Acousmodules

SpatStruments

The Guide!

Spatialization

Effects

Sampling

Synthesis

Utilities

Win32/Linux

MIDI/Controllers

Resources

 

S P A T I A L I Z A T I O N
(spatial mass processing)

L'approche de base de la spatialisation consiste généralement à disposer des sources mono ou stéréo à l'intérieur d'un espace haut-parlant, et éventuellement à animer leurs positions à l'aides des fonctions d'automation de l'hôte. Si cela est tout à fait adapté à la réalisation d'un mixage spatialisé ou à la sonorisation "immersive", il est possible d'aller beaucoup plus loin dans l'élaboration de masses spatiales originales et dans les manières de concevoir une écriture de l'espace en liaison étroite avec les autres aspects du son.
À la différence des effets et des instruments des autres catégories, les plugins présentés sur cette page ne traitent que l'espace des sons. Certains peuvent d'ailleurs se comporter comme un "panner spatial" traditionnel, mais si ce dont vo avez besoin il sera sûrement plus simple d'utiliser celui qui accompagne les logiciels multipistes.

Il y a deux types de plugins consacrés au traitement de la masse spatiale : ceux qui opérent directement au niveau des canaux, et ceux qui se basent sur une représentation symbolique ou métaphorique de l'espace pour traiter les amplitudes.
Les premiers sont généralement faciles à utiliser, procurent une grande clarté spatiale et permettent d'opérer des traitements spatiaux ultérieurement en conservant le maximum de précision, les seconds peuvent nécessiter une préparation et des réglages délicats mais permettent d'obtenir des résultats plus nuancés, notamment en ce qui concerne les animations. La dimension graphique dans ces plugins peut aussi aider à se représenter les actions que l'on a sur l'espace, à condition de ne pas oublier que ce que l'on entend réellement est toujours assez différent de ce que l'on voit...

The basic approach to spatialization generally consists of placing mono or stereo sources inside a speaker space, and possibly animating their positions using the automation functions of the host. If this is perfectly adapted to the realization of a spatialized mix or to "immersive" sound diffusion, it is possible to go much further in the elaboration of original spatial masses and in the ways of conceiving the composition of space in close connection with the other aspects of sound.
Unlike effects and instruments on the other pages, these plugins only deal with the space parameter. Some may possibly behave like a "spatial panner", but if this is what you need it will certainly be simpler to use the one that comes with your DAW.

There are two types of plugins dedicated to spatial mass processing: those who operate directly at the channel level, and those who rely on a symbolic representation of space to process amplitudes.
The former are generally easy to use and provide great spatial clarity, the latter may require preparation and delicate settings but allow to obtain more nuanced results, especially with regard to animations. The graphic dimension of these plugins may also help to represent the actions we have on space, as long as you don't forget that what we hear really is always quite different from what we see ...

 

Comparative of the main features

 

inputs

outputs

spatial mode

space type

mass control

animations

special

gestures & controllers

AnimaSpat

2 / 8

36 / 48 / 64

3D / layers

free

8: shapes morphing and blending

LFOs +

 

3D controller and control surface

ChannelCycler

12 / 24

 12 / 24

direct

...

 -

LFO

 

 -

DisOrganizer

64

64

direct

...

2D matrix

-

 

 -

DisPatcher

64

64

direct

...

alea

peak follower

 

 -

DynaSlider

8

64

direct

...

channel order and alea

peak follower

 

 -

FocusMass

36 / 64

36 / 64

3D

free

3D space

LFOs

 

3D controller

KaleidoMass

1

64

direct

...

process

LFOs

 

 

MassInFaders

8 / 32

64

direct

...

channel level

-

 

 faders

MassBlender

16

64

direct

...

grouped channels level

-

 

3D controller

MassLayers

8

48

layers

free

shapes morphing and blending

LFOs

 

3D controller and control surface

MPESpat

8

64

3D

free

individual channels spatialization

-

 

MPE surface

MultiMass

64

64

3D

free

shapes morphing and blending

LFOs

 

 

OctoMass

8

64

3D

free

shapes morphing and blending

 

8 channels microphones

3D controller and control surface

OctoMorph

8

64

3D

free

shapes morphing and blending

 

8 channels microphones

3D controller and control surface

ScaleLine

18 / 64

18 / 64

2D

line based

compress/expand

-

 

 

ScaleMass

8 / 24

36 / 64

layers

free

position and extension

-

 

3D controller and control surface

SimpleSend

2 / 8

64

direct

...

 -

-

 

 

SpaceRotator

64

64

layers

3 layers

 rotation

-

 

 

SpaceScaler

64

64

layers

3 layers

 position and extension

-

 

 

SpaceShifter

64

64

layers

 

push / shifting

-

 

 

SpaceXPlorer

32 / 64

8 / 16

3D

free

 

 

 6DOF

3D controller and control surface

Spat3D

2 / 8 / 16

18 / 36 / 64 / 80

3D

free

 -

-

 

3D controller

SpatKeys

1

64

direct

...

 -

arpeggiator

 

keyboard

SpatLayers

2 / 8

48 / 64 / 124

layers

free

 -

 

 

3D controller

SpatLine

1 / 64

64

 

line based

 -

notes, LFO, Shaper, ADSR

 

keyboard, control surface

SpatMass

8 / 16 / 32

36 / 64

3D

free

shapes morphing and blending

 

 

3D controller and control surface

SpatPath

1

64

3D

free

-

16 nodes + LFO and ADSR

 

 

SpatSteps

1

36 / 64

3D

free

-

16 nodes

 

 

SpatTouch

1 / 64

64

direct

...

channel level

-

 

control surface,
keyboard with poly aftertouch

SweetSpat

1

16 / 64

polar
+ layers

2 / 4 / 6 layers

-

2D gestures

distance fltering and room

2D controller

TetraMass

4

64

3D

free

shapes morphing and blending

-

4 channels microphone

3D controller and control surface

ZoneShaper

64

64

3D

free

level balance

-

 

 

ZyliaMass

19

36 / 64

3D

free

shapes morphing and blending

-

Zylia microphone

3D controller and control surface

 

Global downloads

Bundle

The bundles contain a selection of most plugins in each category, but not always the more recent versions: look at the Current build dates.
When there is several versions with different number of channels it is the lowest one which is included.


 Windows Spatial Bundle - 2022-03
(AnimaSpat, DisPatcher, DisOrganizer, FocusMass, MassInFaders, MassLayers, ScaleLine, ScaleMass, SimpleSend, SpatLayers,
SpaceScaler, SpaceXplorer, Spat3D, SpatKeys, SpatLayers, SpatLine, SpatMass, SpatSteps, TetraMass
)

MacOS Spatial Bundle - 2022-04  
(AnimaSpat, DisPatcher, DisOrganizer, FocusMass, MassInFaders, MassLayers, ScaleMass, SimpleSend, SpatLayers,
SpaceScaler, SpaceXplorer, Spat3D, SpatKeys, SpatLayers, SpatLine, SpatMass, SpatSteps, TetraMass)
 

Fast Help pdf

The essential document that describes all the plugins parameters!
It doesn't replace good manuals (that don't exist anyway ...) but should be enough for everyone to use the plugins properly.
To be completed with the documents and videos listed on the
Resources page.
 Acousmodules Spatialization Fast Help (march 2022 edition)  

+ Configs & Presets

The spatial configs files to be imported/exported in most plugins based on a "3D" graphical channels organization
Spatial Configs - 2022-09  

Soon, a selection of plugins' presets for all categories, just unpack in:
Windows: User/Documents/VST3 Presets/AcousModules  -  Mac: /User/Library/Audio/Presets/AcousModules
Windows Presets       Mac Presets  
(the archive may contain folders corresponding to plugins you have not downloaded, but nervermind, they don't take much space)

The files

VST3 Windows                  Mac AU       MacIntel VST3                 (for everybody)


Spat Series - Mass Series - Spatial Animations - Levels - Spatial Microphones - Others

 

"3D", Layers, "Sweet" or Direct Channels, which one is better ?
The "3D" spatial representation in these plugins means that the amplitude of each output channel, normally connected to a specific loudspeaker, is calculated in regard to its free position equally in the three dimensions. In the other hand, the Layers based organization follows the common spatial speakers arrangements in two, three or four height layers and matches well how our hearing works. The Direct Channel method needs a further stage to make the channels correspond to spatial points.
- Direct Channels: + low CPU, best sound clarity (no blending), not linked to a specific space / - limited animations, can be less "immersive"
- Layers: + best balance for spatial masses with height, good support of periphonic arrangements with inside phantom masses / - needs channels patching, may need a little more CPU
- "3D": + easier to set, well adapted for meshed and regular networks speakers arrangements, the spatial mass Area extended equally in the three dimensions / - can be difficult to use with periphonic spaces and to adjust the phantom masses inside
- "Sweet": + perfectly  smooth for simple panning, easy clockwise channels mapping / - limited to ring based spaces and only one input
Note that the plugins that use the "3D" spatial mode can import and export the spatial configuration files that are (or will be) compatible with all the similar acousmodules. 

 

 

 

Spat series

 

 

They process separately a few inputs that can be automated in the host.

 

S p a t 3 D   2 1 8  /  2 3 6  /  2 6 4  /  2 8 0

 

 

They can represent some alternative to existing multichannel panners like Reaper's ReaSurround as more effective "space brushes" (but it can be simpler to use regular 3D panners for low resolution normalized formats such as Auro-3D or Atmos 7.1.4).
- mono / stereo input
- two 2D views (front and top) for easy and precise 3D placement of "speakers" (use the Ctrl/Cmd key for finer control)
- big numbered balls (easy for the eyes ...), choose the balls' color to match the height levels or other aspects
- the Distance Based Amplitude Control algorithm allows custom "pan laws" and more creative spatial effects
- Area settings for every output to adapt to irregular layouts, with distance visualization bars (1st input view only in 36 channels and up versions)
- Center Compensation parameter to help to create phantom sites inside "hollow" periphonic speakers arrangements like a circle or a sphere
- Area Shape : variable amplitude curve, from sharp to flat
- Area Volume : dynamically change the spatial volume of the sound, while the Volume Compensation parameter allows a constant level if you prefer to
- parametric Symmetry Modes for Left/Right inputs links

 

Current build date: 24/01/2022
Status:

2 x 18 / 36 / 64 / 80
(am36 / am64) 

Windows  

MacOS  

 

 

S p a t L a y e r s   2 4 8 - 3  /  2 6 4 - 3  /  2 6 4 - 4

 

 

Instead of a continuous position of the speakers in the vertical axis like in the "3D" versions, this plugin uses a layers organization together with a free channels mapping.
By processing the horizontal and the vertical dimensions in a different way, this technique can be better adapted to real life situations, where there is generally more speakers in the horizontal plane than in the vertical one, and reflects our difference in listening ability on these two axis.
On the tools side, it also solves most of the difficulties that we encounter with 3D panning methods such as DBAP and VBAP (not to speak of ambisonics!) to manage accurate elevation while playing with horizontal spreading.
- up to 64 outputs
- up to 4 height layers with up to 25 outputs each
- the layers can also be associated to get other combinations like two 50 channels layers, or one 50 and two 25, or even only one with 64 channels (can be useful for some domes with a 2D representation)
- Layer Based Amplitude Control : uses a 2D version of the "Distance Based Amplitude Control" algorithm within each layer, combined with a traditional amplitude panning method to move among them
- Area Volume and Area Shape are independant for each layer, plus a Master Area control
- independant "Center Compensation" parameters for each layer (for periphonic only arrangements like a dome)
- very wide Area range plus separate output offsets
- an "unused" layer can also serve as a kind of multichannel send for external processing
Three versions : 4 Layers / 25 points, 3 Layers / 25 points, 3 Layers / 16 points.

 

Current build date: 06/03/2022
Status:
 

2 x 48 / 64 (am3l)

Windows  

MacOS  

 

 

Sw e e t S p a t   L 4  /  L 6  /  L E

 

 

Compared to regular "3D" or "Layers" acousmodules, the SweetSpat is more like a regular panner that can move a mono input in constant power mode between pairs of speakers. You will not have all their spatial masses processing possibilities but it will be easier to get simple things, especially with periphonic only spaces.
It is dedicated to ring based spaces (domes, spheres, cylinders) which are organized as up to 4/6 layers, each of them can have 1 to 10/16 outputs. The output channels are set according clockwise numbers, that means that if you need more "esoteric" mappings they have to be done within the host connexions.
The combination of the layers and the azimut/radius control make it very easy to use: choose the number of height layers, select the number of channels for each one and their first output channel, adjust the angle base if needed (or juste select an output preset in the LE version).
- up to 64 outputs (4L and 6L versions)
- up to 4 or 6 height layers
- 4 Layers version rings choices: 1 x 1, 1 x 3, 1 x 4, 2 x 5, 1 x 6, 1 x 7, 1 x 8, 1 x 10 (suitable to cinema-like immersive formats)
- 6 Layers version rings choices: 2 x 1, 2 x 4, 2 x 6, 1 x 8, 1 x 10, 2 x 12, 1 x 16
- 1st channel angle from 0 to -90°
- the LE version is limited to 16 outputs / 3 Layers with 10 fixed presets allowing it to be used with simple normalized formats: quad, 5.0, 7.0, octo, Auro 9.0, bed 7.0.4, Auro 13.0, dome 8.6.2
- Focus parameter to narrow the sound to a single point (panner mode) or to spread it over the full layer
- radius depending Low-Pass Filter and Room Reverberation for distance simulation
- some output rings can also be used as "sends" for external processing or to improve the filtering ratio
- cartesian MIDI controllers are automatically converted into polar coordinates

 

Known issue: automation works only when the plugin's UI is visible
Current build date: 03/04/2021
Status:

 1 x 16 / 64

Windows  

MacOS 

 

 

Sw e e t S p a t   C 1 2

 

 

3D meshed spaces compatible version, with up to 80 outputs on up to 4 height layers and 3 concentric rings from: 3 x 1, 3 x 4, 3 x 6, 3 x 8, 3 x 12, 1 x 16.

 

Current build date: work in progress ...
Status:

 1 x 80 

 

 

 

 

S p a t 3 D   8 3 6  /  1 6 6 4

 

 

Same principle as the regular Spat3D but here with up to eight or sixteen inputs.
It can be tedious to automate one by one 24 or even 48 parameters (XYZ x 8/16) ! but it is sometimes the only way to obtain precisely controlled spatial evolutions.
These plugins can also be considered as "modular spatial engines" to be used with an external controller plugin like the ShapeControl 3DX, the SphereControl 3DX or any of the 32 bits MIDI Acousmodules (on Windows).
The 1664 version can also work as a 16 channels converter to adapt compositions into larger loudspeakers systems (see the SpaceConverters for more).

 

 

To do: choose which input channel to show in the distance visualisations bars.
Current build date: 08/03/2022
Status:
 

8 x 36 / 16 x 64
(am36 / am64)

Windows  

MacOS 

 

 

S p a t L a y e r s   8 4 8

 

 

Simple 8 inputs to 48 outputs "multipanner" organized in a three Layers space. Each input is independant.
Like the Spat3D 836 and 1664 above, it can be used with external controllers or just for static spatial arrangements.

 

 

To do: better control levels visualization.
Current build date: 06/03/2022
Status:

 8 x 48 (am3l)

Windows  

MacOS 

 

 

 

 

Mass series

 

 

They process several inputs together that can be shaped, moved and transformed with a few macro controls.

 

S p a t M a s s   8 1 8  /  8 6 4  /  1 6 3 6  /  1 6 6 4  /  3 2 6 4

 

 

The up to sixteen inputs are put together according to several shapes based on a sphere,  a cube, lines and planes.
Since their parameters can be combined like you want, it is possible to obtain complex 2D or 3D shapes with only a few controls, which can be of course automated.
In spite of their "nice" mini pseudo-3D view which doesn't show any speaker, these plugins will have little meaning with periphonic loudspeakers arrangements and will on the contrary relay on 2D or 3D tangible arrays.
At the difference with all other SpatMass plugins, the 818X version has also a set of four modulators that can be connected to the important parameters, making this plugin a kind of "light" AnimaSpat version.
See also the SpatMass 1664FX version with distance simulation.
An optional 16 channels TiltEQ can be used to enhance the sources height perception (Win only).

 

Known issue: automation works only when the plugin's UI is visible; audio drop outs may occur when automating several shapes at once in the 64 channels versions.
Current build dates: 17/04/2022  - 26/06/2022 - 23/01/2023
Status: /

8 / 16 / 32 x 18 / 36 / 64
(am36 / am64) 

Windows  

MacOS  

 

 

M a s s L a y e r s   8 4 8

 

 

Like the SpatLayers versus the Spat3D, this plugin uses the alternate "layers" method to deal with the elevation. It has the same advantage to make irregular 3D speakers arrangements easier to set and more precise, but is a little more restricting for the channels mapping.
- up to three layers each with up to 16 channels
- the layers can be combined if you need more channels / less layers, or for instance for easier spatialization for a dome or even a Dolby Atmos speakers arrangements for the cinema (48 channels) ...
- fast channels mapping with automatic layer colouring
- the 8 inputs are grouped under the same basic Shapes that can be mixed like in the SpatMass (see above)
- the pseudo 3D view is here more necessary than in other "mass" plugins to figure out the real spatial shape ;-)

 

Current build date: 06/03/2022
Status:

8 x 48 (am3l)

Windows  

MacOS  

 

 

M u l t i M a s s   6 4

 

 

How to organize a 64 channels sound inside a 64 channels space without having to place each point one by one ?
At this level of complexity, it is necessary to find some simplicity...
Among a full hand of valuable solutions, this one consists on a division of the 64 inputs (every other number can be automatically distributed) into four 16 channels groups that can be set independantly with the same easy shape tools than the SpatMass, and then combined into bigger ones if needed.
It can also be used like four different SpatMass combined into a single view, making it easier to place several sounds together.
Even if it can be used (cautiously !) with automations for interesting spatial morphing, it is more dedicated for static processing since above a dozen simultaneous moving channels it becomes very difficult to hear what is happening !
In this case, despite its long loading time, it uses very little power. That is alas no more true if you want to change several shapes at once, for instance with the Macro sliders or by the mean of MIDI controllers ...

 

Known issue: CPU hungry, multiple automations at once have to be very slow...
Current build date: 01/01/2023
Status:

64 x 64 (am64) 

Windows  

MacOS  

 

 

S c a l e M a s s   8 6 4  /  2 4 3 6  /  1 6 6 4  /  3 2 6 4

 

 

Above a certain number of inputs it becomes difficult to control and to automate each spatial parameter. At the same time, what we perceive becomes a global shape or area where individual elements still exist but are less and less distinct.
Unlike the SpatMass series, the ScaleMass needs you to place each input freely in the 3D space, but when it is done they are considered as a fixed group.
- Position: move all the points in the X, Y or Z plane
- Scale: reduce the groups' size to a point, align or invert it, expand it even outside the space, with progressive fade out based on the Areas settings
- Flocking: add organic movements and smoothness (not in the 32 inputs version)
- Wide Mode: make the sound go outside the space... and disappear
Some compromises between functionalities and efficiency are alas actually needed in these plugins:
- 864X and 2436X: automation also works when the plugin's GUI is not visible; in 1664X and 3264X it must be opened
- 2436X and 3264X: no "Flocking" feature to save resources
- 1664X: better efficiency

 

Known issues: automation may work only when the plugin's UI is visible (see the note above).
Current build date: 23/03/2022
Status:

24 x 36 / 8 - 16 - 32 x 64
(am36 / am64) 

Windows  

MacOS  

 

 

M P E S p a t   8 6 4

 

 

Use MPE controllers to move the position of individual channels of up to 8 channels sounds in a high resolution 3D space. Notes are not used, "only" the fingers X,Y and Z positions are used for the spatialization.
It is intended to work with the Sensel Morph (alas no more produced) in continous surface mode where the 2D position of the fingers can accurately control their equivalent in space. As for the pressure and the elevation ... it is a little more delicate, and being able to use the 8 fingers at once needs some practice!
The main interest is to create smooth and organic spatial mass evolutions with a direct hearing control. It can also be used as a simpler multipanner.
- 8 XYZ individual panners with direct control with MPE messages: Pitch=X, Brightness=Y, Pressure=Z
- global XYZ control (CC11, 12, 04)
- direct Mode or Gate mode with simple A/R envelope
- can use pressure to control the channels gains
- 8 channels input Patch
Note: the EraeTouch with the API object may also be possible, but actually is not tested.
(Sensel Morph file to be used with no overlay)

 

Current build date: 11/01/2023
Status:

1~8 x 64 (am64)

Windows

MacOS VST3  

 

 

F o c u s M a s s   3 6  /  6 4

 

 

Quite the opposite of a "spatial brush" like the Spat3D, it is a variable sized "spherical window" or "spot" that lets passing through or "illuminate" some part of the multichannel sound space, from a single pin point to its full size.
AShape editor allows to define how the sound's amplitude is distributed along the Focus area, whether in a gradual way, in ripples or downright chaotic.
This density variations are not represented on the discs on the views but in their value bars.
Aside to its normal multichannel use it can also process a "Mono Input", in which case it will act as a kind of advanced "panner", while in "Mono Output" mode it can behave as a "mixer".

 

Current build date: 10/01/2022
Status:  
 

1-36 x 36 / 1-64 x 64
(am36 / am64) 

Windows

MacOS  

 

 

M a s s B l e n d e r   6 4

 

 

3D distance based interpolator where each of its 12 nodes can serve to send the sound to up to 8 outputs choosen among 64. They can correspond to loudspeakers "clusters" or on the contrary to any combinations making some kind of spatial masses that would be otherwise very difficult to obtain. This is something that is easy to do with separate individual faders but difficult to control, especially when you want to blend between several complete sets.
Each node can have a different Influence shape, making fades more efficient according to the distance between them.
The spatial position of the nodes has no relationship with the speakers system, but it is of course possible (and advisable) to place them in accordance to some spatial purpose ...

 

 

Current build date: 19/03/2020
Status:  
Video presentation (french) 

1-6 x 64 

Windows  

MacOS  

 

 

S c a l e L i n e   8 6 4  /  1 8 6 4  /  6 4 1 8

 

 

These two plugins can be considered as "true multichannel panners" since they behave only in a 1D space (thus including circles!).
Their purpose is to place / adapt / schrink / distribute a series of inputs among a line of speakers, be it real or logical.
They works well with spiral / spherical based speakers arrangements, but also with segments of other ones where it can bring an alternative spatialization method to the SpatMass or the DisOrganizer.
- up to 64 inputs to 18 outputs or 8 / 18 inputs to 64 outputs
- Scale (including Reverse), Invert, Curve, Chaos global settings to drive all the inputs at once
- global Size and Shape settings to isolate or to overlap the points
- 18 i/o versions' the slow refresh rate make them not convenient for realtime scaling variations !
- inertia setting in the 864 version
- see also the ScaleLine 64X in the Utilities page

 

Current build dates: 02/02/2020 (864 : 10/04/2020)
Status: 

8 / 18 x 64 / 64 x 18

Windows  

MacOS  

 

 

S p a c e X p l o r e r   3 2 8  /  3 2 1 6

 

 

It is the contrary of a spatialization tool: you can explore a 3D virtual space, where you have disposed up to 32 sources, with an up to 16 virtual microphones ensemble connected to 8/16 outputs.
The inputs can be a multichannel sound provided by a recording or a previous processing, but it works the best with a collection of mono files.
The "microphones" positions are controlled in a similar manner than the inputs in the SpatMass according to basic shapes (Cube, Circle, Line etc) that can be combined and moved with Trails and Inertia.
The outputs can be used directly but they are mostly destined to be spatially processed with other plugins.
The SpaceXplorer can also be used as some kind of "4DOF" binaural explorer and mixer (XYZ and Yaw) when followed by a plugin like the free INA-GRM SpaceVR or an ambisonic encoder/converter.

 

Known issues: audio cracks may happen when moving in the 64 inputs version
Current build date: 07/01/2021
Status:

32 x 8 / 16

Windows  

MacOS  

 

 

S p a c e X p l o r e r   6 4 - D 4

 

 

This version is especially done for VR like exploration together with a binaural conversion. It produces a fixed 16 points Sphere with dedicated Size, Spread and Orientation parameters.
"D4" is for Dimension 4 since it only works with a holophonic input space where the points are distributed more or less evenly inside the three space dimensions. It will not be relevant with periphonic arrangement.

 

Known issues: audio cracks may happen with average processors
Current build date: 10/09/2022
Status:

64 x 16

Windows  

MacOS  

 

 

 

 

A N I M A T I O N S

 

 

They provide some internal ways to animate the spatial mass of one or several inputs together with a full gestures control.

 

A n i m a S p a t 3 D   4 8 L  /  6 4

 

 

It is an optimized version of the AnimaSpat 864 (below) dedicated to mono/stereo inputs.
Of course, the 8 inputs channels version can do the same job if you don't use the Shapes, but this one will take less resources (and also less screen space) and the Center Compensation parameter can help with periphonic loudspeakers arrangements.
- Path Animator with three independant LFOs for free shape lines
- Zigzag generator
- Sphere Controler for circles and spirals
- two sub modulators with open wired patch system to modulate every spatial parameters and the Path rates
- OneShot Trigger to synchronize simple paths with audio events
- Instant Gesture: record and replay movements with variable length, speed, direction and amplitude
The 48L version is based on the "layers" approach to control the elevation, thus is more appropriated for irregular and periphonic only speakers arrangements.

 

Known issues: the internal animations, the MIDI controls and the host automations work ONLY when the plugin UI is visible.
To do: add Instant Gesture module.
Current build date: 02/02/2022 - 48L: 06/03/2022
Status:

2 x 48 / 64
(am3l / am64)

Windows  

MacOS  

 

 

A n i m a S p a t   8 3 6  /  8 4 8 L  /  8 6 4

 

 

They add to the Shapes mode of the SpatMass a wide range of spatial animations :
- Shapes : the eight inputs are put together following several basic shapes (Cube, Sphere, Lines, Rings and Chaos), that can be individually set and merged (static SpatMass like mode)
- Animate : the input positions are animated according to :
- three independant LFOs
- a Zigzags paths generator
- a Pulse modulator with Input amplitude follower
- a Morph Modulator that can combine several deformations at once, do bounces
- a Jumper for instant simple movements that can be synced to the host tempo
- three sub modulators with open wired patch system to make complex evolutions (the Patch system can be hidden)
- Instant Gesture: record and replay movements with variable length, speed, direction and amplitude
The eight inputs can follow a Trail that is set with a progressive Delay and Inertia, allowing to do either organic or geometric figures.
It can be used with an octophonic audio file input or combined with a processing plugin like the KaleidoSpat or the SpectraSplitter 8X.
Note that the SpatMass 818X above has some of the modulation abilities of the AnimaSpat and can be usefull with its 16 inputs... if you don't need more than 18 outputs.
An optional integrated 8 channels TiltEQ can be used to enhance the sources height perception (Win only). 

 

Known issues: the internal animations and the MIDI/host automations work ONLY when the plugin UI is visible ; some values are reinitialized when connecting / deconnecting a patch wire
Current build dates: 03/02/2022 - 848L: 06/03/2022
Status:  

8 x 36 / 48 / 64
(am36 / am64 / am3l)

Windows  

MacOS  

 

 

K a l e i d o M a s s   8 6 4

 

 

Up to eight inputs, with independant or linked output positions (see the KaleidoTone for an advanced version) .
It can produce a wide range of spatial animations, based on:
- 8 LFO sending 1 input to up to 64 outputs
- mono input option with time decorelations
- 6 waveforms with curve settings
- inputs/LFOs 2 to 8 can be synchronized with the 1st one (Master) and/or the previous one, with adjustable interval
- each of the 8 positions can respond to a random modulator triggered by a MIDI note
- separate Inertia settings
- global LFO for the 1st/Master input channel
- Straight or Panned output mode (better but more CPU intensive)
- direct MIDI CC control of the output position for each input (CC 1 to 8)
Since it works in channel mode you may have to insert after it a Patch plugin or other multi-inputs spatialization one like a SpaceConverter.

 

Current build date: 24/01/2021
Status:

1-8 x 64

Windows  

MacOS  

 

 

S p a t L i n e   6 4

 

 

The plugin that has given me the desire to make my own ones in 2003 was Krosipan, a 10 channels / one dimension panner. I recognize that I prefer a two or three dimensions one, giving more spatial possibilities and variations, but there is some cases such as when you want to make only lines that this method can be faster or more precise.
This one is also more than a panner since you can stack several points at the same line position to make some complex fan-shapes, or double and triple lines in a simple way. The Span slider together with the Area Shaping can be thought as a "super pan-law", allowing to extend all of them up to the total length of the line with the fade you want. If you need, the vertical position of the points determines their level (depending on the Span value too).
You can move the sound along the line either by hand, by the mean of an envelope or/and a LFO, following a MIDI Notes and according to the sound's amplitude, all of these being freely combined. The 8 points LineShaper can transform the movement to make complex trajectories with accelerations and so on.
In "Focus" mode the plugin can work in the same way as the FocusMass but in a one dimension space instead of three: it can process up to 64 inputs that are selected more or less widely along the line.

 

Known issues: the internal animations, the MIDI control and the automation work ONLY when the plugin is visible
To do: easier mouse control
Current build date: 17/08/2022
Status:  

1-64 x 64

Windows 

MacOS  

 

 

S p a t S t e p s 3 D   3 6  /  6 4

 

 

In the 32 bits Acousmodules "Steps" is one of the three animation modes of the AnimaSpat 2D and the AnimaSampler 16, together with the "Curve" and the "Draw" modes.
Basically, it is a Spat3D plugin where the "sound position", instead of following the user's hand or a virtual line like in the SpatLine, jumps along a series of steps put in the 3D space.
The first purpose of the SpatSteps is to make sharp or smooth jumps.
There are several possibilities to go through the steps that can be used together :
- manually : you grab the time pointer (or you control it with a MIDI controller) and the input follows the steps consequently...
- Trigger : the movement follow an ADR, with variable acceleration curve
- Cycler : variable shape and speed looper
- Stepper : one step at a time, by hand (or foot ?) or automatically by following the audio input peaks or the host tempo
The global path can be scales and moved to create nearly infinite variations upon its initial arrangement.

 

Known issues: the automatic Stepper doesn't work well
To do: tap tempo input to the Stepper; option to limit the Stepper range.
Current build date: 13/04/2022
Status: 
 

1 x 36 / 64 (am36 / am64)

Windows 

MacOS 

 

 

S p a t P a t h   1 6 - 6 4

 

 

It is a variation of the SpatSteps with the main difference being on how the sound goes through the steps : here it follows a continuous line, which speed depends on its length.
Otherwise, it shares the same UI and the same controls, except for the Stepper that is replaced with the Follower, allowing to follow the path according to the input's dynamic.

 

Current build date: 13/04/2022
Status: 

 1 x 64 (am64)

Windows 

MacOS 

 

 

D y n a S l i d e r   8 6 4

 

 

Use the inputs' channels peak levels to control their output position along an up to 64 channels path, either directly or at random.
A "Slide" parameter allows to make jumps or slow animations.
It operates in channels mode, so you may need to use a Router or other global space tools afterwards.

 

Known issues: possible noise when fast movements along a wide outputs range.
Current build date: 14/01/2023
Status:

8 x 64

Windows  

MacOS  

 

 

C h a n n e l C y c l e r  1 2   /  2 4

 

 

A simple but useful tool to animate a multichannel sound from inside: it cycles through 2 to 12 or 24 channels according to the shape of an LFO.

 

To do: shaper
Current build date: 08/05/2022
Status: 

12 x 12 / 24 x 24

Windows 

MacOS 

 

 

 

 

D I R E C T   L E V E L S

 

 

They process directly the channels levels making them straightforward to use and can allow spaces otherwise impossible to obtain.

 

S p a t T o u c h   6 4 A  /  C

 

 

It is the perfect complement to the SpatKeys below: it simply uses a series of MIDI Control Change or Polyphonic Aftertouch messages to control one by one the output channels levels. Of course, you can use series of faders to do this, but it can produce very interesting spatial mass evolutions when using a multipressure touch controllers like the Sensel Morph or the Striso.
- 1 input: you can use it as an alternative spatialization tool
- 64 inputs: sculpt an existing multichannel spatial mass with direct channel link (works better on continuous sounds)
- 2 to 63 inputs: the inputs are allocated equally among the 64 outputs
- two versions: "C" for Control Change and "A" for Poly Aftertouch
- CC / PAT Curve setting
- PAT version has a weight setting for each key to compensate for harware irregularities
- Inertia setting
The PAT version has also an additional screen where the user can place the level views relative to the speakers positions or to the control surface touch arrangement, giving an interactive spatial view of what is played.

 

Current build date: 16/05/2022
Status:

 1 ~ 64 x 64

Windows 

 MacOS  

 

 

S p a t K e y s   6 4

 

 

It was one of my first plugins in 2003 (with only 8 outputs) !
The idea is not especially original, but the SpatKeys can do things that panners and other Acousmodules cannot even dream of, by the mean of this simple principle : each MIDI Note message sends the input sound to an output, controlled by an ADSR, allowing as well both long fades or small fragments.
It is of course "polyphonic" and since a key can trig several outputs you can play 1-finger-chords, or consider the plugin like a light console where each key is a scene (a combination of active outputs) and the envelope a transition time.
The "automation" can be recorded as MIDI notes sequences, that opens interesting kinds of processing and editing.
How to :
- choose the keys relative to the outputs you have (the blue numbers), the same keys can be used for several outputs (but an output can be linked to only one key)
- adjust the ADSR and control the global Time, for example with a foot controller
- adjust the Velocity Amp and Time sliders as you whish
- try the arpeggiator ? Control its rate with another pedal ?
- play !
Note that it can be very interesting to use a 2D control surface instead of a piano keyboard since you can organize the keys in a spatial way that matches the speakers arrangement.

 

Known issues: Mac version the arpeggiator is not complete.
Current build date: 12/01/2023
Status: 
 

1~64 x 64

Windows  

MacOS  

 

 

M a s s I n F a d e r s   8 6 4  /  3 2 6 4

 

 

This plugin uses the simplest, and perhaps the oldest method to distribute and adjust a mono or multichannel input to a series of outputs, here up to 64. It is not adapted for cinetic spatialization and can seem less intuitive than a 3D panner but it makes possible every kind of spatial shape and nuance.
All you have at your disposal is 32 (or 8) faders that can each send their input to up to 4 different speakers.
Fortunately, you may have also a full range of hardware faders, or better, you can use one of the controller plugins to control them with much efficient gestures.
The MIDI CC 1 to 32 are allocated by default.

 

Current build date: 15/09/2019
Status:

1 / 8 / 32 x 64

Windows  

MacOS  

 

 

 

 

G L O B A L   S P A C E S

 

 

They process the whole speakers space at once.

 

Z o n e S h a p e r   6 4

 

 

It is a multichannel level controller based on the speakers positions, or more precisely, on their spatial representation. The visual positions can be then used to change the equilibre volume balance along the X, Y or Z axis or to shape the global spatial mass in less linear ways like with a simple area of gain sliders.
It can also represent an interesting complement to the FocusMass to obtain less linear shapes.
It is not intended to be used with automations.

 

Current build date: 25/07/2022
Status:

64 x 64 (am64)

Windows  

MacOS  

 

 

S p a c e R o t a t o r   1 2 + 4 x 4

 

 

This one also uses a pre-patched system and a simple amplitude panning to rotate the whole space.
The spatial layout can have up to 4 layers, each one consisting on 2 rings : 8 to 12 channels and 4 channels.
When the initial patching is done, it is extremely simple to use : just slide the fader to smoothly rotate the whole space on 360° !

 

Current build date: 04/08/2019
Status:

64 x 64

Windows  

MacOS  

 

 

S p a c e S h i f t e r   1 6 x 4

 

 

Like its 32 bits predecessor (HeightShifter) this plugin use a pre-patched system based on simple amplitude panning that doesn't allow the same flexibility than the "real 3D" ones, but that needs far less resources.
With 4 layers of 8 to 16 channels and thanks to a bidirectionnal 64 channel patcher, it can be adapted to a wide range of speakers arrangements from 2 x 8 to 4 x 16, as long as they are symmetrical.
Each level can be shifted separately, and the master fader moves the whole space at once.

 

Current build date: 11/02/2019
Status:

64 x 64

Windows  

MacOS  

 

 

S p a c e S c a l e r   6 4 L

 

 

Resize, move, invert any space constituted of up to 24 channels upon three height layers inside a 64 channels space.
- the inputs/outputs connexions to the Layers are done with the mean of a wired patch
- Shifter and Scaler controls independant for each layer
- Master Shift and Scale
There is no scaling between the layers.

 

Known issues: you may experience some irregularities during fast automations.
Current build date: 01/05/2020
Status:

64 x 64

Windows  

MacOS  

 

 

 

 

S P A T I A L   M I C R O P H O N E S

 

 

Please note that with the following plugins the sounds are considered as "3D shapes" instead of surrounding field, thus this approach works only with 3D meshed speakers arrangements and will have nearly no meaning with periphonic ones (immersive surround or domes).

 

T e t r a M a s s   4 6 4

 

 

This plugin is intended to work with RAW A-Format sounds produced by ambisonics microphones before their B-Format conversion.
Why doing this non sense ?
The 1st order ambisonics processing stages (encoding and decoding) can sometimes result in sounds that have lossed some openeness and sharpness, and present not always positive tone changes.
This plugin cannot render of course the full spatial information, but it can be adapted for nearfield recordings when the accuracy of the matter is the more important thing.
- Mode : traditionnal tetrahedron (Soundfield, Tetramic, Ambeo, H3-VR, Twirling...) or triangular base
- Size (from a point) and Angle
- Fold : shape distortion
- H Scale : horizontal size versus height
- Upside / Down
- global 3D Position, with progressive channel shifting and Inertia during automations
- Scatter
- the Area Volume is particularly important to focuse on details or to improve immersion

 

Current build date: 02/02/2022
Status:

4 x 64 (am64)

Windows  

MacOS  

 

 

O c t o M a s s   8 6 4

 

 

Like the TetraMass this plugin is dedicated to coïncident multichannel microphones, here with 8 capsules intended to be encoded in 2nd order ambisonic format. If the 4 channels tetrehedron shape cannot really be used for immersive sounds without this kind of spatial processing, it is no more true with the 8 channels ones.
With the OctoMass you can benefit from the non processed sound for nearfield captures, but also keep some wider spatial sens that easilly compete with 1st order ambisonic, and can work very well with non spherical speakers arrangements.
- traditionnal capsules arrangement (Octomic, Brahma) or new (Spatial Mic)
- UpSide-Down and free Rotation
- Size, H-Scale and V-Scale parameters
- Folding spatial distorsion
- global 3D position
- spatial and temporal Scattering
- Focus and Wideness parameters to improve the spatial acuuracy or impression for non nearfield sounds

 

To do: better directionnality improvement; 90° horizontal orientation.
Current build date: 08/03/2022
Status:

8 x 64 (am64)

Windows  

MacOS  

 

 

O c t o M o r p h   6 4

 

 

It is an easy way to place and transform octophonic sounds coming from basic microphone spatial arrangements or from a 8 capsules one.
The six shapes can be edited and morphed with the 2D pad:
- X line
- Y line
- Z line
- circle
- cube
- A-format 8 channels / pseudo 2nd order ambisonic mics (Octomic, Voyage Audio, Brahma) together with some optional processing (see the OctoMass below).

 

Current build date: 08/03/2022
Status:

8 x 64 (am64)

Windows  

MacOS  

 

 

Z y l i a M a s s   1 9 3 6  /  1 9 6 4

 

 

The Zylia ZM-1 microphone, with its 19 omnidirectionnal cells placed on the surface of a small sphere, is able to give very good nearfield sounds, but the actual spatial processing methods can result in a significant loss in the spectral and the transients domains.
Thus it can be interesting to use the RAW sound in a simple channel based way. It can be used as a whole, or since the spatial separation is obviously very low due to the omni capsules, the 19 inputs can be turned on/off separately to keep only those who are important.
Anyway, the audio inputs are placed along a sphere following precisely the Zylia's coordinates, which you can of course rotate, but also resize, compress to a plane or a point, and move inside the XYZ loudspeakers space.
Note that on Windows it cannot be used with the direct microphone input because Zylia provides only an ASIO driver which is not multiclient. On MacOS you will have to aggregate the Zylia with your current soundcard outputs.

 

To do: add Yaw/Pitch/Roll controls.
Current build date: 12/04/2022
Status:

19 x 36 / 64 (am36 / am64)

Windows  

MacOS  

 

 

 

 

" R O U T E R S "

 

 

D i s P a t c h e r   6 4

 

 

NTSC = Never Twice the Same Connection !
Carefully made spatial masses can sound of course very well, but I am often surprised how they can sound sometimes better when, by accident or on purpose, I arrange their channels in some ways that are not spatially logical...
With each pressure on this big button, whatever the number of inputs they go randomly to the selected outputs. Depending on the start and range values, they can be compressed or expanded and all moved together.
You can also use the inputs' peak level to automatically trigger the jumps!
See also the DynaSlider 864.

 

Known issues: possible switching noise. 
Current build date: 22/12/2018
Status:

64 x 64

Windows  

MacOS  

 

 

D i s O r g a n i z e r   6 4

 

 

Like the DisPatcher it works at the channel level, making it both light on the resources and sure that it will not touch to other aspects of the sound.
You can organize, or dis-organize, any multichannel flow up to 64 inputs/outputs through a global mapping visualization in the following ways :
- compress all the inputs up to a single output
- contract or expand them according to a variable curve and waves
- scatter the inputs with random values
- inverse the mapping
Note that the unused inputs/outputs are simply ignored.
Its main place is after a multichannel instrument like the KaleidoSynth, or before a SpatMass or a MultiMass.
If you need something similar but with amplitude interpolations, look at the ScaleLine plugins.

 

Known issues: possible switching noises if automating. 
Current build date: 29/07/2022
Status:

64 x 64

Windows  

MacOS  

 

 

S i m p l e S e n d   2 6 4  /  8 6 4  /  1 6 6 4

 

 

Even if it cannot be considered as a "true" spatial mass processor, it represents an alternative to the panners when you need only to allocate the sound on certain loudspeakers points. It is a kind of minimal router that can send up to 16 inputs to up to 64 outputs : just select the channels numbers !
In a similar way, and for more input channels, you can use the "patches" plugins that are on the Utilities page.

 

Current build date: 27/03/2020
Status:

2 / 8 / 16 x 64

Windows  

MacOS