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RVZN MATTER

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v1.0.0
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About

Three physics-driven texture engines in one plugin.

MATTER is a single VST3/AU effect that houses three completely different sound processors, each modelled on a real physical system. An ENGINE switch at the top of the interface chooses which one is live — the visualiser, the controls and the footer all change to match. Only the selected engine processes audio, so MATTER stays light and focused while giving you three distinct characters in one instrument.

What ties them together isn't a shared algorithm — it's a philosophy. In each engine the sound's behaviour emerges from a simulated physical process rather than from static knobs, so nothing ever repeats quite the same way.

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The three engines

MASS — physical dynamics

A compressor whose detector is a spring-mass-damper. The input level pulls on a weighted mass through a spring; the mass's movement is what drives the gain reduction. Because it's real physics, the attack and release aren't dialled in — they emerge from how heavy the mass is (Mass), how stiff the spring is (Tension) and how much it overshoots (Damping). A heavy, lightly-damped mass leans into transients and rings afterwards — exactly what "pump" and "breath" are. Impact lets transients literally punch the mass. Great for adding weight, movement and life to drums, bass and busses. LIFT adds auto makeup gain.

CORROSION — decay engine

Audio that ages as it plays. A single accumulating corrosion state builds up the longer and louder you run signal through it, feeding four compounding artifacts of worn-out media at once: spectral Erosion (a closing filter plus sample-rate rot), Dropout (the sound cutting out), Dust (crackle and particles) and Wow (pitch instability). Rate sets how fast it wears; Restore how fast it heals. The wear level is saved with your session, so every instance remembers how aged it has become — and no two passes sound the same. FREEZE holds the current state; RESTORE snaps it back to pristine.

SWARM — flocking delay

A delay whose taps are alive. Instead of fixed echoes, a flock of agents obeys real boids rules — separation, alignment, cohesion — inside a 2D field. Each agent is a delay tap: its horizontal position is its stereo pan, its vertical position is its delay time. The input is treated as food, so the swarm drifts toward whatever you feed it and reacts to your playing. Feedback loops the swarm's own output back in, so the flock hears itself and keeps evolving. Size, Flock, Spread, Speed, Chase and Span shape the cloud; FREEZE locks it into a static tap pattern.

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Highlights

- Three effects, one window — switch instantly between MASS, CORROSION and SWARM; the whole UI adapts.

- Living visualisers — each engine shows itself in real time: the bouncing weight and gain-reduction graph, the rusting specimen with I/O meters, and the drifting flock.

- Everything is a parameter — the engine selector, per-engine Mix/Output and a global Bypass are all automatable and recalled with presets and sessions.

- Per-engine wet/dry and output trim, so each character sits right in the mix.

- VST3 + AU, macOS (universal) and Windows.

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What's included

System requirements