Multiband Destruction Engine

Break the spectrum. Control the collapse.

QUASSAR splits sound into four independent frequency bands and drives each through its own destruction engine. Shape the weight, punch, aggression and air, then pull the complete signal through the Event Horizon.

  • In development
  • VST3 In development
  • Standalone In development
  • Web Planned

Concept interface. Final product may differ.

Concept render of the QUASSAR plug-in interface: a dark cosmic panel with a central Event Horizon orb, a four-band crossover graph and four coloured band modules labelled SUB, BODY, BITE and AIR.

Concept interface. Final product may differ.

01 / Engine

Distortion is not one dimension.

A kick does not need the same destruction in its sub, body, attack and air. QUASSAR turns the spectrum into four deliberate processing zones, then gives you one gravitational field to move them together.

SUBBODYBITEAIR
  1. 01

    Independent spectral control

    Each band has its own algorithm, drive, bias, tone, mix and output. Fold the highs while the lows stay warm.

  2. 02

    Low-end preservation

    The foundation is a separate zone with its own rules, so aggression above never has to cost you weight below.

  3. 03

    Performable global movement

    Event Horizon moves the whole system as one gesture, so the result stays musical when everything is pushed at once.

02 / Crossover

Four bands. One gravitational field.

Drag the crossover points to redraw where each engine takes over. The visualisation is illustrative and does not process your audio.

Use the arrow keys to move a crossover point. Home and End jump to its limits.

110 Hz550 Hz3.0 kHz
  • SUBFoundation

    20 Hz – 110 Hz

    Weight, pressure, ground.

  • BODYPunch

    110 Hz – 550 Hz

    Mass, density, impact.

  • BITEAggression

    550 Hz – 3.0 kHz

    Edge, presence, teeth.

  • AIRTexture

    3.0 kHz – 20 kHz

    Fizz, noise, digital detail.

03 / Bands

Four zones. Four engines.

Each band is a complete processor with its own algorithm, drive, bias, tone, mix and output stage. The visuals below illustrate how each zone bends a signal.

  1. 01

    SUB

    Foundation

    Keep the weight intact, saturate it with control, or turn it into tectonic pressure without sacrificing the rest of the spectrum.

    • Add harmonics that translate on small speakers.
    • Hold the fundamental steady while everything above it breaks.
    Example algorithmSoft ClipIn development
  2. 02

    BODY

    Punch

    Shape the frequencies that carry mass and impact. Add density, carve movement, or make every transient hit harder.

    • Thicken a kick or bass without muddying the sub.
    • Use bias to lean the waveform and change the attack character.
    Example algorithmAsymmetric ClipIn development
  3. 03

    BITE

    Aggression

    Fold, clip and fracture the frequencies that make a sound cut through a mix.

    • Give leads and screeches a presence that survives a dense mix.
    • Wave-fold the mids for harmonics that move with the input level.
    Example algorithmWave FoldIn development
  4. 04

    AIR

    Texture

    Push the upper spectrum into fizz, noise, digital edge and unstable detail.

    • Add brittle high-end texture that stays separate from the mids.
    • Roll the tone back to keep the destruction from turning harsh.
    Example algorithmHard ClipIn development

04 / Event Horizon

One control. Every consequence.

Event Horizon is designed to move the complete destruction system as one coherent gesture. Each patch defines what collapses first, what stays anchored, and how far the signal can be pushed before it becomes something else.

In development

Upper bands fold and fracture. The air turns to texture while the sub is held in place by the patch.

Drag the orb or use the arrow keys. Shift changes the step size.

Illustrative band response

  • SUB19%
  • BODY34%
  • BITE50%
  • AIR57%

Diagram only. Shows how one patch could distribute pressure across the four bands.

05 / Design pillars

Built to be pushed as a system.

Four ideas define how QUASSAR behaves when everything is driven at once. Each carries its current development status.

  • Event Horizon

    In development

    One macro. The whole spectrum moves.

    A single performance control that drives multiple destruction parameters as one coherent gesture, defined per patch.

  • Mass Lock

    Planned

    Destroy the spectrum without surrendering the foundation.

    Intended to protect the low-end foundation while the upper bands are pushed harder.

  • Collapse States

    Planned

    Travel between processing states instead of switching abruptly between them.

    Intended as morphable snapshots of the complete processing state.

06 / Algorithms

Different ways to break a signal.

Each curve maps input level to output level. The starter set covers the essentials. Broader families are listed with their development status.

Hover or focus a curve to increase the drive.

  • Transfer curve and processed waveform for Soft Clip
    Saturate

    Soft Clip

    Rounds the peaks smoothly. Warmth and density before it turns to edge.

    In development
  • Transfer curve and processed waveform for Asymmetric Clip
    Clip

    Asymmetric Clip

    Treats positive and negative halves differently. Adds even harmonics and lean.

    In development
  • Transfer curve and processed waveform for Wave Fold
    Fold

    Wave Fold

    Reflects the waveform back on itself. Harmonics that move with the input level.

    In development
  • Transfer curve and processed waveform for Hard Clip
    Clip

    Hard Clip

    Cuts the peaks flat. Loud, bright and unapologetic.

    In development

Algorithm families

  • SaturateIn development
  • ClipIn development
  • FoldIn development
  • RectifyPlanned
  • DigitalPlanned
  • SlewPlanned
  • ChaosPlanned

07 / Sound

Hear the collapse.

Paired dry and processed examples, switchable at the same playback position.

Audio demonstrations are being prepared.

Examples will appear here once the processing core is ready to be recorded. Nothing on this page plays audio automatically.

08 / Use cases

One engine. Many collisions.

QUASSAR is built for material where distortion needs to be specific rather than general.

  1. 01

    Hard dance kicks

    Fold the mids into a harder attack while the sub stays clean and centred.

  2. 02

    Aggressive bass design

    Add growl and edge in the body and bite while the fundamental keeps its weight.

  3. 03

    Industrial percussion

    Turn clean hits into metallic, unstable texture without turning the low end to mush.

  4. 04

    Synth leads and screeches

    Give the bite band the aggression that cuts through, with the air controlled separately.

  5. 05

    Vocals and textures

    Roughen presence and air for character while the body stays intelligible.

  6. 06

    Complete loops and buses

    Apply different destruction to each region of a full mix instead of one blanket saturation.

09 / Formats

One engine. Three ways in.

QUASSAR is being built around one shared processing core so the sound and state model remain consistent across plug-in, desktop and browser targets.

  • VST3

    Plug-in for use inside a DAW.

    In development
  • Standalone

    Desktop application for processing files and live input.

    In development
  • Web

    Browser version built on the same processing core.

    Planned

Supported operating systems will be announced when builds are validated.

Launch list

Cross the Event Horizon.

Join the launch list for development updates, first access and release information.

Launch list opens soon.

The sign-up form is not connected yet. Check back or follow development through the channels listed in the footer once they are announced.

10 / FAQ

Questions before launch.