Aftertone & Signal

User Guide

Impulse Cycler is a motion-first transient shaping effect that combines level-independent transient detection with synthetic transient layering. Shape attacks and sustains, layer new synthetic transients, and assign tempo-synced LFO modulation to any control parameter.

Quick Start

Get up and running with Impulse Cycler in five steps:

  1. Load Impulse Cycler as an audio effect on a drum or percussive track
  2. Adjust Attack to boost or soften transients
  3. Adjust Sustain to extend or shorten the body
  4. Optionally enable a synth engine and raise Level to layer synthetic transients
  5. Enable motion on any parameter for tempo-synced modulation

What Impulse Cycler Does

Impulse Cycler transforms static transient shaping into a dynamic, performable effect. The core TransientCore technology uses dual envelope followers to detect and shape transients without requiring threshold settings — it works consistently on both quiet and loud material. Layer synthetic transients from 7 different engines, then add cyclical motion to any parameter for continuously evolving textures.

Typical Use Cases

  • Drum enhancement — Add punch and snap to kicks, snares, and toms
  • Transient softening — Tame harsh attacks on percussion
  • Synthetic layering — Add clicks, pings, or noise bursts to drum hits
  • Evolving textures — Motion-modulated parameters create rhythmic variation
  • Sound design — Transform percussive sources into evolving timbres

Signal Flow

Audio flows through four main stages. The motion system can modulate parameters at any stage, with modulation depth scaled by an envelope follower that responds to input dynamics.

                           IMPULSE CYCLER
       ┌──────────────────────────────────────────────────────────────┐
       │                                                              │
       │   ┌──────────────┐    ┌──────────────┐    ┌───────────┐      │
Input ▶│   │ TransientCore│───▶│    Body      │───▶│  Output   │     ▶│ Output
       │   │              │    │  Processing  │    │   Stage   │      │
       │   │ Attack       │    │              │    │           │      │
       │   │ Sustain      │    │ Gain, Tilt   │    │ Mix, Gain │      │
       │   │              │    │ Damping      │    │           │      │
       │   └──────┬───────┘    └──────────────┘    └─────┬─────┘      │
       │          │                                      │            │
       │          │ onset                                │            │
       │          ▼                                      │            │
       │   ┌──────────────┐                              │            │
       │   │   Synth      │──────────────────────────────┘            │
       │   │   Layer      │                                           │
       │   │              │                                           │
       │   │ 7 Engines    │                                           │
       │   └──────────────┘                                           │
       │          ▲                                                   │
       │          │                                                   │
       │   ┌──────┴───────┐                                           │
       │   │   Motion     │◀── Envelope Follower (scales depth)       │
       │   │   LFOs       │                                           │
       │   └──────────────┘                                           │
       └──────────────────────────────────────────────────────────────┘

The envelope follower tracks input dynamics and scales LFO modulation depths:

  • Loud input: High envelope → full motion depth
  • Quiet input: Low envelope → minimal motion

GUI Overview

Impulse Cycler's interface is organized into three main columns. Understanding the layout helps you navigate quickly.

TransientCore (Left)

The foundation. Attack and Sustain knobs shape the transient character. Below them, the Refine section provides Body Gain, Tilt, and Damping controls for extended processing.

Resynthesis (Center)

Synthetic transient generation. Select from 7 engines using the engine circles. Param A and Param B change based on the selected engine. Level and Decay control the synth output.

Output (Right)

Final stage. Mix blends dry and wet signals. Gain adjusts output level. The ENV section controls how dynamics affect motion depth. The METER section shows input/output waveforms and activity.

TransientCore

TransientCore is the foundation of Impulse Cycler. It uses dual envelope followers (fast and slow) to detect and shape transients without requiring threshold settings. This level-independent approach works consistently on both quiet and loud material.

Attack & Sustain

Attack (-15 to +15 dB)

Controls the transient attack portion of the signal:

  • Positive values: Boost transients for more punch and snap
  • Negative values: Soften transients for smoother attacks
  • 0 dB: No change to attack

Sustain (-24 to +24 dB)

Controls the sustain/body portion of the signal:

  • Positive values: Extend and boost the sustain phase
  • Negative values: Shorten and reduce the sustain
  • 0 dB: No change to sustain

Body Processing (Refine)

Extended processing for the shaped signal, found in the "refine" section below the main knobs.

Body Gain (-24 to +12 dB)

Additional level control for the body of the signal, applied after TransientCore shaping.

Body Tilt (-12 to +12 dB)

Spectral tilt control:

  • Positive values: Boost high frequencies, brighter body
  • Negative values: Boost low frequencies, darker body

Damping (0-100%)

Progressive high-frequency absorption. Higher values apply more high-frequency damping over time, useful for creating warmer, more natural-sounding sustains.

Synth Layer (Resynthesis)

The synthesis layer generates synthetic transients triggered by detected onsets. This allows you to layer additional character on top of the shaped signal.

Global Synth Controls

Level (-60 to +12 dB)

Output level of the synth layer. At -60 dB (minimum), the synth is effectively off. Raise this to blend synthetic transients with your shaped signal.

Decay (0.1-1.0)

Envelope decay rate for the synth. Higher values produce longer tails; lower values create shorter, punchier transients.

Engine-Specific Parameters

Each engine exposes two parameters (Param A and Param B) that control its specific character. These change based on the selected engine.

Synth Engines

Impulse Cycler includes 7 synthesis engines, each creating a different type of synthetic transient.

Noise

Shaped noise burst for clicks, snaps, and breath textures.

  • Duration (5-500 ms): Length of the noise burst

Impulse

Resonant filtered impulse for tonal pings and clicks.

  • Freq (100-10000 Hz): Filter frequency
  • Resonance (0-99%): Filter resonance

FM

FM synthesis for metallic, bell-like transients.

  • Ratio (0.5-16): Frequency ratio between carrier and modulator
  • Index (0-10): Modulation depth

Waveshape

Waveshaping distortion for aggressive, punchy transients.

  • Drive (1-20): Distortion intensity
  • Tone (0-100%): Balance between noise and pitched content

Additive

Additive synthesis for bell-like, chime transients.

  • Brightness (0-100%): Harmonic content (0=fundamental only)
  • Inharmonicity (0-100%): Stretches harmonics for metallic tones

Air

Bandpass-filtered noise for sizzle, air, and cymbal-like textures.

  • Freq (100-8000 Hz): Center frequency
  • Bandwidth (0-100%): Filter width (0=narrow/resonant, 100=wide/airy)

Click

Punchy click/pluck with pitch sweep.

  • Pitch (50-500 Hz): Starting pitch
  • Sweep (0-100%): Amount of pitch drop (0=none, 100=full octave)

Engine Cycling

Engine cycling automatically changes the synth engine on each transient trigger, creating variation across hits.

Cycle Modes

Sequential

Cycles through engines in order: Noise → Impulse → FM → Waveshape → Additive → Air → Click → Noise...

Random

Picks a random engine on each trigger for unpredictable variation.

Ping-Pong

Cycles forward then backward: Noise → ... → Click → ... → Noise

Cycle Hold

Controls how many triggers before changing to the next engine:

  • 1: Change engine on every trigger
  • 2: Change every 2 triggers
  • 4: Change every 4 triggers
  • 8: Change every 8 triggers

Motion System

The motion system adds tempo-synced LFO modulation to parameters, creating continuously evolving textures. Motion depth is scaled by an envelope follower that responds to input dynamics — modulation becomes more pronounced during loud sections and subtle during quiet passages.

Modulatable Parameters

9 parameters can have motion applied:

  1. Attack (TransientCore)
  2. Sustain (TransientCore)
  3. Body Gain (Refine)
  4. Body Tilt (Refine)
  5. Damping (Refine)
  6. Synth Level
  7. Synth Decay
  8. Engine Param A (context-dependent)
  9. Engine Param B (context-dependent)

Motion Parameters

Each modulatable parameter has four motion controls:

Enable (On/Off)

Toggle motion modulation for this parameter.

Rate (Tempo-synced)

LFO cycle speed, synced to host tempo:

  • 4 bars — Slowest, subtle long-term movement
  • 2 bars, 1 bar — Medium sweeps
  • 1/2, 1/4 — Quarter/half note cycles
  • 1/8, 1/16, 1/32 — Faster rhythmic motion
  • Triplets (1/4T, 1/8T, 1/16T) — Triplet divisions
  • Dotted (1/4D, 1/8D) — Dotted note divisions

Depth (0-100%)

Maximum modulation amount. This is scaled by the envelope follower output, so actual depth varies with input dynamics.

Shape

LFO waveform:

  • Sine — Smooth, organic motion
  • Triangle — Linear, symmetrical sweeps
  • Saw — Rising ramp with instant reset
  • Square — Alternating between extremes
  • S&H — Random sample-and-hold steps

Envelope Follower (ENV)

The envelope follower tracks input dynamics and controls how much motion affects the output. This creates dynamics-responsive modulation — motion is more pronounced during loud passages and subtle during quiet ones.

Sensitivity (0-100%)

How much input level affects motion depth:

  • 0%: Motion depth is always 0 (no modulation)
  • 100%: Motion depth fully tracks input dynamics

Attack (1-100 ms)

How quickly the envelope responds to transients. Lower values react faster to hits.

Release (10-500 ms)

How quickly the envelope falls after transients. Longer releases create more sustained motion.

Presets

Factory Presets

Impulse Cycler includes factory presets as starting points:

Init

Neutral starting point with all parameters at default. No shaping, synth off.

Punchy Drums

Enhanced transients with boosted attack, reduced sustain, and a subtle impulse layer. Great for adding snap to kicks and snares.

Evolving Texture

Motion-heavy preset with Air engine and multiple LFOs enabled. Creates continuously evolving textures that respond to playing dynamics.

User Presets

Save your own configurations using the Library system in the plugin header.

Preset Storage Location:

  • macOS: ~/Library/Application Support/Aftertone & Signal/Impulse Cycler/Presets/
  • Windows: %APPDATA%/Aftertone & Signal/Impulse Cycler/Presets/
  • Linux: ~/.config/aftertone-and-signal/impulse-cycler/presets/

Output Controls

Mix (0-100%)

Dry/wet blend between the original signal and the processed signal:

  • 0%: Fully dry (original signal only)
  • 100%: Fully wet (processed signal only)

Output Gain (-12 to +12 dB)

Final output level adjustment. Use this to match levels with the bypassed signal.

Tips & Techniques

Start with TransientCore

  • Begin with Attack and Sustain adjustments before adding synth layers
  • Boost attack for punch, reduce sustain for tighter drums
  • Use negative attack values to soften harsh transients

Subtle Synth Layering

  • Keep synth Level low (-18 to -12 dB) for blended results
  • Use Impulse or Click engines for additional attack definition
  • Air engine adds high-frequency sizzle to cymbals and hats

Rhythmic Motion

  • Enable motion on Attack at 1/8 or 1/16 for varying punch
  • Use Square shape for alternating between two states
  • S&H shape creates randomized variation on each cycle

Dynamics-Responsive Effects

  • Set ENV Sensitivity high (70-100%) for dynamics-aware motion
  • Fast attack (5-10ms) makes motion respond to individual hits
  • Slow release (200-400ms) creates sustained modulation phrases

Sound Design

  • Use FM engine with high Index for metallic, bell-like transients
  • Additive with high Inharmonicity creates gamelan-like tones
  • Enable Engine Cycling for evolving, unpredictable textures

Parallel Processing

  • Use Mix at 50% to blend processed and original signals
  • This preserves original character while adding enhancement
  • Particularly useful for synth layering without overwhelming the original

Parameter Reference

TransientCore Parameters

ParameterRangeDefaultDescription
Attack-15 to +15 dB0 dBTransient attack boost/cut
Sustain-24 to +24 dB0 dBSustain phase boost/cut

Body Processing Parameters

ParameterRangeDefaultDescription
Body Gain-24 to +12 dB0 dBAdditional body level
Body Tilt-12 to +12 dB0 dBSpectral tilt (low/high emphasis)
Damping0-100%0%High-frequency damping

Synth Parameters

ParameterRangeDefaultDescription
EngineNoise/Impulse/FM/Waveshape/Additive/Air/ClickNoiseSynth engine selection
Level-60 to +12 dB-60 dBSynth output level
Decay0.1-1.00.5Envelope decay rate
Engine CycleOn/OffOffEnable engine cycling
Cycle ModeSequential/Random/Ping-PongSequentialHow engines cycle
Cycle Hold1/2/4/81Triggers before engine change

Output Parameters

ParameterRangeDefaultDescription
Mix0-100%100%Dry/wet blend
Output Gain-12 to +12 dB0 dBFinal output level

Envelope Follower Parameters

ParameterRangeDefaultDescription
Sensitivity0-100%50%Input level → motion depth scaling
Attack1-100 ms10 msEnvelope attack time
Release10-500 ms100 msEnvelope release time

Motion Parameters (per modulatable parameter)

ParameterRangeDefaultDescription
EnableOn/OffOffToggle motion for this parameter
Rate4 bars to 1/321/8Tempo-synced LFO rate
Depth0-100%50%Maximum modulation amount
ShapeSine/Triangle/Saw/Square/S&HSineLFO waveform

Impulse Cycler v0.1.0
Aftertone & Signal
aftertone.co