood the chamber.

ROTORTURN 90

Turns the bot ninety degrees. Click a placed one to flip it between clockwise and counter-clockwise.

NOTEPLAY NOTE

Sounds its own scale degree and octave when a bot passes over — a fixed pitch you place by hand, unlike a gem.

?
SCRAMBLERANDOM DIR

Sends the bot off in a random direction. One of these is usually enough to keep a room from ever repeating.

SINKREMOVE BOT

Swallows the bot entirely. Harmless on its own; paired with a SOURCE it becomes a population control.

SOURCEEMIT BOT

Emits a new bot every few bars, up to MAX BOTS. This is how a chamber refills itself after sinks and splits.


Appendix

Scales

Fifty-two scales, grouped in the menu. Every engine works in scale degrees, so the SCALE control re-harmonises a pattern rather than replacing it.

MAJOR / MINORDIATONIC MODESMELODIC / HARMONICPENTATONICBLUESEXOTIC / WORLDJAZZ / BEBOPSYMMETRIC / SYNTHETICADDITIONAL

Includes Major, the seven diatonic modes, Melodic and Harmonic Minor with their modes, Altered, five pentatonics, Blues and Major Blues, sixteen exotic and world scales from Hungarian Minor to Balinese Pelog, four bebop scales, Diminished, Whole Tone, Augmented, Prometheus and Enigmatic.

Where to start

A basslineAcid. DIR Fwd, SLIDE around 50%, then press RE-ROLL until the line sits right.
ChordsTonnetz in Markov mode, OUTPUT Pad, HOME BIAS around 40% for progressions that resolve.
A moving bedFractal. E(5,16), MOTION Up-Down, INTERVAL 2, LATCH on.
A full arrangementMaze. MAX BOTS 4, each on its own MIDI channel, SPEED and OCT staggered.
Melody that decaysHallucination. Write eight notes, MEMORY 60%, LUCIDITY 40%.
Sparkle on topE8. PITCH MAP Shell, OCTAVES 4, GATE short.
DeterminismEvery engine is seeded and allocation-free. Given the same seed and the same parameters, a generator produces exactly the same pattern in the same order — every time, on every machine. Nothing here drifts between sessions unless you asked it to.
The Psychedelic Collection · Owner's ManualCopyright © 2026 Neil Frazer. All rights reserved.