Echo Random

Nein Gestalt

A reverb for rooms that cannot exist.

Most reverbs are a network of delays tuned until they sound like a room. Nein Gestalt does not tune anything. It fills a space with air and computes how sound waves move through it, cell by cell, thousands of times a second, on the Mac's GPU. The tail you hear is what that space does to your sound.

The space is the part that cannot exist. Its cells are joined in ways no building could be: a staircase whose top step leads back to the bottom, a room that comes back mirrored every time you walk around it, a floor tiled in a pattern that never repeats. The waves follow those joins, so the reverb has resonances and echoes no real room has.

What it sounds like

Bright and glassy rather than warm. Each space rings at its own set of pitches, and those resonances color everything you put through it: a plucked line sits inside a cloud of its own tail, a drum hit leaves a metallic ring that hangs on between beats.

The four spaces differ the way rooms do. The staircase is the brightest and most even. The mirrored rooms ring higher and thinner. The Klein bottle has no walls at all and is the wettest. The rhombus tiling is rounder and lower, with a deep boom under it.

Working with it

Geometry picks the space. It is the biggest change you can make, so start here. You can switch while playing: the new space starts empty and the old one fades out over a fifth of a second.

Scale sets the size of each cell, from 2 to 60 centimeters, and so the size of the whole space, from about a third of a meter to nearly ten meters across. Small spaces ring high and short; large ones bloom low and slow. It changes while playing too.

Absorption is how much of the sound's energy the air takes every 10 milliseconds, and so how long the tail lasts. At the default it rings for about two and a half seconds. Higher settings shrink the tail to almost nothing.

At zero nothing is absorbed, and you can keep playing into the space. Each space can only hold so much sound, so instead of building up without end the level settles, and when you stop playing the space keeps ringing at that level for as long as you leave it.

Mix is the dry/wet balance. The dry signal is delayed to line up with the reverb, so the two stay in time.

The display

The display is the sound field itself: every cell of the space, colored by how much pressure is in it right now, drawn straight from the simulation on the GPU. When you play, you see the wave leave the source and spread through the space. The display adjusts its own brightness, so the field stays visible as the tail dies away.

By default the display shows the shape of the space: the staircase built as four flights of solid steps around a square, the box as stacked floors, the Klein bottle as a closed ring, each surface colored by the live field, with the seam that joins the last landing to the first drawn in orange. The tiling is shown as its own floor plan. A Flat view lays every landing side by side instead. Four color maps are available, and the view you choose is saved with your project.

Demos

Rendered offline with the plugin's own engine, with no other processing. The source sounds were synthesized for these demos.

The editor

The Nein Gestalt editor: presets and controls on the left, and on the right the Penrose staircase with the live sound field on each landing and the seam marked in orange.
The editor, with audio running through it.

The spaces

Penrose StairEvery step goes up, yet four flights bring you back to the start, as in Escher's staircase. Glassy and bright.
Necker ReversalThe top joins the bottom mirrored, so front and back swap on every lap. A higher, thinner ring.
Klein BottleThe floor wraps around and comes back mirrored. No walls anywhere. Metallic and the wettest of the four.
Penrose RhombusA floor tiled in a golden-ratio pattern that never repeats. Dense, irregular resonances, rounder and lower, with a deep boom.

Parameters

GeometryWhich impossible space.
ScaleCell size, 2 to 60 cm. Sets the size of the space and so its pitch.
AbsorptionFraction of the energy the air takes every 10 ms. Sets the tail length; zero holds the sound indefinitely.
MixDry/wet balance.
EngineGPU, or a CPU version of the same simulation with lower latency, for Macs where the GPU is busy.

Presets

StaircaseThe default. A bright ring between 2 and 3.3 kHz that hangs on for about 2.7 seconds.
Tall StaircaseThe same stairs, 6.4 meters across. A hollow resonance near 250 and 400 Hz.
Endless StaircaseAbsorption at zero. The space keeps what you play into it and holds it at a steady level.
Necker BoxThe same decay with a higher, thinner ring.
Short Necker BoxSmall cells. A short, high ring, gone in a quarter of a second.
Klein BottleThe wettest space. A metallic ring that sings between notes.
Large Klein BottleNine meters across. A dark bloom with resonances near 100 and 250 Hz.
TilingA rounder, lower tail near 1.2 kHz with a boom near 53 Hz.
Large TilingA halo near 200 Hz, with overtones at 500 and 800 Hz.
Slow TilingA low tone louder than the dry sound, fading over about nine seconds.

Beta soon

Nein Gestalt is nearly ready for testers. Beta builds go out to the waitlist in groups. To join, send one line saying which DAW and which Mac you use.

Join the waitlist

Requirements

System macOS 11 Big Sur or later, on Apple Silicon. Intel Macs are not supported.
Formats CLAP, VST3, and Audio Unit (AUv2).
GPU Runs on the Mac's GPU through Metal. The GPU engine adds about 60 ms of latency at 48 kHz and the CPU engine about 22 ms, reported to the host so it can compensate. Switching spaces never changes it.
Output Mono or stereo in. The reverb is one listening point in the space, so it is the same in both channels.
WindowsNot supported. macOS only.

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