4. OSC page

OSC page

The OSC page is where the raw sound is made. Pick a source in SOURCES on the left and the right side shows its settings.

SOURCES

Row Details
OSC 1-6 Wavetable oscillators. The current wave name is shown under each row.
NOISE Noise (13 types).
STRING Physical model of strings and winds.
METAL Metallic sound model.
WAVE SEQ Sequencer that switches between OSC1-6.

WAVETABLE

Each oscillator holds four waves, Wave A to D, and Wt-Pos morphs smoothly between them. The screen shows the current wave frames layered.

Control Details
Wave A The main wave. The ◀ ▶ that appear at its edges while hovering, and the mouse wheel, step through the waves (empty User / Add slots are skipped).
Wave B / C / D Morph targets. Off = not used.
DRAW Draw a wave by hand into a User slot (see "Drawing a wave").
Width For Pulse, the pulse width. For Sine / Saw / Tri / Ramp and the other built-in waves it makes the wave asymmetric (Sine: the length of each half cycle; Saw etc.: the ratio of the slopes). 50% = unchanged. No effect on User / Add / Resynth / Noise.
Round Rounds the corners of Pulse (no effect on other waves).
Wt-Pos Moves through the frames that are set, in the order A → B → C → D. Move it with an LFO or envelope in the Mod Matrix for a sound that keeps changing.
Morph How the frames blend. Mix = crossfade the two waves (as before). Harmonic = interpolate the harmonics (level and phase), so waves with different phases do not cancel on the way and the overtones "migrate". Each wave's Harmonic EQ and Shape Amt apply before the interpolation; Wave Effects and formant lock apply after it. Not used for Resynth waves.
Intensity Bends how the wave is read, changing the tone. Mode (to its right) picks how.
Mode Bend + / Bend - / Bend +/- / Formant / Spectrum / Mirror / Sync / Quantize
Fmt Shift Moves the formant (the vowel-like peaks) up or down without changing the pitch (±24 semitones).
Fmt Track How much the formant follows the played pitch. 100% = follows it like an ordinary instrument; 0% = the peaks stay put (the same "mouth shape" on every note).

Fmt Shift / Fmt Track (formant lock) work on User / Add / Resynth waves (not on built-in waves). The reference pitch is the analysed original pitch for Resynth and C4 for User / Add; playing at that pitch sounds like the original.

Wave types

The built-in waves include analog types (Saw, Pulse, Warm Saw…), sync, FM, phase distortion, folding and distortion, vocal (Vox A-U, Choir Ah…) and growl / wobble bass waves (Growl FM, Reese Core, Wobble Sub, Talk Bass…). Version 1.1 adds 80 more, 150 in total (organ / keys, pipe organ, acoustic instruments, bell / mallet, spectral, chip / bass and growl). The full list is in the appendix.

There are also slots for your own waves:

Name Contents Made with
User 1-8 A single-cycle WAV or a hand-drawn wave IMPORTED WAVEFORMS in GLOBAL, or DRAW
Add 1-8 A wave built from harmonic levels and phases (additive) ADDITIVE OSCILLATORS in GLOBAL
Resynth 1-6 A many-frame wavetable made by analysing a recording RESYNTHESIS in GLOBAL

When a Resynth wave is selected, the Wave B-D row turns into playback settings and Width / Round turn into Speed / Start / End.

Control Details
Play Steps through the frames in the recording's own time. Wt-Pos then sets where playback starts.
Loop Off / Forward (repeat) / Ping-Pong (back and forth).
Key Sync Restarts playback on every key press.
Speed Playback speed (0-400%). Also a Mod Matrix destination (OSCn Resynth Speed).
Start / End Start and end of the loop.

Only the analysis is saved in songs and presets; the original WAV file is not.

Drawing a wave (DRAW)

DRAW opens the drawing window. You can draw with points and curves, or freehand. Choose the User slot to write into and confirm; the wave becomes Wave A.

SHAPE tab

The SHAPE tab reshapes the waveform of the selected oscillator.

HARMONIC EQ

An EQ that raises or lowers harmonics by number (6 bands). Unlike a normal EQ it works on which harmonic rather than on frequency, so it hits the same harmonic on every note.

Control Details
Position Which harmonic (1-64).
Gain Boost or cut (±24 dB).
Width How wide (0.3-16).

Wave Effects (16 types)

Effects that reshape the waveform. Any number can be on at once. Each has an on/off switch and an Amount; at 0% nothing changes.

Effect Details
Warp Blends reading the wave forwards and backwards. 100% gives the time-reversed shape (a Saw's rise and fall swap).
Twist Little change up to about 30%, then a sharp spike grows inside the wave. At 100% it is close to Warp at 100%.
Drive Boosts and hard-clips the wave (up to 16 times).
Window Applies a triangular window that pulls both ends of the cycle to zero.
Offset Shifts where the cycle starts.
Wave Moves the wave towards a sine of the same period (stronger fundamental).
Bit Reduction Lowers the amplitude bit depth (1 bit at 100%).
Shrink Squeezes the cycle shorter and fills the rest with zero (pulse-like).
SelfSync Repeats part of the cycle several times (hard-sync-like).
Multipoint Zeroes the areas around three equally spaced points.
LPF Smooths the wave, cutting high harmonics.
HPF Subtracts the LPF result from the wave, emphasising edges.
Fold Folds back whatever exceeds ±1 (wavefolding).
Spectrum Raises and lowers even and odd harmonics alternately (a complex, phaser-like colour).
Random All Randomises the level of every harmonic.
Random Odd Randomises only the odd harmonics.

Frame Shape (A-D)

Shape Amt A-D set how much of the harmonic EQ and Wave Effects is applied to each frame, Wave A to D. For example, A at 0% and D at 100% morphs from clean to shaped as Wt-Pos moves.

Harm (in PHASE / ZONE) randomises the phase of each harmonic: the same harmonic levels, but a different wave shape and drive response.

PITCH

Control Details
Oct Octave (±6).
Semi Semitones (±12).
Pitch Smooth pitch offset (±24 st, default 0 = the sound as before; 1.6), added to Oct / Semi / Fine. It can sit between semitones and glides smoothly when turned. The Mod Matrix destination OSCn Pitch is added to this knob, so right-click Modulate with, the assign mode and the cables use it.
Fine Fine tuning (±100 cents).
Key Track Off = plays at C4 + Oct / Semi / Fine whatever key is pressed, ignoring pitch bend and glide.
Quantize Pitch Quantize (v1.5). On = this oscillator's pitch movement (pitch bend, portamento (glide), LFOs and the Mod Matrix) snaps to the Key / Scale on the ARP page, so it moves in steps (a "robot voice" style effect). Off by default (the sound stays as before).
Smooth Time to glide between the Quantize steps (ms). 0 = hard steps.

OUTPUT

Control Details
Level Volume.
Pan Left/right position.
Pan→Uni How much the unison spread moves with Pan. 100% = the whole spread moves to the Pan position; 0% = the spread stays as it is.
F1<>F2 How much goes to Filter 1 and Filter 2 (left = Filter 1, right = Filter 2).
Bypass Skip the filters and go straight to the AMP.
FX In Where this source enters the FX chain. All FX = from the start; From #n = from slot n (earlier effects are skipped); Direct Out = no effects.

PHASE / ZONE

Control Details
Start Start phase (0-360°).
Random Amount of random start phase.
Harm Harmonic phase randomisation (see Frame Shape).
Key Lo / Key Hi Key range this oscillator plays (key zone).
Fade Fade-in width in semitones from each edge of the zone. Overlap two zones to crossfade.

UNISON

Stacks copies of one oscillator for thickness and width.

Control Details
On Unison on/off.
Voices Number of copies (1-16).
Detune Amount of detune.
Spread Stereo width.
Mix Balance between the centre voice and the outer voices.
Tone Cuts (−) or lifts (+) the upper harmonics of the outer voices.
Curve (under Detune / Spread / Mix) How Detune / Spread / Mix are distributed across the voices.
L<>R Swaps left and right.
Even Starts the voices with evenly spaced phases (never on top of each other), giving a strong sync-like sound.

The small screen at the bottom right shows the position and level of each voice as bars.

Tip for Mix: lowering Mix hollows out the centre voice and makes the detune stand out. For a normal thick unison, start around 50%.

UNISON CHORD

Spreads the unison voices (up to 16) over the tones of a chord, so one key plays a chord. On top of that the voices can start one after another or move their pitch (the UNISON ARP of v1.1). Only works while UNISON is on.

Control Details
On The switch at the right end of the title strip. Off = the whole UNISON CHORD rests (Chord and Mode do nothing; plain unison). The settings are kept, so turning it back on restores them. Can be automated to switch within a song. On by default.
Chord Off = as before (every voice on the played note). Octave / 5th / 20 chord types (Maj to m9, the same as the ARP chord pads) / Scale (stacked thirds in the song Key / Scale, starting from the played note) / Played (the keys you hold = paraphonic, see below).
Mode Off (the chord as is when a Chord is chosen) / Strum (tones start one after another) / Converge (the tones gather on the root) / Arp (the tones play one after another at Rate = an arpeggio from one key) / Arp Link (voice count and Detune change in a 4-step cycle on each note)
Order Order for Strum / Arp (Up / Down / Center Out / Random).
Shape How Converge gathers and how Arp plays (table below).
Loop Repeat Strum / Converge / Arp. With Loop off, Arp plays Steps steps and then keeps the whole chord.
Rate Step speed for Converge / Arp (note value).
Strum Strum interval (ms).
Range / Steps With Chord Off: Converge pitch range (semitones) / number of steps. With a chord selected, Range is how far up the chord is stacked (semitones), Steps is the number of Converge steps / the Arp pattern length.
Link Depth of Arp Link.

What Shape means with a chord selected:

Shape Converge (tones to the root) Arp (which tones sound on each step)
Spread Along the chord tones down to the root (all together) One tone at a time, in Order
Alternate Like Spread, but odd steps are mirrored below the root The root stays on + one tone at a time
Up The chord mirrored below the root rises to the root in semitones Tones are added one by one (1, 2, ... all)
Down From the chord tone down to the root in semitones Starts with all tones and removes them one by one
Random Each step jumps to some tone below its own One random tone per step (Order is ignored)

With Chord Off, Converge works exactly as in v1.1 (from the Range offsets back to the played note). Arp with Chord Off plays the detuned voices one at a time.

How voices are spread: the tones are filled from the lowest up, with the voices divided evenly (any remainder goes to the lower tones first). Voices on the same tone detune against each other (a tone with a single voice has no detune). For example 7 voices with Maj gives root x3, third x2, fifth x2.

Range: the basic chord (Maj = 0 / 4 / 7 semitones) always sounds. When Range is wider than that, the chord tones an octave up are added as far as Range allows (24 = up to two octaves; Scale keeps stacking thirds). At the default Range 7, Octave gives the root plus one octave up, and Maj gives just the basic chord.

The wavetable band is chosen from the highest chord tone, so stacking upwards does not alias.

Chord = Played (paraphonic): the unison voices are spread over the keys you are holding. While any oscillator is set to Played, the whole synth runs one voice only, however many keys you press, and the filter and envelopes are shared by the whole chord (like a vintage paraphonic synth).

OSC LINK

Modulates this oscillator with another one (2 slots).

Control Details
Link Source None / OSC1 (Self) / OSC2-6. The oscillator's own number is shown as (Self).
Type FM / AM / Ring Mod / Sync
Amount Modulation depth.

TRIGGER

Detaches the oscillator from the keys so it plays in rhythm: kicks, hi-hats, chopped synths and so on.

Control Details
Trigger Key = normal (plays while a key is held). Step = every ARP step (with ARP off, every Division). Arp Mod 1-4 = every step of that ARP MOD lane (bar height = hit strength). LFO 1-6 = every LFO cycle.
Env The Free ENV restarted on each hit; it shapes the oscillator's level.
Phase Reset Restarts the wave at the Start phase on each hit (the same attack every time).

With anything other than Key, the Env restarts on every hit while a key is held. Nothing sounds until the first hit. Mod Matrix routings that use the same Free ENV restart too, so you can use it for things like a kick's pitch drop.

NOISE

Control Details
Type White / Pink / Brown / Blue / Digital / Crackle / Transient / Resynth 1-6
Color Brightness.
Width Stereo width.
Level / Pan Volume and position.
F1<>F2 / Bypass / FX In As for the oscillators.
Follow AMP ENV On: the noise follows only the AMP envelope (when you release a key it fades out with the AMP Release, together with the rest of the sound). Off: the noise uses its own envelope (ENVELOPE > NOISE on the MOD page). On for new sounds; songs and presets saved earlier (including the factory presets from 1.0) load with it off (they sound as before). While it is on, the knobs on the NOISE tab of ENVELOPE on the MOD page are dimmed.

Transient starts from the same random seed on every note, so the attack noise is identical each time. Crackle is crackling noise; Digital is grainy digital noise.

Resynth plays the part of a sound analysed in RESYNTHESIS that harmonics cannot describe (breath, scraping and so on). Follow chooses which OSC's playback position it follows (Auto = the first OSC playing the same Resynth slot).

STRING

A physical model of strings and winds.

Control Details
Excite How it is played: Pluck / Bow / Reed (Wind) / Flute (Wind)
Decay / Damping Length of the ring / damping of the highs.
Brightness Brightness.
Position Where the string is plucked.
Body / Body Type / Body Size Body resonance. Body Type: Classic / Guitar / Violin / Cello / Piano Board / Wood Box / Metal Can / Sitar.
Octave / Semi / Fine / Key Track Pitch.
Level / Pan / F1<>F2 / Bypass / FX In As for the oscillators.

METAL

A model of metallic sounds such as bells, cymbals and gongs. The screen shows the partials (the components of the sound).

Control Details
Model Random / Bell / Bar / Tube / Plate / Gong / Cymbal / China / Crash / Sizzle / Snare Wire / Membrane / Wood / Glass / Plastic
Seed A / B / Morph Two seeds for the partial layout, and a blend between them.
Rich / Stretch / Tilt Number of partials / stretching of their spacing / level of the upper partials.
Hardness / Vel>Hard / Position / Noise Strike hardness / velocity to hardness / strike position / strike noise.
Mode Hit (decays after the strike) / Sustain (keeps ringing).
Decay / Damp / Sustain / Release Length and decay of the ring.
Beat / Shimmer / Glide / Width Beating / shimmer / pitch drift / width.
Ring / Ring Ratio Ring modulation amount and ratio.
Octave / Key Track / Level / Pan / F1<>F2 / Bypass / FX In As for the oscillators.

WAVE SEQ

Switches which of OSC1-6 plays, in up to 16 steps.

Control Details
On On/off.
Steps Number of steps (1-16).
Step 1-16 The OSC for each step.
Rate Switching speed (note value).
Crossfade Smoothness of the switch.
Retrigger On = restart on every note; off = follow the song's bars.

Version 1.6.0 · 2026-11-08 · W3PC Audio · wav3pluscore.com