DUNE 3 Manual
DUNE 3 Manual
VST is a trademark of Steinberg Media Technologies GmbH. All other trademarks and trade names are the
properties of their respective owners, and do not imply owner's endorsement of this product, or guarantee
full compliance with the owner's standards.
1. Introduction.................................................................................................................................................6
1.1. Installation.........................................................................................................................................6
1.2. Activation...........................................................................................................................................7
1.3. Compatibility.....................................................................................................................................8
1.4. System Requirements.......................................................................................................................9
1.5. Tutorials.............................................................................................................................................9
2. Basic Operation.........................................................................................................................................10
2.1. Overview..........................................................................................................................................10
2.2. Controlling Parameters..................................................................................................................11
2.3. MIDI Learn.......................................................................................................................................12
2.4. Modulation......................................................................................................................................12
2.5. Playing a Patch...............................................................................................................................12
2.6. Adjusting Polyphony.......................................................................................................................13
2.7. Pitch Bend and Modulation Wheel...............................................................................................13
2.8. Microtuning.....................................................................................................................................14
3. The Center Screen.....................................................................................................................................15
3.1. Main.................................................................................................................................................15
3.2. Settings.............................................................................................................................................17
3.3. Modulation Matrix..........................................................................................................................20
3.4. Arpeggiator......................................................................................................................................21
4. Sound Parameters....................................................................................................................................25
4.1. Patch Structure...............................................................................................................................25
4.2. Oscillators 1+2................................................................................................................................27
4.2.1. Common Parameters...........................................................................................................28
4.2.2. Synthesis Models..................................................................................................................30
4.3. Oscillator 3......................................................................................................................................32
4.4. Noise Generator..............................................................................................................................33
4.5. Ring Modulator...............................................................................................................................34
DUNE 3 was tested by experienced music producers to guarantee its ambitious design goals
were met. It comes with high quality sounds, with few exceptions created entirely by professional
sound designers.
1.1. Installation
Important note for DUNE 1 and DUNE 2 users: There is no need to uninstall DUNE 1 or DUNE 2
prior to installing DUNE 3, as they all run fine in parallel. Furthermore, note that DUNE 3
is patch-compatible with DUNE 2. This means that patches from DUNE 2 can be fully usable
in DUNE 3. The best way to do this is to simply move your patches/folders from DUNE 2's
Soundbanks folder to DUNE 3's Soundbanks folder.
Installation on Windows
Unzip dune3win.zip and run SETUP.EXE to commence with the installation process. The installer
will guide you through the necessary steps. During installation, you will be asked to select
the location of your VstPlugins directory. Make sure to choose the correct directory for your host
software. If you are unsure about where the host software's VstPlugins directory is located, then
refer to your host software's manual.
The next time you start your host software, DUNE 3 will appear in the VST instrument list.
Installation on Mac
DUNE 3 comes with a dedicated installer application. Download and open the file named
"dune3mac.dmg". Afterwards, double-click on the installer icon to begin the installation process.
The installer will guide you through the necessary steps. The next time you start your host
software, Dune will appear in the AU and/or VST instrument list, depending on which format
your host software supports.
1.2. Activation
After installation, the next step is to provide your license key by using the Activation Tool.
On PC/Windows the tool is launched on first plug-in instance insert in your host (UI must be
opened). On Mac OS X the tool is launched immediately after installation is completed.
After typing in the key, you will be asked to activate the license. This is required just once per
computer. The preferred method is Online Activation, which requires only a single click. Activation
permanently enables DUNE 3 to run on your computer. You may activate DUNE 3 on three
computers simultaneously, provided you are the only user of those computers (for multiple
users, multiple licenses need to be purchased). Note that when choosing Online Activation,
no personal data is transmitted in the process, it is a perfectly safe method of activation.
If you wish to activate DUNE 3 on a computer not connected to the Internet, choose Offline
Activation. You will be given a key which you can save to a USB stick or write down on a sheet
of paper. Now switch to a different computer with Internet access and log in to your account at:
https://www.synapse-audio.com/support.html
1.3. Compatibility
DUNE 3 should run on any 64-bit VST or AU-compatible host. If you encounter any compatibility
issues with your host software, do not hesitate to contact us ([email protected]).
DUNE 3 has been tested using the following hosts:
� Ableton Live
� Bitwig Studio
� Cockos Reaper
� ReasonStudios Reason
� Steinberg Cubase
To maximize sound quality, DUNE 3 employs complex DSP algorithms that can be CPU-
demanding. Optimized SSE vector processing, as well as support for multiple processor cores,
allow DUNE 3 to perform very well despite its high complexity. To achieve best performance,
a modern computer is required. At a minimum, the following is necessary to run the software
optimally:
� MACs require OS X 10.11 or later, and should be equipped with M1, M2, M2 Pro, M2 Max
or Intel 2,8 GHz quad core processor or better.
� PCs require Windows 7 SP 1, and should be equipped with a 2,8 GHz quad core CPU or better.
Most importantly, Windows must be optimized for realtime audio to maximize the benefits
of DUNE 3's multi-threaded engine. Too many software packages or services running in the
background can severely degrade performance.
Furthermore, it's important to choose a good latency/audio buffer size. We recommend using
between 10-20ms, or 512 samples at a 44.1 / 48 kHz sample rate. On most systems, this should
result in a good balance between low latency, realtime feel and CPU performance. Note that
using less than 128 sample buffers will disable multi-threaded processing, as the thread
synchronization overhead will become too significant.
The memory requirement of DUNE 3 is approximately 200 mb per instance. If you wish to run
many instances, your system should be equipped with 8 GB of memory or more.
1.5. Tutorials
In addition to reading this manual, consider watching our DUNE 3 tutorials and workshops
on our Youtube channel:
https://www.youtube.com/@synapseaudio2488
2.1. Overview
The right side (B) of the interface contains the master section with global volume and
the polyphony setting, as well as the unison voice controls. DUNE 3 allows the user to directly
edit the eight unison voices, either all at once, or individually. This makes DUNE 3 a multi-part
synthesizer, which facilitates the creation of highly complex sounds.
The 8 switch buttons (C) toggle the bottom view between the keyboard, effect busses, LFOs,
and four graphical envelopes (MSEG).
The remaining knobs and sliders (D) are DUNE 3's main sound parameters: The oscillator stacks,
mixer, filters, and ADSR envelopes. The layout roughly follows classic synthesizers, with
the oscillators on the left, followed by the filter in the middle, and the envelopes on the right.
Each unison voice has its own set of sound parameters. All sound parameters are covered
in chapter 4. Sound Parameters.
The mouse wheel is a very useful tool to speed up your workflow and works on almost every
parameter. Use the mouse wheel on numerical displays to increase or decrease the current
value. The mouse wheel can be used in drop-down lists to select the previous or next parameter
in the list. Knobs and faders can be fine-tuned using the mouse wheel, and in the graphical
envelope editors (MSEG 1-4) it zooms the view in or out.
2.4. Modulation
Read chapter 8. Modulation Matrix for a more in-depth explanation of DUNE's modulation matrix.
Select a patch by clicking on the patch name in the center screen. A more detailed description
of the patch management is given in chapter 3. The Center Screen.
You can play individual notes directly by clicking on the keyboard at the bottom of the user
interface. The vertical click position determines the velocity of the sound. A much better way,
however, is to use your host sequencer or a MIDI keyboard.
Whenever you play notes via your host sequencer or keyboard, the MIDI In indicator should
flash. If this is not the case, then the required note information is not transmitted to the plugin.
Refer to your host software's manual to address this issue. If you use an external MIDI keyboard,
check if your host sequencer receives any data to begin with.
DUNE 3 allows for up to 24 note polyphony. The "Polyphony" drop-down menu in the master
section on the righthand side of the center screen adjusts the number of notes that can be played
simultaneously.
Each note you play triggers one or more unison voices (the number of active voices is displayed
in the MAIN section of the center screen). Since each voice costs processor time, it's a good idea
to limit polyphony as much as possible.
When choosing Mono or Legato, only one note can be played at a time. Legato mode glides notes
smoothly from one to the other without re-triggering the envelopes. This can be useful for bass
and lead sounds, particularly in combination with the glide knob. It creates a unique playing feel
and sound which can be better for monophonic lines. Using Mono or Legato modes also results
in the smallest CPU usage possible.
Note that voice polyphony can be adjusted per patch. While all patches should employ
an adequate setting out of the box, your individual playing style or usage of sounds may at times
require adjusting polyphony.
The pitch bend and modulation wheels are located at the bottom left of the user interface. The
pitch bend wheel is used to temporarily shift the pitch upwards or downwards. When released,
it automatically snaps back to center position. The modulation wheel typically controls vibrato-
type effects, but it can also be used to modify other sound parameters. The modulation wheel
remains in whatever position it was set to/previously in.
DUNE 3 supports microtuning using the MTS-ESP standard. With the free MTS-ESP plugin, which
can be downloaded from https://oddsound.com/mtsespmini.php, DUNE 3 can automatically
use any scale. The microtuning is set in the MTS-ESP plugin. Afterwards, the microtuning is
recognized immediately by DUNE 3 and any other plug-in instances in the project, that support
the MTS-ESP standard.
This chapter explains all parameters contained in the center screen. The center screen hosts the
patch management, global settings, patch settings, the modulation matrix and the arpeggiator.
3.1. Main
Selecting a patch
Each musical sound that is played on DUNE 3 is called a Patch. A patch is selected by clicking
on the patch name in the center screen:
Alternatively, click on the left/right arrow buttons to go to the previous/next patch inside
the current bank.
DUNE 3 comes with multiple soundbanks, comprising a total of roughly 1000 patches.
The patches are sorted into categories like Bass, Lead, Pads, SFX, etc. The default bank shown
is "DUNE 3", which contains the latest patches that have been made specifically for DUNE 3.
Click on BROWSER to open the patch management (see chapter 5. Patch Browser), which lets you
search for specific patches, sort patches into categories, tag your favorite patches, and so on.
Click on SOUNDBANK to change the current bank/category. Soundbanks and Patches are stored
in the following directory:
Each patch is saved as a single Cubase .FXP file, a common format for storing patches.
Below the patch name, the PATCH DESCRIPTION section provides information about the currently
selected patch. For example, the PATCH DESCRIPTION for a chosen patch might describe what
the modulation wheel does to the sound, or whether the patch is intended for a particular tempo.
If you accidentally switch to another patch while editing a patch, don't panic! The Undo/Redo
functions are provided so that the user can recall or undo changes made to a patch.
Patch menu
The patch menu is invoked by clicking on "PATCH". The specific functions within the patch menu
and their uses are listed below.
� Load Patch loads a particular patch from disk. This is useful for browsing patches outside
of Dune's Soundbanks folder. Nevertheless, we recommend storing patches in your
Soundbanks folder to simplify the process of browsing a whole bank.
� Save Patch allows you to save the current patch to disk. Always save your changes before
switching to a different patch or closing your host application, otherwise your changes will be
lost. You can also simply save the project in your host sequencer. This will automatically save
the active patch as well. Any patch that has been modified is marked with an asterix (*). After
saving the patch, the asterix is removed.
� Copy FX 1/2 copies all effect bus 1/2 parameters into the clipboard. By copying the effect
parameters, the user can apply them to a different patch or other DUNE 3 instances.
� Paste FX 1/2 pastes all effect parameters from the clipboard into effect bus 1/2.
� Revert Patch allows you to restore the current patch from disk in case you are unhappy with
changes made to the patch.
� Undo restores the patch to previous edit states. For instance, if you accidentally switch
the current patch during editing, simply click Undo to restore the previous patch you had been
working on.
Multithreading
Enabling multithreading is recommended in most cases, as it can significantly reduce CPU usage.
It's important to set the buffer size/audio latency in the host sequencer to at least 512 samples
(at 44.1/48 kHz) or 10 ms, for best results. Depending on the computer and the host sequencer
used, multithreading may have no effect, or may even generate CPU spikes. In this case,
multithreading should either be disabled, or the latency should be increased.
Skin
Click on Skin to switch to a different skin size. The default size is intended for typical Full HD
displays. If you work on an older PC with a low-resolution display, choose the Small skin.
For monitors with a very large resolution (4K, 5K and above), use Large/Huge or download
the optional UHD skins from your user account.
3.2. Settings
The settings tab controls velocity, pitch bend and the modulation rate.
Each MIDI note transmits a velocity value, which can be connected to any sound parameter using
the modulation matrix. Since velocity is often used to control the volume or brightness of
a sound, the velocity section allows for a few common direct connections.
� Volume adjusts how greatly velocity will affect the volume of a patch. Set to zero, velocity has
no effect on volume. Positive values cause higher velocities to increase volume. By contrast,
negative values invert the effect, with higher velocities decreasing volume.
� Pan adjusts how greatly velocity affects the stereo position. Set to zero, velocity has no effect
on panning. Positive values move the sound to the right as velocity increases, negative values
move the sound to the left.
� Filter adjusts how greatly velocity affects the filter cutoff. Set to zero, velocity has no effect on
the filter. Positive values cause higher velocities to increase the filter cutoff frequency, whereas
negative values invert the effect.
� Env Amt adjusts how greatly velocity affects the envelope amount. Set to zero, velocity has
no effect on the filter envelope amount. Positive values cause higher velocities to increase
envelope amount, negative values invert the effect.
Velocity Curve
The curve parameter is useful for fine-tuning the velocity response to accommodate your
personal playing style, as well as your MIDI keyboard.
Pitch Bend
The Bend up/down parameters specify the number of semitones a sound is pitch shifted when
the pitch bend wheel is turned all the way up or down.
Click on the numbers next to either "UP" or "DOWN" and drag the mouse up or down to increase
or decrease the pitch bend range.
If a MIDI keyboard is connected to your computer, turning the physical pitch bend or modulation
wheel should automatically turn the same wheel in DUNE 3. If this is not the case, then the
required MIDI information is not transmitted to the plugin. Refer to your host software's manual
to address this issue.
Modulation rate
The modulation rate determines how frequently the modulation matrix is evaluated.
� The Normal rate is sufficient for most uses and is also the best choice for the majority
of sounds.
� The (Very) Fast rate is useful when you use rapid LFO modulations (>100 Hz), or when you
use MSEGs with fast envelopes.
Note that audio rate modulation is highly CPU-intensive and should be used only when necessary.
Also note that a higher modulation rate does not correlate to better sound. If you can't hear
a noticeable difference, then don't use a higher modulation rate, as this will only waste precious
CPU cycles.
The Modulation Matrix is accessed by clicking on the MOD MATRIX button (see fig. 3.3).
The purpose of the modulation matrix is to connect MIDI controllers, LFOs, and envelopes with
DUNE 3's sound parameters. The Modulation Matrix is largely responsible for making sounds
come alive.
Click anywhere in the source column to choose the modulation source, and anywhere in the
destination column to select the sound parameter the source will modulate. In the amount
column, click and drag vertically to change the modulation amount for a specific slot. In the
example above (fig. 3.3), LFO-1 modulates the amplitude with an amount of 100%, creating
a tremolo effect.
For ease of use, each slot contains a crosshair in between the DESTINATION and VOICE sections.
These are provided to streamline the process of assigning a modulation destination. Simply drag
the crosshair from one of the 32 available slots by holding the left click button on it and drop
it on the desired destination. All available modulation destinations on the user interface will light
up when holding one of the crosshairs.
Note that only one modulation source and destination can be chosen for each slot. This means
that if you want to modulate multiple destinations with the same modulation source, then you
must choose the same modulation source in another available slot and assign it to the desired
destination again. If a destination has already been chosen for a slot, then dragging the crosshair
onto a new destination will cancel the previously chosen destination in favor of the new one.
To get the most out of the modulation matrix, it's important to first understand how LFOs and
envelopes work, and what the sound parameters do. Hence, the modulation matrix, with all its
source and destination parameters, is described more thoroughly in chapter 8. Modulation Matrix,
after the sound parameter chapter.
3.4. Arpeggiator
An arpeggiator (short: ARP) is a module that generates melodic or rhythmic patterns from one
or more pressed keys. This is achieved with the help of a step sequencer that contains note
length, velocity, and pitch information. For additional flexibility, standard MIDI files can be loaded
as well.
DUNE 3 features two Arp modules that can be used independently of each other. The arpeggiator
parameters can be accessed by clicking on ARP-1 or ARP-2 in the monitor.
The arpeggiator is enabled or disabled using the ARP-1 or ARP-2 switch in the COMMON/VOICES
EDIT section, individually per unison voice.
The arpeggiator can use either the built-in step sequencer or midi files as a basis of operation.
The user can choose from either of these options by clicking on the TYPE popup field in the top
left of the monitor.
Each step has three parameters: note, velocity, and tie. A non-zero note value transposes a step
up or down by the given number of semitones. For example, +12 corresponds to one octave
above the input note pitch. The velocity value is transmitted to the modulation matrix, where
it can be used as a modulation source ("Arp Velocity") to change the volume or timbre of each
step.
The tie button glues two steps to each other, which provides the option of either sliding from
one note to another, or to simply increase the length of the note in that step. A rest can be
programmed by turning the note value all the way down, until three dashes ("---") appear.
MIDI mode allows for the use of standard MIDI files as a basis of operation. The files should
contain only a single track, and they should be monophonic. One exception is when the
"Playback" mode is chosen. In this mode, polyphonic MIDI files can also be played back.
Mode
The arpeggiator module in DUNE 3 comprises 9 different modes. These are described below.
� Up mode successively triggers notes for all keys currently pressed, from the lowest to the
highest note, then repeats the sequence starting with the lowest note again.
� Up/Down mode triggers all keys pressed from the lowest to the highest note, then back.
� Alt Down mode operates like Alt Up, but in reverse order.
� Chord mode chops up a chord into a rhythmic pattern, according to what's programmed
in the step sequencer or MIDI file.
� Playback mode plays back the sequencer notes (or MIDI file), transposed according to the
currently pressed MIDI key. Pressing more than one key simultaneously has no effect in this
mode. Playback mode is the only mode that allows the user to play back polyphonic MIDI files.
� Silent is a special mode, whereby the arpeggiator doesn't trigger any notes. The purpose
of this mode is to use the arpeggiator exclusively for modulation. This can be accomplished
by choosing "Arp Note", "Arp Velocity" or both as a source in the modulation matrix.
Octaves
Specifies how many octaves the arpeggiated sequence spans. Set to one octave, the arpeggiator
will use exactly the keys pressed. Set to two octaves, the arpeggiator will play all keys pressed,
plus the same keys one octave higher, etc. DUNE 3's arpeggiator allows for a maximum of 4
octaves.
Steps/Bars
When in Step Sequencer mode, Steps sets the pattern length in steps. When the arpeggiator
reaches the end of the pattern, it will automatically restart at the beginning.
When MIDI mode is selected, this parameter sets the number of bars to use. It's possible to
choose up to a 32-bar sequence. The arpeggiator can also loop MIDI sequences.
Adjusts the tempo of the arpeggiated sequence. When SYNC is enabled, the tempo is synced
to the host sequencer and can be specified in musical intervals such as 8th notes, 16th notes,
dotted notes (*), triplets (T), etc. When SYNC is disabled, the rate is specified in Hz.
Length
Using the length parameter, the duration of all notes in the sequencer can be increased
or decreased. Turned to the left, the notes take on a staccato feel, while the opposite direction
yields smoother sounding sequences.
Swing
Shuffles the position of every other 16th note by the specified amount. This parameter can be
used to obtain a typical swing feel with a setting of +33% and above. In the step sequencer, the
shuffled notes are located at positions 2, 4, 6, 8, ..., 32.
Slide
Adjusts the time it takes from the beginning of a slid note to reach its target pitch. To have any
audible effect, TIE must be used on a note, and at least two different note numbers must be
used during the tie.
Note that Slide only works in Step Sequencer mode, and not in MIDI mode.
This chapter describes how a patch is constructed. This includes the operation of the knobs and
switches on the front panel, the effects section, and the arpeggiator.
The structure of a DUNE 3 patch is shown in fig. 4.1. The block diagram shows the basic working
principle of the entire synthesizer, with the exception of the Modulation Matrix (which will be
covered in detail in chapter 8. Modulation Matrix).
Each voice comprises three major building blocks: an oscillator block ("OSC 1-3"), a filter block
("Filter") and a volume control block ("Amp"). These blocks emulate the three basic properties
of a sound: Pitch, Timbre, and Volume.
The oscillator block controls the pitch and basic timbre of a sound by generating one or more
periodic waveforms. The resulting signal is typically very bright. To further refine the timbre, the
signal is processed by the filter block, which attenuates frequencies specified by the user. Most
often, high frequencies are removed. Hence, this type of synthesis is commonly called
"subtractive," as it relies on removing (subtracting) unwanted frequencies. The final volume block
controls the volume of the signal.
On their own, the three basic building blocks synthesize a completely static sound. This contrasts
with acoustic sounds, where pitch, timbre, and volume change over time. To emulate this effect
in a synthesizer, envelopes are used to add dynamic variations to a sound.
The most important envelope in synthesis is the amplitude envelope ("Amp Env"). The Amp Env
is essential for controlling the volume of a sound over time. It's what makes a synthesizer playable
like an organic instrument. The filter envelope ("Filter Env") is also highly important in sound
design. It's what allows us to dynamically vary the brightness, and thus the timbre, of a sound
over time. In addition to these two envelopes, DUNE 3 offers four freely programmable graphical
envelopes ("MSEGs"), which can be linked to any sound parameter.
While envelopes control the overall progression of a sound, it's sometimes desirable, and often
necessary, to add periodic modulations. Such modulations can mimic vibrato or tremolo effects
produced by acoustic instruments. These effects can be emulated by using one or more of the
low frequency modulation ("LFO") blocks.
An oscillator generates a periodic waveform. Oscillators form the basic building blocks of most
synthesizers. The most common waveforms are illustrated in fig. 4.2.
DUNE 3's oscillator controls can be found in the top left section of the user interface labeled
"OSCILLATOR":
DUNE 3 offers three oscillators and a separate noise generator. This corresponds to how
traditional synthesizers work.
In DUNE 3, the first two oscillators are stacks of up to 32 oscillators each, with adjustable DETUNE
and stereo SPREAD controls. This allows for the creation of thick pad, bass or lead sounds with
just one oscillator.
With DUNE 3's 8 unison voices, up to 200 oscillators per key can be synthesized.
DENSITY
The number of oscillators can be changed by left-clicking/dragging on the DENSITY field in the
top-left of the oscillator section. When set to zero, the oscillator stack is turned off, which saves
processor time.
AMOUNT
When choosing more than two oscillators with the density control, the amount (AMT) parameter
allows the user to modify the level of the oscillators.
The behavior of this parameter depends on the selected tuning mode, but it usually adjusts the
level of the oscillators around the center (which always remains at maximum).
TUNING
The chosen tuning mode affects the tuning and volume of the oscillator stack.
� Linear mode tunes all oscillators around the center with equal spacing.
� Gaussian mode uses a Gaussian distribution (a bell-shaped curve) for the volume of the
oscillators. The curve can be fine-tuned by the amount parameter.
� Alternate mode lowers every other oscillator in volume when changing the amount parameter.
� Random uses a random tuning for all oscillators whenever a new key is pressed.
� Perfect 5th is like Linear, except that every other oscillator is pitched up by +7 semitones
(a fifth).
� Minor is like Linear, except that a minor chord is generated with 4 oscillators or more.
� Sub Osc is like Linear, except that every other oscillator is pitched down by -12 semitones
(one octave).
� SWARM is a new oscillator stack model in DUNE 3, where all oscillators in the stack are
modulated individually. This mode adds an extra RATE knob, which controls the rate
of modulation.
SEMI
Adjusts the coarse tuning of the oscillator stack in semitones. The range spans +/- 36 semitones,
or three octaves above or below the note input pitch. A larger range can be obtained by using
the modulation matrix, if required. This will be covered in chapter 8. Modulation Matrix.
FINE
Adjusts the fine tuning of the oscillator stack in cents. A value of +/- 100% corresponds to half
a semitone.
DETUNE
When two or more oscillators are active in the stack, the detune parameter spreads their pitch
around the center frequency.
SPREAD
When two or more oscillators are active in the stack, the SPRD knob spreads the oscillators in
the stereo field around the center. Turned fully to the left, the oscillator stack will be mono.
RESET
When reset is enabled, all oscillators in the stack start at the same initial phase.
Setting the initial oscillator phase can be useful for obtaining more control of the transient of a
sound. When using more than one or two oscillators, note that reset will create strong phasing
effects. It is thus usually better to keep RESET turned off when using multiple oscillators.
Three different synthesis models: Virtual-Analog (VA), Wavetable (WT) and Frequency Modulation
(FM), are available per oscillator. When using more than one voice, it's also possible to specify
different modes for different voices. The synthesis model can be changed by using one of the
three buttons (VA/WT/FM):
VA
WT
If the waveform position is modulated, the transitions can be controlled from hard (0%)
to smooth (100%) using the INTERPOL (Interpolation) knob.
By clicking on the wavetable popup menu, different wavetables can be selected. Wavetables can
have a varying number of waveforms stored in them, ranging from between 3 to 64 waveforms.
Custom waveforms can also be created via the EDIT button under the wavetable popup menu.
WAV files can be dragged and dropped directly onto the wavetable display or below the
wavetable display next to the available waveforms. This is a fast and easy way to build wavetables
from scratch. Note that it's possible to select different wavetables for different unison voices.
Frequency modulation (FM) uses three sine waves as the basis for
sound generation. These are usually referred to as operators. Two
operators ("A" and "B") change the frequency of the operator "C".
To create complex and interesting sounds, it's important to change the amplitude of operators
"A" and "B" over time. This can be achieved by combining one or more MSEG envelopes with the
modulation targets "FM Amt A" and "FM Amt B". An envelope falling to zero with the target A
or B produces sounds that begin with a bright timbre and then become increasingly darker,
all the way to a pure sine wave.
FM synthesis can produce a variety of sounds, especially bell-like sounds, and synthetic piano
sounds.
4.3. Oscillator 3
The third oscillator generates a simple periodic waveform, which can be chosen by clicking on
the waveform display.
It can also be used to load waveforms by simply dragging and dropping the waveform onto the
display containing the WAVEFILE name.
SEMI
Adjusts the coarse tuning of the third oscillator in semitones. The range spans +/- 36 semitones.
A larger range can be obtained by using the modulation matrix, if required. This will be covered
in chapter 8. Modulation Matrix.
FINE
Adjusts the fine tuning of the oscillator in cents. A value of +/- 100% corresponds to half
a semitone.
When reset is enabled, the oscillator will always start at the zero phase when a new key is pressed.
When disabled, the oscillator starts with a random initial phase. An exact initial phase angle can
be set in the modulation matrix.
All three oscillators generate periodic waveforms with certain pitches. Sometimes a sound with
a random element that has no fixed pitch can be useful. These types of sounds can be useful
for synthesizing percussive sounds, recreating the behavior of wind or plucked string instruments
during transients, or for synthesizing natural sounds like fire, water, or wind.
LOW PASS
The white noise emitted by the noise generator passes through a low-pass and high-pass filter
to shape the timbre of the noise. The LOWPASS (LP) knob controls the cutoff frequency of the
low-pass filter. Lower values correlate to darker timbres.
HIGH PASS
The HIGH PASS (HP) knob controls the cutoff frequency of the high-pass filter. When set to zero,
it has no audible effect. At higher values, the sound becomes increasingly thin and bright.
WIDTH
Since the noise generator operates in stereo, it can emit noise for the left and right channels
separately. The width parameter adjusts the stereo width.
Set to its minimum value (0%), the noise sounds monophonic. Set to its maximum value (100%),
both channels are provided with independent noise sources, resulting in a wide stereo image.
The most common noise source is White Noise, which is the default option in DUNE 3. White
Noise has a flat frequency spectrum. In other words, all frequencies are contained equally.
In some situations, Pink Noise may be preferable. Unlike White Noise, Pink Noise rolls off at 3
dB/octave, so higher frequencies are somewhat attenuated. This why Pink Noise generates
a warmer sound than White Noise.
The OSC Mixer section provides control over the level and panorama of oscillators 1-3, the ring
modulator and the noise generator, before they enter the filter.
The raw sound produced by oscillators is typically too bright to be useful. While many natural
instruments like a flute or guitar start with a short, bright transient, they decay quickly to a much
darker timbre. This behavior can be modelled by using a time-varying filter.
DUNE 3 features two identical filters and an insert effect. For maximum flexibility, FILTER 1 and
FILTER 2 can be set individually to an arbitrary mode or linked to one another via the central
LINK button. Both filters additionally have their own sets of parameters.
The filters and the insert effect can be routed in six different ways. The routing options will be
discussed below in the ROUTE section.
CUTOFF
The CUTOFF knob is perhaps the most important filter parameter. It controls the brilliance,
or brightness, of a sound. Its function and behavior depend on the filter type chosen:
� For low-pass (LP) filter types, frequencies above the cutoff frequency are damped.
� A band-pass (BP) filter damps frequencies around the cutoff frequency. As a result, bass and
treble frequencies are attenuated.
� A high-pass (HP) filter attenuates all frequencies below the cutoff frequency and allows higher
frequencies to pass undamped.
The filters described above encompass the basic filters used in most synthesizers. The low-pass
filter is the most common, as it fully preserves bass frequencies and allows the natural
progression from bright to dark timbres when modulated.
The MSEGs, LFOs, and the filter envelope can be used to modulate the CUTOFF frequency and
produce a dynamically changing timbre. The most common method of controlling the CUTOFF
is the filter envelope, discussed later in this chapter.
If the output of a filter is fed back to its input, resonance occurs. This is a sinusoidal oscillation
near the cutoff frequency (see fig. 4.7.1). The RESO knob controls the depth of this effect.
At lower settings, resonance can be used to add presence to a sound. Using higher settings,
sinusoidal oscillation becomes strong enough to use the filter in a similar fashion as an oscillator.
This effect, known as self-oscillation, can be useful to create special effects sounds like laser
guns, electronic bass drums, etc.
DRIVE
The DRIVE knob sets the input gain of the filter. When using strong resonance, drive controls the
mix between the filtered signal and the resonant peak. The lower the drive setting, the stronger
the resonant peak. When using any of the transistor ladder filter models (see below), drive will
additionally saturate the signal, regardless of resonance.
KTRK
The KTRK knob determines the extent of the MIDI key number's effect on the cutoff frequency.
Set to 0%, all notes pressed will share the same cutoff frequency as specified by the CUTOFF
parameter.
DUNE 3 features multiple different filter models to choose from. All filters except the legacy DUNE
1 filters are zero-delay feedback filters, which more closely resemble the response of analog filters.
Most of them can achieve self-oscillation when turning the resonance to high amounts.
The clean filter models resemble analog filters with largely clean direct paths, such as OTA-based
ladder filters. Only the feedback path contains mild saturation, to prevent the resonance from
ramping to infinity at high resonant levels. The clean nature of these filters and their moderate
CPU usage makes them an excellent choice for many sounds.
� CL Lowpass 12 dB
A two-pole lowpass filter, with 12 dB attenuation per octave above the cutoff frequency.
� CL Lowpass 18 dB
A three-pole lowpass filter, with 18 dB attenuation per octave above the cutoff frequency.
� CL Lowpass 24 dB
A four-pole lowpass filter, with 24 dB attenuation per octave above the cutoff frequency.
� CL Bandpass 12 dB
A two-pole bandpass filter, with 6 dB attenuation per octave around the cutoff frequency.
A four-pole bandpass filter with 12 dB attenuation per octave around the cutoff frequency.
� CL Highpass 12 dB
A two-pole highpass filter, with 12 dB attenuation per octave below the cutoff frequency.
� CL Highpass 24 dB
A four-pole highpass filter, with 24 dB attenuation per octave below the cutoff frequency.
� CL Notch
� CL Deep Notch
Operates like CL Notch but produces even deeper notches in the frequency spectrum.
Expander (XP)
The Expander filters are analog-inspired lowpass filters. In contrast to the Clean Multi-Mode
filters, the Expander filters have saturation in both the direct signal path and in the feedback
path.
� XP Lowpass 12 dB
A two-pole lowpass filter, with 12 dB attenuation per octave above the cutoff frequency.
� XP Lowpass 24 dB
A four-pole lowpass filter, with 24 dB attenuation per octave above the cutoff frequency.
Comb Filter
Comb filters use a delay to create a series of notches in the frequency response.
Be careful when using very high resonance values close to 100%, as the sound can become very
loud.
Analog-Modeled (AM)
DUNE 3's analog-modeled filters are the most accurate reproductions of typical analog filters.
Apart from the Alpha filter, the analog-modeled filters use 3x oversampling and feature multiple
non-linearities to improve their accuracy. As a result, the analog-modeled filters are
computationally more expensive than the other filters in DUNE 3.
For many patches the CL or XP filter types above are sufficient and less CPU-intensive, so care
should be taken when choosing one of the analog-modeled filters.
� AM Alpha 24 dB
A four-pole lowpass filter based on a state-variable design, with 24 dB attenuation per octave
above the cutoff frequency.
� AM Polaris 24 dB
A four-pole lowpass filter with 24 dB attenuation per octave. Polaris 24 dB is inspired by the
CEM 3372 chip, a unique sounding chip which was put only into a handful of hardware
synthesizers.
� AM Pro 12 dB
Enhanced version of the Transistor ladder filter, with 12 dB attenuation per octave.
Enhanced version of the Transistor ladder filter, with 24 dB attenuation per octave.
� AM Saturn 24 dB
A four-pole filter based on a frequently used custom OTA chip. This filter type can be used to
simulate a wide range of vintage-analog synthesizers.
Brickwall (BW)
The Brickwall filters in DUNE 3 are special filters featuring very steep slopes. This can be useful
to filter out unwanted frequencies in the bass or treble part of the spectrum.
� BW Lowpass 36 dB
A six-pole lowpass filter, with 36 dB attenuation per octave above the cutoff frequency.
� BW Lowpass 60 dB
A ten-pole lowpass filter, with 60 dB attenuation per octave above the cutoff frequency.
� BW Highpass 36 dB
A six-pole highpass filter, with 36 dB attenuation per octave below the cutoff frequency.
� BW Highpass 60 dB
A ten-pole highpass filter, with 60 dB attenuation per octave below the cutoff frequency.
The Transistor Ladder filters are exclusively low-pass types and resemble analog transistor-based
designs. The key feature of these filters is that they contain saturation in all stages, thus coloring
incoming signals, even without any resonance applied. Note that the Transistor Ladder filters
require substantially more CPU than the Clean Multimode filters.
A two-pole lowpass filter, with 12 dB attenuation per octave above the cutoff frequency.
� TR Lowpass 18 dB
A three-pole lowpass filter, with 18 dB attenuation per octave above the cutoff frequency.
� TR Lowpass 24 dB
A four-pole lowpass filter, with 24 dB attenuation per octave above the cutoff frequency.
� TR Lowpass 30 dB
A five-pole lowpass filter, with 30 dB attenuation per octave above the cutoff frequency.
� Acid Lowpass
This special filter mimics a four-pole transistor network with unbuffered filter stages.
The result is a rather dark timbre, unlike any of the other filter types.
Sallen-Key (SK)
The Sallen-Key filters are two-pole, multi-mode filter designs. What makes them special is the
character of the filter's resonance.
� SK Lowpass 12 dB
A two-pole lowpass filter, with 12 dB attenuation per octave above the cutoff frequency.
� SK Bandpass 12 dB
A two-pole bandpass filter, with 6 dB attenuation per octave on either side around the cutoff
frequency.
A two-pole highpass filter, with 12 dB attenuation per octave below the cutoff frequency.
Dune 1
DUNE 3 incorporates two filter types from DUNE 1 ("Lowpass 12dB" and "Lowpass 24dB").
These are provided to facilitate creating patches that sound like DUNE 1 patches.
� Dune 12 dB
A two-pole low-pass filter, with 12 dB attenuation per octave above the cutoff frequency.
� Dune 24 dB
A four-pole low-pass filter, with 24 dB attenuation per octave below the cutoff frequency.
4.7.3. Balance
The Balance knob (BAL) blends seamlessly between Filter 1 and Filter 2. If the knob is turned all
the way to the left, only Filter 1 will be audible. Turned fully clockwise to the right, only Filter 2
will be audible. In the middle position, both filters are equally audible.
4.7.4. Link
When the LINK switch is enabled, the parameters of FILTER 1 and FILTER 2 can be controlled
simultaneously using the FILTER 1 knobs. For example, when turning the FILTER 1 CUTOFF knob,
the FILTER 2 CUTOFF knob will also move.
Note that the FILTER 2 controls keep their relative distance to FILTER 1 (if there is any) prior to
moving the knob.
DUNE 3 features an insert effect section, which allows for additional processing in addition
to the two main filters.
� Light Dist
Performs a mild distortion on the input signal. The input gain is adjustable using the AMOUNT
knob, which determines the amount of distortion applied. The output of the distortion stage
passes through a low-pass filter with an adjustable cutoff frequency. Both the amount of
distortion and the lowpass filter cutoff frequency can be modulated via the MOD MATRIX.
� Hard Dist
A stronger distortion effect than light distortion, with more gain and a different timbre.
� Foldbk Soft
A foldback distortion with a smoother slope and less artifacts. This makes it a good alternative
to the light & hard distortion types.
� Foldbk Hard
A special kind of distortion, where the signal is distorted along a bipolar curve such as a triangle
or sine wave. The result is a rather extreme distortion. The sound of foldback distortion is
often very digital and creates strong artifacts, so this effect should be used with some care.
� Bitcrush
The amount of reduction is controlled using the AMT knob. If the signal range is reduced to 2
bits, for instance, each sample passing through the filter is reduced to only 4 different states.
Strong reduction makes the result sound like a square wave and creates strong digital artifacts.
To tame the artifacts, the lowpass filter on the output can be used to attenuate high frequencies.
Ratecrush is another effect that creates strong digital artifacts. In contrast to Bitcrush,
Ratecrush employs a sample-and-hold circuit to reduce a sound's sample rate, as opposed to
its dynamic range.
� Halfrect
The half-wave rectifier effect nulls the negative half-wave of the incoming signal.
Note that the signal level should be 0 dB for this effect to work best, otherwise a temporary
DC offset may occur, which results in a short audible "thump" noise when pressing a key.
� Fullrect
The full-wave rectifier effect mirrors the negative half-wave of the incoming signal, such that
it becomes positive.
Note that the signal level should be 0 dB for this effect to work best, otherwise a temporary
DC offset may occur, which results in a short audible "thump" noise when pressing a key.
� Phaser
The AMT knob controls the frequency of the notches, and the LP knob controls the feedback
in +/- 100%. A classic sweeping phaser effect can be obtained by modulating the AMT knob
position with one of the sources in the modulation matrix.
� Highpass 1p
A one-pole highpass filter with 6 dB attenuation per octave below the cutoff frequency.
The cutoff frequency is controlled via the AMOUNT knob and can be modulated via the
modulation matrix. The extra filter can be used to fine-tune the response of the main filter.
For example, a 2-pole bandpass filter could be turned into a 3-pole filter. Another option
is to apply different modulation effects to the main filter and the extra filter.
A two-pole highpass filter with 12 dB/oct attenuation below the cutoff frequency.
� Lowpass 1p
A basic one-pole lowpass filter with 6 dB attenuation per octave above the cutoff frequency.
� Lowpass 2p
A two-pole lowpass filter with 12 dB attenuation per octave above the cutoff frequency.
� Lowcut+KT
A low-cut filter with keytracking. This means that the filter will adjust its cutoff frequency
according to the current key pressed.
This filter type is useful in shaping the first partials of a sound, in particular the fundamental.
� Notch
A two-pole notch filter, where the AMT knob controls the frequency of the notch.
� Comb
The spacing between notches can be controlled via the AMT knob.
� Formant
Using the AMT knob, the Formant filter blends between the two vowels "A" and "O".
� Vowel
The Vowel filter sweeps between all vowels (A,E,I,O,U) by using the AMT knob.
Interesting effects can be obtained by modulating the AMT knob position with one of the
sources in the modulation matrix.
The way the two filters and the insert effect are processed is determined by the ROUTE pop-up.
The following setups are possible in DUNE 3:
Note that the filter routing has a strong effect not only on the sound, but also on the behavior
of the Filter Balance knob described above.
An envelope controls a sound parameter over time, starting from the instant a key is pressed.
The filter envelope is designed specifically to control the filter cutoff frequency, but it can be
used to control other parameters via the Modulation Matrix (see chapter 8. Modulation Matrix).
The ENV AMT (Envelope Amount) knob controls the extent of the filter envelope's effect on the
cutoff frequency. Set to zero, the filter envelope has no effect on the cutoff frequency. At 100%,
the envelope spans the entire cutoff range, from the minimum to the maximum value.
Most sounds use a low-pass filter with an envelope amount setting in between the two extremes,
with the envelope attack and sustain set to their minimum values. This creates the most common
timbre, which is a bright start followed by a darker sustain stage. These settings mimic the sonic
properties of many acoustic instruments.
In rare cases, you may also want to set the envelope amount to a negative value. This is useful
for creating sounds which become bright when releasing a key. A negative envelope amount
can be set using the modulation matrix, with the envelope amount knob set to zero.
Note that when a dual filter is used, the filter envelope affects both filters simultaneously.
ATTACK
The ATTACK parameter specifies the duration it takes for the envelope to reach its maximum
value. Most sounds use a setting near the minimum, which will produce a sound with a bright,
snappy start.
DECAY
After reaching the peak, the decay stage commences. During the decay stage, the envelope falls
back to a lower level (the sustain level). The DECAY knob specifies the duration of the decay stage
(how long it takes to fall back to the sustain level).
SUSTAIN
Sets the level that is reached after the decay stage ends. The sustain stage lasts as long as a key
is held.
The final release stage is triggered whenever a key is released. RELEASE specifies the duration
it takes for the envelope to fall to zero. Note that when the SUSTAIN level is set to zero, the
release parameter may have no effect if the envelope has already reached zero.
ANALOG
The AMP ENVELOPE is located below the FILTER ENVELOPE. The AMP ENVELOPE controls
the progression of the volume of a sound (see fig. 4.9). It works in the same way as the FILTER
ENVELOPE.
The ATTACK parameter specifies the duration it takes for the amplitude envelope to go from
zero to its maximum level.
DECAY
The DECAY parameter specifies the duration of the decay stage (how long it takes the amplitude
to fall back to the sustain level).
SUSTAIN
Specifies the level that is reached after the decay stage ends. The sustain stage lasts as long
as a key is held.
RELEASE
The final release stage is triggered whenever a key is released. RELEASE specifies the duration
it takes the envelope to fall to zero.
LEVEL
Controls the level of the amplitude envelope, which simply boils down to the overall level of the
current voice. If you wish to modulate the volume of a patch, this is usually the right destination
parameter to choose.
The "Unison Voices" section is in the upper righthand corner of the user interface between the
central monitor and the MASTER section.
DUNE 3 can utilize multiple voices simultaneously for each note played. Using multiple voices
instead of just one can produce thick and spacious sounds.
To use several voices effectively, the individual voices must differ from each other. For a wider
or fatter sound, simply increase the number of unison voices, then use the DETUNE or SPRD
parameters to widen the sound.
A more in depth way of working with UNISON VOICES is to directly edit specific voices. This can
be done by selecting a voice in the COMMON/VOICES EDIT section and making changes to
its sound parameters. This way of working with Unison voices lets you stack completely different
sounds.
AMT
Controls the number of voices used for each note played. As an example, when set to two voices,
each key press will trigger two unison voices.
Note that CPU usage doubles as the number of unison voices is doubled, since two voices per
key means twice the processing.
The MAIN monitor displays the current number of active voices, as well as the maximum possible
number of voices.
DETUNE
Detunes the unison voices, with higher settings correspond to more harmonic variation.
A minimum of two voices is necessary to have an audible change.
The DETUNE amount is centered around the main note pitch. For example, when playing A4 (440
Hz) and detuning two voices by 1 Hz to 339 Hz and 441 Hz respectively, the resulting note of all
three voices played together will be perceived as 440 Hz.
SPRD
VOICES SOLO
Allows the user to solo individual voices. Note that you can only solo voices that are currently
in use. Pressing solo on the 4th voice of a 3-voice patch will thus result in silence.
The COMMON/VOICES EDIT section is located just below the UNISON VOICES section. It's where
the patch's individual voices can be fine-tuned.
EDIT
From the COMMON/VOICES EDIT section it's possible to edit all unison voices combined (ALL),
or to select and edit individual voices. Since each unison voice has its own set of parameters, it's
possible to stack up to 8 different sounds.
When a specific voice is selected, its parameters can be copied by pressing the COPY button at
the upper righthand side of the COMMON/VOICES EDIT section. To apply the copied parameters
to another voice, simply select the destination voice, then press PASTE. The COPY/PASTE function
also works with ARP 1 and ARP 2, both of which can be applied from one voice to another and
turned on or off for each voice.
MIX
The MIX button of the COMMON/VOICES EDIT section is provided to give full control over the
volume of each individual voice within the patch. The 8 knobs provided control the LEVEL of the
sound, with the numbers below each knob correlating to the VOICE number.
GLIDE
The glide knob controls the pitch glide effect for successive notes. Turned fully to the left,
no glide will occur between notes. At higher settings, the pitch glide time increases. Each unison
voice can have its own glide time.
ARP 1
Enables or disables the first arpeggiator (ARP 1). Note that the arpeggiator can be enabled
or disabled for each voice for increased versatility.
ARP 2
Enables or disables the second arpeggiator (ARP 2). Note that the arpeggiator can be enabled
or disabled for each voice for increased versatility.
FX 1
Enabling this button sends the voice through the first FX Bus. The FX bus can be enabled
or disabled for each voice separately.
FX 2
Enabling this button sends the voice through the second FX Bus. The FX bus can be enabled
or disabled for each voice separately.
VOICES SOLO
Each of the individual voices can be soloed. Note that only voices that are in use can be soloed.
Pressing solo on the 4th voice of a 3-voice patch will thus result in silence.
The Master section contains basic performance parameters and provides control over the global
volume.
POLYPHONY
The polyphony popup menu lets the user specify how many notes can be played simultaneously.
The main purpose of limiting polyphony is to limit CPU usage, as less voices need to be rendered.
Note that when sounds have long release times (pads, strings, and choirs, etc.), it's a good idea
to choose a polyphony of 12 or 16, even when only playing a few notes at a time. Otherwise, old
notes get cut, which can lead to clicks.
When choosing Mono or Legato, only one note can be played at a time. Whereas Mono re-triggers
the envelope each time a new note is played, in Legato mode, notes transition smoothly from
one to another without re-triggering the envelopes.
Legato mode can be useful for bass and lead sounds, particularly in combination with the GLIDE
knob. The result is a unique playing feel and sound which can be better for monophonic lines.
Using Mono or Legato mode also demands the least CPU usage.
LIMITER
DUNE 3 features an optional brick-wall limiter at its output, which is placed after the Master
VOLUME control.
The limiter lowers spurious peaks, such that the output signal will never exceed a level of 0 dB.
Note that the limiter is a zero-delay type. It should therefore be used with care and not driven
too hard. Otherwise, it may degrade the quality of the output signal.
4.13. MSEGs
DUNE 3 features four graphical envelopes. Individually, these are referred to as an MSEG
(Multiple Segment Envelope Generator).
Graphical envelopes allow for the precise and customizable adjustment of sound parameters
over time, and thus serve as versatile modulation sources. MSEGs can be looped, which allows
for the creation of rhythmic gate effects (for instance, the classic "trance" gate sound).
� Create new points either with the left mouse button (double-click), or with the middle mouse
button (single-click).
� Move points by clicking on them with the left mouse button, then moving them in any direction.
� Change a segment's curve shape by clicking on it with the left mouse button, then drag the
mouse up or down.
� PRESET opens a factory MSEG preset, or saves a custom user preset for later use.
� PASTE replaces the current envelope with an envelope stored in the clipboard.
MODE
� Note On starts the MSEG when pressing a key, then traverses the envelope until the last point
is reached. Note that MSEGs are polyphonic in this mode when modulating voice parameters
(such as pitch). Each voice thus keeps its own envelope position.
� Note Off triggers the MSEG when releasing a key. Like Note On, MSEGs are polyphonic in this
mode as well.
� Key On mode is identical to Note On, except when the arpeggiator is enabled. Note On will
react to every note that is triggered by the arpeggiator, while Key On will only react to the MIDI
keys pressed. Key On mode thus allows for the modulation of a whole arpeggiated sequence.
For example, Key On can be used to fade in an arpeggiated sequence.
� Loop mode periodically loops through the envelope. MSEGs are monophonic in this mode (all
MSEG destinations receive the same signal). This is important when using the envelope for
trance gate and other rhythmic effects that are synchronized to the song tempo.
When the SYNC switch is off, the envelope operates in seconds. The timeline shows seconds,
and the maximum length can be adjusted in seconds. If the SYNC switch is on, the MSEG operates
in sync with the host tempo. The timeline is switched to a musical notation in the format
"bars.quarters". For instance, 4.2 correlates to the second quarter note in the fourth bar.
RATE
When the SYNC switch is off, the RATE knob simply scales the entire envelope from 1/10th to 10
times its duration. Set to the central position, the envelope time is unaffected by the RATE knob.
An envelope spanning 1 second would therefore take exactly 1 second to complete.
When SYNC is on, the envelope duration is scaled with precise rhythmic values, which are
determined by the host tempo. Setting the RATE knob to half a bar (1/2) will traverse the envelope
twice as fast as the default setting of one bar (1/1), for instance. For more sophisticated effects,
Triplet (T) and dotted (*) values can be dialed in.
The MSEG rate can be modulated via the modulation matrix. Note that this only works when
SYNC is disabled.
LENGTH
Specifies the maximum duration of the envelope. The meaning depends on the RATE knob and
the SYNC switch. If SYNC is disabled and RATE set to center, the maximum duration is given
in seconds. If SYNC is enabled, the maximum duration is given in measures.
VELOCITY (VEL)
With the Velocity (VEL) knob, the envelope amount can be varied according to the velocity of the
MIDI key pressed. At the default center position, velocity has no effect.
KTRK
Makes the envelope rate dependent on the MIDI key number pressed.
Keytracking is normally set to zero, which means the MIDI key number has no effect on the
envelope. The higher the keytrack value, the shorter the envelope will be when pressing higher
keys. This is useful for imitating the behavior of acoustic instruments such as the guitar, which
decays more quickly at higher notes than lower ones).
Keytracking requires the SYNC switch to be turned off, otherwise it will have no effect.
4.14. LFOs
Using oscillators, the filter, and envelopes, it's possible to control the basic properties of a sound,
such as timbre, volume, and pitch. For bass and percussive sounds, this may be enough to get
good results, but for pads and lead sounds, the sustain stage can still sound dull.
This is where LFOs (Low Frequency Oscillators) come into play. LFOs function like standard
oscillators, and usually generate a periodic signal using similar waveforms (see fig. 4.14). LFOs
are inaudible, however. Their only purpose is to continually modulate one or more aspects
of the sound.
The most typical application for an LFO is to modulate volume, filter cutoff frequency, or pitch
to create a vibrato or tremolo effect. LFOs can also modulate each other's volume or frequency
to obtain even more interesting variations in sound. DUNE 3's three LFOs are much more capable
than that, as almost any sound parameter can be used as a modulation destination in the
Modulation Matrix.
Assigning destinations to LFOs and adjusting the modulation depth is performed entirely
in the Modulation Matrix, which is covered in in this manual in chapter 8. Modulation Matrix.
By clicking on the shape popup menu, you may select one of the waveform shapes depicted in
fig. 4.14 Ramp, Pulse, Triangle, and Sine are periodic waveforms, while S+H noise (Sample-and-
Hold), as well as S+G noise (Sample-and-Glide) are random signals. Random modulation signals
are useful for special effects or to simulate the behavior of old analog hardware, by choosing
a very slow and subtle modulation.
RATE
By default, LFOs run at a constant rate specified in Hz, independent of the MIDI note played.
Typical settings are between 3-6 Hz for vibrato or tremolo effects. When the SYNC switch
is enabled, the LFO's modulation rate is specified in rhythmic units determined by the project
tempo. These units include quarters, eighths, or sixteenth notes, with either standard rhythmic
durations, or in triplet (T) and dotted (*) form. Examples:
POLY
By default, LFOs operate in a global fashion. In other words, all voice destinations receive the
same LFO signal. By contrast, when the POLY switch is enabled, each voice uses its own local
LFO. This lets the user program modulations that always start at zero phase, for instance.
FADE-IN
Modulations usually start immediately when a key is pressed, and last for the entire duration
of the sound.
OFFSET
Adds or subtracts an offset from the LFO Output, while simultaneously adjusting the LFO
amplitude. This can produce interesting effects when modulated via the Modulation Matrix.
AMOUNT
In combination with the Modulation Matrix, this is useful for fine-tuning the overall amount
of modulation generated by the LFO. Furthermore, the AMOUNT knob can itself be modulated
via the modulation matrix. This is useful for varying the modulation amount over time with
a second LFO or with an envelope.
DUNE 3 offers two effects busses. Each contains 9 effects to further enhance the shape and
timbre of patches. All effects units may be used simultaneously. Every unit, except for EQUALIZER
1 and 2, offer several sub-types for added versatility.
Note that all effects are global. This means that all voices enabled for a specific effect bus are
first summed and subsequently processed by the effect bus.
The effects are processed from left to right in the order they appear. By default, DISTORTION
is applied first and REVERB last. You can however modify the order of effects by dragging the
individual sections to the left or right.
For example, when you click on an effect label (e.g., "DELAY") a red border will appear. While
holding the left-click on the effect label, you can move it into any spot you like.
4.15.1. Distortion
Distortion changes the audio signal in a nonlinear manner, which creates new overtones.
This results in a harsher sound.
DUNE 3 offers a variety of different distortion types, which are listed below:
� Grunge simulates the vintage DS-1 pedal, popularized by its use in Grunge music.
� Screamer is a classic stomp box emulation. There are two variations of this algorithm, one
with 4x oversampling and one with 32x oversampling. The latter requires more processing
power but can provide higher quality, particularly when distorting high notes.
� Dynacrush is a variation of Bitcrush, but with a different timbre that depends on the input
signal. Sometimes the results are more subtle than Bitcrush, while at other times they can be
harsher.
� Ratecrush reduces the sample rate of the signal by using a sample-and-hold circuit.
� Exciter distorts only the high frequencies of a signal, leaving other frequencies largely
unaffected.
� Lo-Fi simulates band-limited signal transmission, filtering out the high frequencies completely.
Note that Hard Clip, Bitcrush and Ratecrush can sound both digital and harsh at high drive
settings, so they should be used with care.
DRIVE
Controls the amount of distortion applied to the sound. Higher settings correlate to a more
saturated and aggressive tone. When adjusting the DRIVE amount, and in general when working
with distortion, it's a good idea to closely monitor your volume. Additionally, avoid abruptly
dialing in amounts. Do so gradually instead.
TONE
Tone usually controls the mid frequencies of the output signal, with the central position resulting
in a largely neutral sound. In DUNE 3, the implementation and effect of the TONE knob varies
depending on which distortion type is chosen.
DRY/WET
Blends between the dry and processed (wet) signal. For guitar-type distortion effects, this
parameter should typically be set to 100%. For all other types, it's often a good idea to start with
lower values and adjusting to taste.
� B1/B2 (Peaking Bell) amplifies or attenuates the region around the chosen frequency.
� LC (Low Cut) attenuates all frequencies below the chosen frequency using a constant slope
given in dB per octave.
� HC (High Cut) attenuates all frequencies above the chosen frequency using a constant slope
given in dB per octave.
The EQ contains an interactive display on the right side of the interface. This display plots the
frequency response from 20 Hz to 20 kHz according to the current EQ settings. This provides
instant visual feedback of how the audio signal is being processed.The gain and attenuation
of all frequencies are displayed along the vertical axis of the display, with a gain range
of ±20 dB.
By left-clicking and dragging the labeled circles, the frequency and gain of the respective EQ
band can be changed directly. The EQ bands B1 and B2 additionally feature a Q parameter, which
can be changed by right-clicking and dragging a circle.
The Low-Cut filter (LC) and the High-Cut filter (HC), located at the leftmost and rightmost sides
of the EQ, are provided in addition to the usual bell and shelf bands.
Both the LC and the HC are turned off by default to keep the EQ response flat and to reduce
CPU usage. The filters are enabled by selecting the desired slope from the popup menu within
each filter type's assigned section.
The filter parameters comprise the corner frequency given in Hz, as well as the slope given in
dB/octave. The slope can be adjusted from 12 dB to 48 dB, thus allowing a substantial range
from a gentle response to a very steep one.
Both the low cut and high cut filters are excellent choices for cleaning up an instrument track,
a recording, or even an entire mix. For example, the low cut filter can be used to remove
everything below 30 Hz with a steep slope like 48 dB/octave. The high cut filter can be used to
remove high-frequency hiss. Shelf type filters are often not suitable for this purpose since their
slope is too gentle.
The low cut and high cut filter frequencies can be modulated via the Modulation Matrix
(see chapter 8. Modulation Matrix).
The low shelf (LS) filter is designed to boost or attenuate bass frequencies, although it can be
used across the entire spectrum.
When attenuating bass frequencies, the low shelf filter only attenuates by the specified dB value.
For this reason, it's preferable to use the low shelf filter whenever a subtle change in bass
frequencies is desired. For instance, you can use the low shelf filter to lower all bass frequencies
below 100 Hz by -3 dB.
The high shelf (HS) filter is a mirrored version of the low shelf filter, but is designed to boost or
attenuate high frequencies, as opposed to low ones. The high shelf filter has the same
parameters as the low shelf filter.
Parametric EQ
All three parameters can be changed either via the interactive display mentioned above, or via
the corresponding knobs on the panel.
Bell-shaped EQs are the most common types, due to their versatility. Parametric EQs can be
used to gently boost or cut any frequency region using a low Q factor, or they can be used to
eliminate problematic frequencies using a high Q factor and strong attenuation when sweeping
through frequencies.
The TYPE button lets the user switch from the default bell-shaped EQ to a shelf type. Due to the
extra Q control, this provides a more flexible version of the low/high shelf filters.
4.15.3. Phaser
A phaser modifies the phase of the signal around a frequency, then adds it back to the original
signal. The result is a notch in the frequency spectrum. By varying the operation frequency
periodically with an LFO, the typical sweeping sound of a phaser is achieved.
TYPE
The phaser can use between 2 and 12 stages. Each pair of stages produces one notch in the
frequency spectrum. Two stages thus produce one notch. More stages produce more notches,
which increases the phasing effect.
"Super Phaser" is an analog inspired six-stage phaser with its own distinct timbre.
Sets the modulation rate of the effect in Hertz (Hz). When the SYNC switch is enabled, the rate
is specified in units of the current song tempo, such as quarters, eighths, or sixteenth notes.
These can be as standard rhythmic durations, or in triplet (T) and dotted (*) form. Examples:
SPREAD
Adjusts the width of the notches produced by the phaser. Usually, 100% sounds best.
FEEDBACK
The output of the phaser can be fed back to its input, thus creating a resonant sweep. Both
positive and negative feedback is possible. At the central position, no feedback will occur.
FREQ
Sets the lowest frequency of the Phaser. For the Chorus/Flanger types, this parameter specifies
the frequency range to include. Usually this should be set to its maximum value to include the
entire frequency spectrum.
DEPTH
Sets the modulation depth of the LFO. Set to 0%, there is no modulation and thus no sweeping
effect, resulting in a static sound. When increasing the modulation depth, the phaser operates
on a larger frequency region, which expands the sweeping effect.
Since the phaser operates in stereo, both channels have their own designated LFO. With the
offset knob, the relative phase difference between both channels can be adjusted from 0 to 180
degrees. Set to 0%, both channels produce an identical sweep. Set to non-zero values, both
channels will operate on different frequency regions, making the effect more spatially oriented.
DRY/WET
Mixes the dry and processed (wet) signal. Since the phasing effect is achieved by mixing the
original and processed signals, the mix ratio should typically be around 50%. Lower values can
be useful to make the effect more subtle, and higher values can be useful with strong feedback.
4.15.4. Chorus
A chorus or flanger effect is obtained by summing a signal with a delayed copy of itself.
When the delay is continuously varied with a low-frequency oscillator, and produced separately
for the left and right channels, the sound becomes thicker and more spatial. Using smaller delay
times and adding feedback results in a flanging effect.
MODE
� Dimensional, JP Chorus, and JP Flanger are vintage chorus emulations that create a warm
and spatial stereo image.
� Dual uses two delay lines per channel to obtain a thicker sound than a single type chorus.
OFFSET
Adjusts the minimum delay time. Medium to high settings are useful for creating a typical chorus
effect, while low values are useful for flanging.
RATE
DEPTH
Sets the modulation depth of the LFO. Set to zero, there is no modulation and thus no sweeping
effect; the sound will be static.
LR OFFSET
Since the chorus operates in stereo, both channels have their own LFO.
With the offset knob, the relative phase difference between both channels can be adjusted from
0 to 180 degrees. Set to zero, both channels produce an identical sweep, while non-zero values
make the chorus effect more spatial.
FEEDBACK
The output of the chorus delay lines can be fed back to their input, creating a resonance effect.
Both positive and negative feedback is possible. At the central position there is no feedback.
For a classic chorus sound, the feedback should be set to zero. For flanging effects, use strong
positive or negative feedback.
Cuts the bass frequencies of the chorus effect. This only affects the processed signal.
The Low Cut filter is especially useful with low-pitched sounds, as it helps avoid frequency mashes
caused by the chorus effect.
HIGH CUT
Cuts treble frequencies of the chorus effect. Again, this only affects the processed signal.
DRY/WET
Mixes the dry and processed (wet) signal. Since the chorus effect is achieved by mixing the
original signal with a delayed copy of itself, the mix ratio should typically be around 50%.
Lower values can be useful to make the effect more subtle, and higher values can be useful with
strong feedback.
A delay effect produces a series of echoes. The duration of the echoes is usually locked to the
host tempo. A total of twelve delay types are available.
MODE
� Simple creates a series of echoes that are centered in the stereo field.
� Ping-Pong creates echoes that alternate between the left and right channels.
� Dual Ping-Pong uses two ping-pong delay units, one for each channel. The result is a pair
of echoes that alternate between the left and right channels.
� Diffuse works like the Simple delay, except that each echo becomes increasingly diffused.
� Tape works like the Simple delay, except that each echo becomes increasingly saturated.
� L-C-R (Left Center Right) is a special delay type where the echoes alternate between the left
channel, the center, the right channel and the center again, and so on.
� Filtered creates echoes with changing timbres. This delay program features a CUTOFF and Q
knob to control the filtering of the delayed sound.
� Rhythmic works like the Simple delay but uses a specific pattern.
� Swing lets the user create swing-type delay effects by adjusting the timing of every other echo.
The swing amount is adjusted via the SWING knob.
� Vintage is a special delay program that creates warm and spacious echoes.
� Reverse creates a reversed delay signal, then produces echoes of the reversed signal.
Note that this effect should be used on a reasonably complex input signal. It's most obvious
on a vocal patch: "Hello" becomes "Olleh".
RATE L/R
The delay time can be specified independently for the left and right channels.
By default, delay times are synced to the host tempo and are specified in quarters, eighths,
sixteenths, etc. Triplet (T) or dotted (*) values can be specified as well.
Turning SYNC off lets the user specify the delay time in milliseconds (ms) separately for each
channel.
When using very short delay times (e.g., 1 ms), the ear can no longer perceive the individual
echoes as such. The result is a comb-filter effect which can sound interesting. When SYNC is off,
it's also possible to modulate the delay time via the modulation matrix.
LOW CUT
The echoes can be processed by a 6 dB/oct lowpass filter, making each subsequent echo darker.
Set to zero, the lowpass filter is disabled.
HIGH CUT
The echoes can be processed by a 6 dB/oct highpass filter, making each subsequent echo brighter
than the previous one. Set to zero, the highpass filter is disabled.
WIDTH
By default, all delay programs operate in full stereo. When using the ping-pong delay, for instance,
the generated echoes will alternate between the left and right speakers, with no signal in the
center. If this effect sounds too strong, the width knob can be used to reduce the stereo image
down to a mono signal.
The feedback knob adjusts the length of time the echoes are repeated for. The percentage
specifies the level change from one echo to the next. This means that 100% creates an infinite
series of echoes, 50% cuts the level of each subsequent echo in half, and so on.
MOD-RATE
MOD-AMT
The MOD-AMT knob adjusts the modulation depth of an LFO that modulates the delay time.
Set to zero, no modulation takes place, and the echoes will sound static. Small modulation
amounts cause the delay to sound slightly more organic, as the delay constantly varies a little
over time. Large modulation amounts cause a noticeable pitch modulation, which can be used
for special effects.
DRY/WET
4.15.6. Reverb
Reverb is used to create the illusion of a sound being played back in a spatial environment such
as a living room, hall, or cathedral. Eighteen different algorithms are offered in DUNE 3.
TYPE
� Cathedral is an algorithm designed for large spaces with a reverb time of 4-5 seconds or more.
� Chapel simulates a large chapel and works best for reverb times of 2-3 sec.
� Big Room simulates a room, designed for a reverb time around 1 sec.
� Gated Room and Studio Room are designed for (very) short reverb times.
� Plate is a highly diffuse reverb program, as it does not simulate a specific space.
� RutaVerb simulates a concert hall. The algorithm produces a dense reverb with exceptional
realism and a nice reverb tail.
� Small Hall / Medium Hall / Large Hall simulates a hall space of various sizes (small, medium,
or large). The algorithm works best with reverb times of 3 secs and more.
� Slapback Hall simulates a hall with strong early reflections occurring after a few milliseconds.
� Shimmer Room and Shimmer Hall create a "shimmer" effect on top of the reverb sound.
The amount and brightness of the shimmer effect is controlled by the SHIMMER and REGEN
knobs, respectively.
� Vintage 24 algorithms are based on a timeless vintage reverb from the 1970s. All three types
contain an additional DEPTH control which can be used to adjusts the buildup of the reverb.
� Vintage 24 Room is designed for small spaces and short reverb times of up to 2 sec.
� Vintage 24 Small Hall and Large Hall are designed for larger spaces. Whereas the Small Hall
tends to sound smooth and bright, the Large Hall tends to sound dark and grainy.
Adjusts the onset of the reverberated signal. When set to zero, the reverberated signal
commences almost immediately. Higher settings delay the signal, which can be useful to change
the listener's perception of the room size.
TIME
Adjusts the reverb time in seconds. Reverb time is defined as the time it takes the wet signal
to reach -60 dB. Note that the displayed value is an approximation, and that other parameters
like high-frequency damping can shorten the perceived reverb time.
HF DAMP
Changes the simulated room's wall materials. Low settings simulate reflective walls with a bright,
uncolored sound. High settings simulate absorbent walls with progressively darker timbres.
LOW CUT
Useful for removing unwanted low frequencies from the processed signal. This is useful for
sounds containing strong bass frequencies, such as bass drums, etc. Note that only the
reverberated signal, and not the dry signal, is affected by this parameter.
HIGH CUT
This is an additional parameter in the Vintage 24 algorithms. This parameter removes high
frequencies from the reverberated signal, and can be used to create darker spaces.
COLOR
Can be used to equalize the mid frequencies of the reverberated signal. At the central position
the reverberated signal is unaffected. Turning the knob to the left cuts the mid frequencies, while
turning it to the right boosts the mid frequencies.
All reverbs in DUNE 3 employ modulation via an LFO to generate a rich timbre. MOD-AMT
(Modulation Amount) adjusts how strong this modulation is.
WIDTH
Adjusts the width of the reverb. By default, the reverb width is set to 100%, thus creating a wide
stereo image.
DRY/WET
4.15.7. Compressor
Compressors reduce the dynamic range of a signal. This can increase the perceived loudness
of a signal, but it can also reduce clipping in a digital environment.
A compressor performs dynamic range reduction by lowering the level of loud passages.
What is considered "loud" is specified by the user, in the form of a threshold level given in decibel
(dB) amounts.
� Opto is a single-band compressor inspired by hardware devices that use optical attenuators
to control the dynamics of the signal. Unlike the Air compressor, Opto yields a more
transparent signal if the amount of compression applied is low.
� Punch is based on a classic analog solid-state design. It's useful for giving more punch to kick
or drum sounds.
� Vintage is a classic single-band compressor that adds a small amount of smooth saturation
on the output signal.
INPUT
Adjusts the input level. The input level affects the amount of compression and should be adjusted
such that the level meter peaks at around 0 dB.
RATIO
Specifies how much the compressor lowers (compresses) passages that are louder than the
threshold. For example, a ratio of 1:1 means that the sound comes out at 1 to 1 (as it is).
The compressor will in this case do nothing.
THRES
The threshold knob sets the level at which a passage is considered "loud" (the point at which
the compressor will start working). For example, if you set the threshold to -16 dB, then
everything below that level will pass through, while anything above -16 dB will be attenuated
according to the ratio setting.
ATTACK
Adjusts the time it takes for the compressor to react to a signal exceeding the threshold.
The attack time involves a trade-off: Short attack times usually sound more transparent, but they
can also cause distortion artifacts on signals when the compressor reacts too quickly. Long attack
times usually don't cause distortion, but fast transients pass through uncompressed, which can
sometimes sound objectionable.
RELEASE
Adjusts the time it takes for the compressor to recover when the threshold is no longer
exceeded.
OUTPUT
DRY/WET
Blends between the dry and processed (wet) signals. While a compressor is traditionally used
100% wet, mixing in the dry signal has become a popular trick known as "parallel" or "New York"
compression.
Since version v3.5, DUNE 3 has maintained an extensive Patch Browser which lets the user search
for specific sounds, manage soundbanks, mark favorites, and even create completely new sounds
with the Genetics function.
The Patch Browser is opened by left-clicking on "BROWSER" in the center monitor.
Important: Since the Patch Browser is typically used to change the currently selected patch,
any changes made to the active patch should be saved before using the Patch Browser.
SOUNDBANKS
When the browser is opened for the first time, all installed patches from all soundbanks are
shown on the right column. By left-clicking on a soundbank, the displayed patches can be limited
to the selected soundbank. By right-clicking on a soundbank, that soundbank can be renamed,
or its location in the file system can be revealed.
In addition to the factory soundbanks, there are special banks highlighted in color:
� Genetics: displays all saved patches made with the GENETICS function.
� User: displays the user's own patches, which can be stored in this soundbank.
� Trash: displays patches that have been moved to the trash can. These patches can then
be permanently deleted by right-clicking and selecting "Clear Trash".
With the function "Create new soundbank..." a new soundbank can be created with the
desired name.
AUTHORS
This popup menu can be used to limit the patches displayed on the right to a specific author.
By default, all authors are displayed.
CATEGORIES
Multiple selection is possible by holding the CTRL key. The "Show uncategorized patches" function
displays all patches that have not yet been assigned to a category yet. This is useful for sound
designers who are creating a new soundbank.
The right column shows all patches that match the current selection criteria. Left-clicking on
a patch selects and makes it the current patch. Multiple selection is possible by holding either
the CTRL or SHIFT keys. Using Drag+Drop, selected patches can be assigned to a specific
soundbank or category.
The search box on top can be used to search for specific patch names. Entering a string will
immediately show all patches containing this string.
With the "Create new patch..." function at the bottom, a new Init Patch can be created in the
current soundbank.
MENU
� Open Genetics: opens the Genetics tab, which can be used to create new sounds (see below).
� Import Patch / Import Folder: can be used to add a single DUNE 3 patch or a directory
of patches to the soundbanks. This can be useful to quickly integrate patches from external
hard drives or USB sticks.
� Import ZIP Contents: lets the user directly import a zipped soundbank. If there are additionally
required wavetables in the ZIP file besides the patches, these are also automatically copied
into the wavetables directory. In this way, third-party soundbanks can be installed quickly and
conveniently.
� Reload Soundbanks: reloads all patches. This is provided in case patch files have been added
or deleted manually via the file system.
Note: For the folder and ZIP import, if there are wavetables found besides the patches, these
are also automatically copied into the wavetables. In this way, third-party soundbanks can be
installed quickly and conveniently.
With the Genetics function, new sounds can be created from 2-3 existing patches. In doing so,
properties from these patches are pieced together randomly.
GENERATE
After selecting at least two patches in the patch window on the right, (hold down the "CTRL"
key/command key on MacOS for multiple selection), a new patch can be created using the
GENERATE button. If the selected patches fit well together, usually only a few clicks on the
GENERATE button are necessary to get a usable sound.
IMPORTANT*: When pre-listening, the listening volume should be relatively low since the
generated patches are random. This means they can become very loud when generating new
variations.
AUTO
Functions similarly to the GENERATE function. It differs however by randomly selecting and
combining two new patches from the current directory with each click.
SAVE
Stores patches created with the GENERATE and AUTO functions in their own soundbank
("Genetics"). These patches are date and time stamped, which is how they are named in the
folder. They can be renamed at any time by right-clicking on the patch in the Genetics folder,
choosing Rename Patch, and typing the desired name into the box. Alternatively, the selected
patch can be renamed by pressing F2.
AMOUNT
The Genetics function can weight the selected patches differently. This is controlled by the
"Amount" knob.
KEYBOARD SHORTCUTS
To speed up the workflow, the browser supports the following keyboard shortcuts:
DUNE 3 offers the ability to create your own waveforms and wavetables. To use the Wavetable
Editor, one of the oscillator blocks must be set to Wavetable (WT) mode.
With Wavetable (WT) mode chosen, open the Wavetable Editor with the EDIT button:
� In the upper toolbar there are tools for editing and a small window for navigating within the
waveform.
� In the middle is the actual editor. Waveforms can be drawn here with the mouse.
� In the lower area the user can select the desired waveform for editing. A wavetable can contain
up to 256 waveforms. The number of waveforms used can be adjusted with the +/- buttons.
Waveforms or even complete wavetables can be created by entering a mathematical
formula.
6.1. Toolbar
MENU
The MENU popup contains multiple useful functions for creating wavetables.
Loads a wave file (WAV) that replaces the currently selected waveform. The wave file is
automatically adjusted to the required length of 2048 samples.
Loads a wave file (WAV) as a complete wavetable. The number of waveforms remains constant,
so the wave file is "squeezed" into the wavetable.
Loads a wave file (WAV) as a complete wavetable. The number of waveforms is automatically
adjusted to the length of the wave file.
This function is useful if the wave file consists of several waveforms with 2048 samples each.
Saves a wavetable in Dune's WT format. If the wavetable is saved in the \Wavetables folder,
it will appear in the wavetable list the next time DUNE 3 is opened. Exporting wavetables is only
necessary if the wavetable is reused in other patches or projects. Otherwise, saving the current
patch will also save the wavetable settings.
Morph Wavetable
Creates a seamless transition from the first to the last waveform within a wavetable.
All intermediate waveforms are overwritten during this process.
Normalize Wavetable
Copy Waveform
Paste Waveform
Invert Waveform
Reverse Waveform
DC Offset Waveform
This ensures that the energy above and below the zero line is balanced. Removing DC offsets
avoids clicks during the transient stage.
Normalize Waveform
Clean Waveform
Add Waveform
Remove Waveform
Removes the selected waveform from the wavetable. When selecting Remove Waveform,
the wavetable will become smaller.
Tools
� The Selection tool can be used to select a horizontal section in the waveform view.
� The Pen tool can be used to draw waveforms directly in the Editor.
� The Line tool can be used to draw straight lines in the editor.
� The Segment tool can be used to draw several contiguous lines or curves in the editor.
The left mouse button is used to set curve points, which can then be moved by dragging the
mouse.
� The Sine tool opens the additive editor, which lets the user construct a waveform using
individual partials. Each partial has a magnitude (upper part) and a phase (lower part).
The additive editor is useful to create, for example, organ or vocal-like waveforms.
Undo/Redo
The Undo and Redo buttons (left/right arrow) are used to return to previous steps in the editing
process.
Navigation Pane
The Navigation Pane at the top of the WT Editor shows the current waveform and the currently
selected section of it. By zooming into the waveform, the desired section can be moved using
the Navigation Pane.
With the zoom buttons -/+ on the upper righthand side the user can zoom the waveform in and out.
Alternatively, you can use the mouse wheel to zoom in and out if the mouse is either in the Navigation
Pane or the Edit Pane.
Close
6.2. Editor
In the Edit Pane, the user can use a mouse to edit the currently selected waveform.
If, for example, the Pen tool is selected, you can draw the waveform directly.
Selection tool
Using the selection tool, a section of the wavetable can be created by left-clicking/dragging.
Alternatively, the entire waveform can be selected by double-clicking.
With a right click, operations like copy/paste, fade in/out, etc., can be applied to the section.
For real-time editing, Ctrl+Left-click and Alt+Left-click are useful tools for changing the phase
or volume of the selection.
Pen tool
Waveforms can be drawn directly with the left click button. As with the Selection tool, Ctrl+left
click and Alt+left click can be used to adjust the phase or volume of the waveform. A right click
on the mouse is very practical, as it zooms into the selected sample.
Line tool
The Line tool allows the user to draw a straight line by left-clicking/dragging.
Shift+left-click is a useful trick that allows the user to draw the line in such a way that it always
runs along the curve. By drawing lines this way, there won't be hard transitions to the existing
waveform.
Segment tool
While the Pen and Line tools are suitable for drawing waveforms directly, the Segment tool can
be used to create waveforms indirectly along a set of points.
New points can be created or existing points can be moved with the left-click of a mouse.
By default, a straight line is drawn between two points, however this can be changed into a curve
by left-clicking/dragging.
The Additive Editor can be used to construct waveforms from individual partials.
Use left-click and drag to set the magnitude (upper part of the edit window) or the phase (lower
part) of a partial. The most useful partials are the first 10-20, which are largely responsible for
shaping the sound of a waveform. The additive editor is useful for creating create organ, bell,
or vocal-type waveforms.
All waveforms of the wavetable are displayed in the thumbnail view in the lower part of the
wavetable editor. Left-click on one of the waveforms to select it for editing. Use drag and drop
to swap individual waveforms with each other.
Drag and drop is particularly important if you are using modulation to pass through the wavetable,
as the order of the waveforms has a significant influence on the sound.
Next to the input field on the right you will find some presets for inspiration. The formula editor
can also be used to create entire wavetables at once. If you insert a second parameter "y" into
the formula, it represents the ascending position of the waveform within the wavetable.
The following list contains all supported functions that can be used:
Formula Function
� mod(x1,x2) x1 Modulo x2
Since version 3.4, WAV files can be used in patches. This is done via oscillator 3:
After pressing the LOAD button, a directory window opens where you can select your own WAV
files. 16, 24, and 32-bit WAV files between 44.1 and 192 kHz sample rate, in both mono
and stereo, are supported. WAV files can be easily dropped from the chosen directory onto
the WAVEFILE display.
If a WAV file is loaded, the sawtooth/pulse/triangle oscillator is automatically switched off and
replaced by the WAV file instead.
Note: if no sound is heard after pressing a key, the reason might be that the level of oscillator 3
in the mixer is set to zero.
The VIEW button can be used to view and edit the loaded WAV file. In particular, the loop points
can be set or adjusted here.
� In the upper bar there are tools for editing and a small window for navigation within the
waveform.
� In the center is the actual editor. Here the loop points can be set or adjusted. Waveforms can
be drawn directly with the mouse or areas can be selected and changed (e.g., Fade In and
Fade Out).
MENU
The MENU popup contains several useful functions for editing WAV files.
Loop
Turns the loop function on or off. When loop is enabled, the selected segment is repeated
continuously for as long as a note is held.
Draw Ghost
When activated, Draw Ghost will overlay the loop end with the loop starting point when zooming
in. The beginning of the loop is displayed as a dark gray waveform. To get a smooth loop, both
waveforms should be nearly congruent.
Automatically searches for favorable loop points to obtain a loop without clicks. The simpler
the waveform, the better the loop usually sounds.
Show Samples/Seconds
When setting the loop points, the current position is displayed either in samples or in seconds.
DC Offset
Removes the DC offset of the audio file. This ensures that the energy above and below the zero
line is balanced.
Revert
Tools
� The Loop tool selects a region to be repeated continuously during playback. To do this, use
the left mouse button to determine the start point and drag to the desired end point.
Then both the start and end points can be moved separately to define the loop region more
precisely. If clicked outside the loop region, the loop is completely removed, and a new region
can be defined.
� The Selection tool is used for selecting and modifying a horizontal section of the audio file.
Navigation Panel
The navigation panel shows the current audio file and the currently selected section of it. If you
zoom into the audio file, the section can be moved with the help of the navigation area.
Zoom
The zoom buttons (-/+) on the righthand side let the user zoom in and out of the audio file.
Zooming is also possible using the mouse wheel when the mouse is in either the Navigation
Panel or the Edit Area.
Close
The editing area is located in the middle. Here you can use the mouse to edit the currently loaded
WAV file. If, for example, the Loop tool is selected, you can select a region that will be repeated
continuously during playback.
Loop tool
With this tool, a loop can be created by left-clicking/dragging in the editor. Once a loop is created,
clicking outside the loop area will erase the loop. The entire waveform can be selected by
double-clicking.
Using this tool, a selection can be created by left-clicking/dragging. Alternatively, the entire
waveform can be selected by double-clicking. Right-click to apply operations such as copy/paste,
show/hide, etc. to the selection.
For real-time editing, Ctrl+left click can be used to adjust the volume of the selected area.
Pen tool
Use the left mouse button to directly modify individual points of the audio file.
One of the biggest strengths of subtractive synthesizers is their ease of use. The pitch, timbre
and volume of a sound and its progression over time can be controlled in a simple and
straightforward way.
The drawback to subtractive synthesis is that it is achieved by employing fixed structures with
a limited set of parameters. This means that it can be limiting in flexibility and creativity in sound
design tasks.
To create more complex patches, modern synthesizers offer a modulation matrix, where you
can choose from a set of sources and link them to almost any sound parameter (destinations):
The Modulation Matrix in DUNE 3 can be found in the center of the interface. It can be accessed
by clicking on the MOD MATRIX button. Up to 32 source/destination combinations are possible
per patch.
The source and destination parameters can be set by left-clicking. The amount parameter (AMT),
which controls the amount of modulation applied to the destination parameter, is moved like
a knob. The destinations can also be dragged directly to knobs or switches using the Drag+Drop
crosshair icon next to the "DESTINATION" column.
The modulation sources comprise the LFOs. The ability to link an LFO to any sound parameter
makes the traditional LFO destination parameter obsolete and offers far greater flexibility.
Further sources include the graphical envelopes (MSEG 1-4), which must also be assigned to
a destination in the modulation matrix to work. Typical destinations for the graphical envelope
generators include pitch, volume, or frequency modulation (FM) amount when using FM synthesis.
The modulation matrix is also used for assigning MIDI controllers to sound parameters.
For instance, the modulation wheel or expression pedal can be chosen as a source and linked
to any destination parameter. The effect of note velocity is also controlled from within the
modulation matrix. While typically linked to volume, it can be easily set to affect the filter cutoff
frequency or other sound parameters.
Advanced users will appreciate the ability of the modulation matrix to modulate itself by choosing
any of the 32 modulation slots as a destination.
The eight Unison voices in DUNE 3 can be modulated separately via the modulation matrix
if desired. This makes the Unison function in DUNE 3 much more flexible and powerful than the
Unison function found in traditional synthesizers, which often come with either no (or very few)
modulation parameters for unison voices.
This concept is referred to as the Differential Unison Engine, hence the name "DUNE".
To modulate unison voices, the modulation matrix contains a fourth column, "Voice", which can
be used to target specific unison voices. This concept can best be explained using a simple
example matrix:
The second and third column, which are set to modulate volume and panorama, are restricted
to affect the second and third unison voices, respectively. As a result, only those voices will be
modulated.
To understand the unison engine, try experimenting with the example above (or something
similar) on an empty patch (use the "Initialize Patch" function in the Patch menu). Make sure that
the number of unison voices is set to at least three. The number of unison voices can be set
in the Unison panel, which is located above the modulation matrix. Use the SOLO switches
in the same panel to toggle between individual unison voices and to see how the modulation
affects them.
A further example will demonstrate how to set two unison voices to different settings:
Here we modulate two parameters: Filter 1 Cutoff and Filter 1 Reso (resonance). The modulations
are set to affect the second unison voice. As a source, we chose "Const" (constant). The result
is that the two filter parameters are adjusted relative to the knob settings.
For example, if the Cutoff knob is set to 50%, then voice 2 will have a cutoff setting corresponding
to 100% (50% + 50%).
Note that in DUNE 3, there are two ways to change the parameters of unison voices.
For the first, the modulation matrix can be used as described in the second example above.
For the second, voice parameters can be edited directly by using the Voice Edit section.
By contrast, the modulation matrix is used to perform relative changes to the unison voices. This
is useful for keeping common controls. For example, suppose a C-minor chord stab is built with
three unison voices using the modulation matrix. In this case, all three voices can be edited
together. Tweaking the cutoff knob or changing pitch in this way will always affect the entire
chord and not just a single voice.
The following section lists all available modulation sources and provides a brief explanation
of each. All sources, whether MIDI data or synth parameters, are converted to the same range:
[0,+1] for unipolar and [-0.5,+0.5] for bipolar sources. The LFOs, the Pitch bend wheel,
the Random and Alternate modifiers are bipolar sources. All other sources are unipolar.
The current value of a source is multiplied with the amount value [-100 to +100] in the same
modulation slot. The result of the multiplication is then added to the selected destination
parameter.
Velocity
The MIDI Note-On velocity information, which is transmitted once at the instant a key is pressed.
The harder a key is hit, the higher the transmitted value will be.
Vel>100
Emits maximum value when the MIDI key velocity is greater than 100, and zero when otherwise.
This source can be used to obtain additional effects when a key is hit hard. For example, an extra
layer could be triggered.
The MIDI Note number becomes the source of modulation, relative to C0. This means low keys
emit a low value while high keys emit a high value. This source can be used to make a patch
key-dependent, for instance, to shorten the envelopes when pressing higher keys.
Keytrk (C4)
Same as Keytrack, except that the base note is C4, as opposed to C0.
Freqtrack
Identical to keytrack, except that this source is based on the pitch of the MIDI key, rather than
its note number.
MWheel
PWheel
Note that the pitch bend wheel always changes the pitch up or down dependent on the Bend
up/down setting in the main panel. Set both to zero if you wish to use the pitch wheel exclusively
for a different purpose.
ATouch
Quality MIDI keyboards don't just transmit velocity, they also send pressure information.
Like Aftertouch, however pressure information is transmitted per key (Polyphonic Aftertouch).
Note that there are only a few MIDI keyboards which support sending pressure information
individually per key. For most MIDI keyboards, using this source will thus have no effect.
Const
This source sends a constant value of 1. Hence, the amount setting is directly added to the
destination parameter. This can be useful for a wide range of tasks. For instance, a parameter
can be offset for a specific unison voice, or to set values for parameters only available in the
modulation matrix.
Random
Sends a random value whenever a voice is triggered. Very useful with pan as a destination, or
to add subtle pitch modulations simulating the behavior of acoustic instruments or vintage
analog synthesizers (both of which have a slightly inconsistent pitch each time a note is played).
Alternate
Switches the polarity every time a key is pressed. As one example, this source can be used to
MAKE sounds alternate between the left and right channel: with "Alternate" as a SOURCE, "+100"
as the AMT, and "Amp Pan" as the DESTINATION.
The note information sent from the arpeggiator. This is a special purpose parameter, which
should be used in combination with Pitch Semi as a destination and with the Arp Mode set to
"Silent". This will result in direct pitch changes within a voice, an effect common in old computers
such as the C64. The resulting sound is different from the regular arpeggiator, which constantly
triggers and releases voices.
The velocity information sent from the arpeggiator. This can be used to modulate any parameter
rhythmically, and sync'ed to the host tempo if desired.
Breath
Foot
Expression
Brightness
Uses the current value of MIDI Brightness (CC#74) as a source. This can be used polyphonically
for MPE (MIDI Polyphonic Expression).
Using a suitable MIDI controller that supports the MPE standard, it's possible to send individual
brightness values for each key pressed.
Osc 1
The output of oscillator 1 as the modulation source. When using this source, make sure to adjust
the modulation rate to "Fast" or "Audio-Rate".
Osc 2
The output of oscillator 2 as the modulation source. When using this source, make sure to adjust
the modulation rate to "Fast" or "Audio-Rate".
When using this source, make sure to adjust the modulation rate to "Fast" or "Audio-Rate".
Noise Gen
When using this source, make sure to adjust the modulation rate to "Fast" or "Audio-Rate".
LFO 1
LFO 2
LFO 3
LFO*MW
The value of LFO-1, LFO-2 or LFO-3 multiplied by the modulation wheel data.
Use this to create vibrato or tremolo effects with the depth controlled by the modulation wheel.
LFO*AT
The value of LFO-1, LFO-2 or LFO-3 multiplied by the aftertouch (AT) data.
Useful for creating vibrato-type effects when applying pressure on the keyboard.
The unison voice number counting from zero. In other words, the first unison voice sends 0, the
second voice sends 1, the third 2, and so on. This source can be useful to quickly set a parameter
for each unison voice to a different value.
Filter Env
Amp Env
MSEG 1
MSEG 2
MSEG 3
MSEG 4
The DESTINATION menu of the MOD MATRIX contains virtually all of the sound parameters DUNE
3 has to offer (as described in the third chapter). It also contains most effects parameters and
a few helper functions that are not available on the front panel.
8.3.1. Common
Pitch Semi
The overall coarse tuning of the patch in semitones. An amount value of +1 transposes the
oscillator up one semitone, +12 transposes the oscillator one octave up, -12 transposes it one
octave down, etc.
Pitch Fine
The overall fine tuning of the patch in cents. Cents are a fraction of a semitone (+50 equals half
a semitone, +100 a full semitone). Modulate this parameter using an LFO as a source to obtain
vibrato effects. For strong vibratos spanning a larger pitch range, use Pitch Semi as a destination
instead. Modulation can be restricted to specific voices if desired. For example, it's possible to
have a static, low-pitched sine wave modulating the first voice and a vibrating sawtooth
modulating the second for varying vibrato results.
Provides a way to set/modulate the initial phase for oscillators 1+2 simultaneously. See the
Oscillator section below.
Arp 1 Rate
Changes the rate of arpeggiator 1. Note that the arpeggiator Sync should be set to Off when
using this destination.
Changes the rate of arpeggiator 2. Note that the arpeggiator Sync should be set to Off when
using this destination.
Arp Hold
Turns on Arp Hold if the source times the amount is greater than or equal to 50. The intended
use of this destination is to assign (e.g., "Foot" "+50" "Arp Hold").
Mixer Volume
Adjusts the volume of all oscillators, RING MOD (RM) and NOISE. This destination is useful
whenever the pre-filter volume needs to be automated (otherwise, Amp Level can be used as
a destination instead).
Master Volume
8.3.2. Oscillator 1, 2, 3
Note that oscillator 3 has fewer parameters, as it shares only the first six parameters with
oscillators 1 and 2. Nevertheless, since oscillator 3 is used to load WAV files, it also contains one
additional parameter which is not available for oscillator 1 or 2. This will be covered in more
detail below.
Osc Semi
The tuning of the oscillator in semitones. An amount value of +1 corresponds to one semitone,
+12 corresponds to one octave up, -12 corresponds to one octave down, etc.
For example, to give a fourth oscillator a different pitch than the first three oscillators, simply
increase the number of unison voices and set the oscillator pitch of that voice only via the mod
matrix.
Osc Fine
The fine tuning of the oscillator in cents. Cents are a fraction of a semitone (+50 equals half
a semitone, +100 a full semitone). Modulate this parameter using a LFO as a source to obtain
vibrato effects. For strong vibratos spanning a larger pitch range, use Osc 1/2 Semi as
a destination instead. Modulation can be restricted to specific voices, if desired. For example,
it's possible to have a static, low-pitched sine wave modulating the first voice and a vibrating
sawtooth modulating the second for varying vibrato results.
Osc Volume
Osc Pan
Sets the absolute starting phase of the oscillator whenever a note is triggered. Consequently,
the oscillator will no longer be in free-run mode.
Set to zero, the specified oscillators start at zero phase. An amount of +50 corresponds to
a +180-degree phase shift, while an amount of +100 corresponds to a +360-degree phase shift,
etc. Though the human hearing is largely unable to differentiate the starting phase of a single
oscillator, the relative phase difference between both oscillators can matter in some cases.
Osc Keytrack
Sets the keytracking of the oscillator. Note that this is only available in the modulation matrix.
An amount of +100 corresponds to standard keytracking behavior, where each MIDI key number
corresponds to one semitone. By changing this parameter to values other than +100, strange
tunings may be realized, or keytracking can be turned off entirely by setting KeyTrk to 0.
This is often done for drum sounds, which have no defined pitch.
Osc Detune
Osc Amount
Modifies the amount parameter (located next to "Density" on the top left).
Osc Spread
Modifies the spread parameter. Oscillator density must be higher than 1 for this to work.
Note that this only works when the oscillator is set to "Pulse" in VA mode.
The Osc VA PW (Uni) target is used for unipolar modulation from 50% to 100%.
Allows for bipolar modulation of pulse width. Bipolar modulation includes widths ranging from
as high as 50% all the way down to 0%.
Changes the synchronization frequency when the oscillator is set to VA mode with Sync enabled.
Osc WT Position
Sets the Wavetable position when the oscillator is set to WT mode. This lets the user sweep
through the wavetable by applying an LFO or MSEG.
Osc FM Amt A
Adjusts the operator A amount when the oscillator type is set to FM mode.
Osc FM Amt B
Osc FM Amt C
Osc FM Feedbk
Osc FM Ratio A
Adjusts the operator A ratio. Note that this destination is quantized, just like the corresponding
ratio knob. For smooth changes, use the Amount destination instead.
Adjusts the operator B ratio. Note that this destination is quantized, just like the corresponding
ratio knob. For smooth changes, use the Amount destination instead.
Osc 3 SamplePos
Allows to set the current sample position for WAV playback, between the first and last sample
of the wave file. Note that in order to specify a sample offset when starting a WAV (e.g. a random
starting offset to make the sound less static), the Osc 3 SampleStart destination should be used
instead.
Osc 3 SampleStart
Allows to change the sample start position for WAV playback. A value of 0 is equivalent to the
start of the WAV file, while 100 specifies the end.
Noise Volume
Noise Pan
Noise Highpass
Noise Width
8.3.4. Filter
This section describes the available filter destinations in the mod matrix.
Filter 1 Cutoff
Adjusts the cutoff frequency of FILTER 1 relative to the front panel knob, using the same value
range.
Filter 1 Reso
Adjusts the resonance for FILTER 1 relative to the front panel knob, using the same value range.
Filter 1 Keytrack
Sets the key tracking for FILTER 1. This specifies how much the cutoff frequency changes
according to which MIDI note number a voice is playing.
The parameter works the same as the KTRK knob on the front panel, however negative values
may also be specified in the Mod Matrix. Negative values will reverse the standard effect
of keytracking by causing low keys to have higher cutoff frequencies than high keys.
Adjusts the envelope amount for FILTER 1 relative to the front panel knob, using the same value
range.
Filter 2 Cutoff
Filter 2 Reso
Filter 2 Keytrack
Filter 2 Drive
Adjusts the envelope amount for FILTER 2 relative to the front panel knob, using the same value
range.
Filter Balance
Filter FX Lowpass
Most filter effects (esp. Distortion), are followed by a low-pass filter that can be used to roll off
unwanted high frequencies. This destination allows you to modulate this parameter.
Adjusts the filter envelope parameters relative to whatever is set on the front panel. This allows
you to specify different filter envelopes for different voices or to dynamically vary those
parameters for each note.
8.3.5. Amplifier
This section describes the amplifier destinations that are available in the Mod Matrix.
Adjusts the amplitude envelope parameters relative to the settings on the front panel. This lets
the user specify different amplitude envelopes for different voices, or to dynamically vary those
parameters for each note.
Amp Level
Amp Pan
Adjusts the panorama position of the amplitude envelope, giving the user control over the
panorama of the entire voice.
8.3.6. MSEG
This section describes the available destinations for the graphical envelopes, MSEG 1-4.
Adjusts the rate of the MSEG. Note that MSEG Sync must be switched off for rate modulation
to work.
8.3.7. LFO
This section describes the available destinations for low frequency oscillators 1-3.
Adjusts the initial phase of the specified LFO when a new voice is started.
MM Amount 1-32
The MM Amount destinations allow the user to adjust the modulation amount of any
modulation slot.
This feature can be useful for building complex modulations. As an example, let's say LFO 1
is used as a SOURCE in MM slot 1 to modulate Noise Volume as a DESTINATION. LFO 2 could
then be used to modulate/control the modulation amount of LFO 1 by choosing LFO 2 as a source
in any other open slot, with MM Amount 1 as the DESTINATION.
You may also have one MM slot modulate another MM slot, which in turn modulates another
MM slot, and so on. For such modulations to work properly, the MM Amount numbers must
occur in ascending order.
This section describes the effects destinations available in the MOD MATRIX.
Almost all destinations correspond to their front panel knobs (refer to chapter 4. Sound
Parameters for a detailed description of the parameters).
Dist
Adjusts the EQUALIZER parameters. All parameters can be modulated, apart from any switches
and the low-shelf and high-shelf filters.
Phas
Chrs
Del 1 / Del 2
When delay sync is turned off, the delay time may be modulated, relative to the L/R times
specified with the front panel knobs.
Rev
Adjusts the corresponding REVERB parameters. All parameters except pre-delay can be
modulated.
Comp
FX Chain Pan
Sets the stereo panorama of an entire effect bus. As an example, a reverberated sound could
be sent to the left channel only. When the FX Chain Pan destination is in use, both FX busses
should typically be enabled on the front panel.
Most knobs and buttons on the front panel can be controlled remotely via MIDI. DUNE 3's default
controller assignments follow common conventions and the MIDI standard as much as possible.
The number of sound parameters DUNE 3 offers is however higher than the amount of available
MIDI controllers. Most effects parameters and large parts of the MOD MATRIX are thus not
assigned to any MIDI controller number. To override the default MIDI assignment, right-click on
a knob and select "MIDI Learn", then move your hardware's desired controller knob. To remove
an assignment, choose "MIDI Forget". Once you close DUNE 3, the changes will be made
permanent and will apply to any future instance of DUNE 3 until you reassign them.
Glide 5 Osc 1 PW 70
Oscillators Osc 2 PW 71
Parameter CC#
Amp Release 72
Effects (Bus 1)
EQ 1 Band 1 Gain 89
EQ 1 Band 2 Gain 90
Reverb Dry/Wet 91
Delay 1 Dry/Wet 92
Chorus Dry/Wet 93
Distortion Dry/Wet 94
Phaser Dry/Wet 95
Mod Matrix
MM Amount 1 112
MM Amount 2 113
MM Amount 3 114
MM Amount 4 115
MM Amount 5 116
MM Amount 6 117
MM Amount 7 118
MM Amount 8 119
The most important switch to boost performance is to enable the multi-threading switch (located
in the MAIN section of the center screen). Additional performance gains can be achieved
by optimizing your system, or by adjusting the patch settings.
If you use a Windows-based system, many services often run in the background which can
degrade performance. Check if you really need all of them.
If you run DUNE 3 on a modern quad-core or better CPU with multi-threading enabled, you
should see a substantial reduction in CPU usage, especially when playing pad/string-type sounds
with a high polyphony and voice count.
If you do not experience a significant performance boost with multi-threading, then either your
host's audio buffer size is too small (the minimum is 128 samples), or your system is not
optimized for realtime audio playback.
The two most important patch settings affecting CPU usage are polyphony (how many notes can
be active simultaneously), and the modulation rate.
Polyphony
Polyphony can be adjusted on the top right of the user interface, inside the MASTER section.
Set the polyphony as low as possible. If you start to hear clicks, you have two options:
� Shorten the amplitude envelope release time. This will reduce the overlap of successively
played notes, and thus lower the required polyphony.
The modulation rate can be adjusted in the SETTINGS tab, inside the center screen. Set the
modulation rate to "Normal" for best performance.
Use "Fast" or "Audio-rate" only if you are certain the patch requires it, and if you can really hear
a difference. Audio-rate modulation needs a substantial amount of CPU, as the entire synth
engine, plus all modulation sources (e.g., LFOs, MSEGs, ...) are processed sample by sample,
rather than in blocks.
Patch structure
If you design sounds from scratch, here are a few tips that will help reduce CPU usage:
� Oscillator stacks 1+2 can be turned off by setting the oscillator count to zero. This is strongly
recommended if they aren't needed.
� Avoid using more unison voices than necessary. For example, using 8 unison voices with a
single oscillator per voice is much more CPU intensive than using a single unison voice with
a stack of 8 oscillators. DUNE 3 has stereo oscillators with pan + pan SPREAD, so it's not
necessary to use multiple unison voices to achieve a stereo sound.
� Set the filter to "Off" for patches that do not require a filter.
� Use the more CPU-demanding filters like the analog-modeled filters only if you really need
them. They use much more CPU than the corresponding multi-mode filters.
If DUNE 3 does not work as expected, check the following points. If your problem is not listed
here, do not hesitate to contact us at [email protected]. We're happy to assist you!
The most likely reason is that the demo version is installed. If you have purchased the full version,
make sure to uninstall the demo version, then install the full version.
Check your MIDI setup. While DUNE 3 uses a controller map designed to not react on controllers
such as bank change or volume (which may be sent by some hosts), it is possible that your gear
sends other controller messages that DUNE 3 will respond to. The default controller assignments
are given in the 9. MIDI Reference chapter.
Note that you can right-click on any knob and choose "Clear MIDI Map", to ensure that no MIDI
controller messages can change sound parameters unexpectedly.
Lower the master volume and watch out for the clipping indicator in your host sequencer. If this
does not help, check your audio driver settings and the CPU load. If the CPU load is too high,
clicks or other artifacts will occur.
If none of the above helps, check if the active patch intentionally uses distortion.
There are many ways to intentionally add distortion to a patch. The most obvious way is the
DISTORTION effect in one of the master effect busses. The Filter, Filter EFFECT, and COMPRESSOR
can also distort.
First check to see if DISTORTION is used in one of the effects sections or as a Mod Matrix
parameter. Otherwise, switch to other patches and compare the output.
Check the MIDI IN indicator, which is located on the top right of DUNE 3's user interface. If this
indicator never lights up, this signals that DUNE 3 is not receiving any MIDI messages. Check the
MIDI setup of your host sequencer, as well as your hardware setup.
Check if your system meets the minimum system requirements. Check if Multi-threading
is disabled, if yes try enabling it. Also read chapter 10. Optimizing performance.
Important: This software end user license agreement ("EULA") is a legal agreement between you
(either an individual or, if purchased or otherwise acquired by or for an entity, an entity)
and Synapse Audio Software. Read it carefully before completing the installation process and
using the software. It provides a license to use the software and contains warranty information
and liability disclaimers.
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You may install the Software on up to three computers simultaneously, as long as only one
installation is used at any given time.
In case a sound library is part of the purchased product, the following shall apply in addition
to the EULA (Sound License Agreement):
The provided samples, instruments and presets can be used for commercial or non-commercial
music and audio productions without prior permission from Synapse Audio. When using sounds
which contain complex arrangements/melodies in commercial or non-commercial music and
audio productions, the respective author of the arrangement must be given credit.
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Any product labeled as a "Demo version" or "Educational version" must not be used for
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The last two characters of every patch name are the author's initials. The following table lists all
sound designers who contributed patches to DUNE 3, and a website where you can learn more
about their work.
RL Rob Lee -
SDX Shadx -
ST Solidtrax http://www.solidtrax.nl
TK Teksonik [email protected]
XS Xenos Soundworks -
If you wish to contribute patches or banks to future versions of DUNE, do not hesitate to
contact us.