Additive¶
The additive sound engine creates complex digital sounds by combining up to 32 sine waves with various frequencies and amplitudes.

A partial is a sine wave whose pitch is a multiple of the note frequency. On the left side of the screen is a visualisation of the frequency (horizontal) and amplitude (vertical) of all active partials.
Partials are sorted into four groups and each group has a volume parameter and an envelope:
the fundamental: 1
all octaves: 2, 4, 8, 16, 32
all odd partials (except 1): 3, 5, 7, 9 etc..
all even partials (except octaves): 6, 10, 12, 14, 18 etc..
partials sets the highest partial that is enabled. Higher values will result in brighter sounds while lower values will result in darker sounds.
odd space sets the distance in frequency between the odd partials.
even space sets the distance in frequency between the even partials.
Tip
When both odd space and even space are set to 100% the partial’s frequencies follow the harmonic series and create a sawtooth sound. By lowering the volume of the odd partials to -inf a square wave sound can be created. When both odd space and even space are set to 0% all partials are the note frequency and using detune an 32 voice sine unison can be created.
peak sets which partials is the loudest. Sweeping this parameter has similar effects to sweeping a resonant filter cutoff.
comb filt. applies a comb shape of variable width to the partials amplitudes.
scatter adds a random delay to the start of each group’s envelope.
detune adds a random pitch deviation to each individual partial.