Super6

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Super6 is a detune plugin based on a reverse-engineering of the Roland JP-8000 SuperSaw oscillator. The original Roland SuperSaw oscillator used 7 stacked detuned sawtooth oscillators to produce a fat wave, with three oscillators are tuned below the fundamental, and another three are tuned above.

Super6 takes audio input and uses pitch-shifters to achieve similar effects for any signal. It can produce everything from subtle chorusing to thoroughly filthy detunes.

Detune and Depth

The Detune and Depth controls operate similarly to the Roland SuperSaw oscillators controls.

  • Detune determines the spacing of the pitch-shifters. At 0%, there is no transposition. The transposition amounts increase exponentially as the value increases. 50% is a good starting point.
  • Depth adjusts the level of the pitch-shifted signal relative to the fundamental. A value of 0% will effectively mute the output of the pitch-shifters.

Twin

Super6 has two algorithms for detuning the input. In normal mode, six pitch-shifters are divvied up between the left and right channels. While there will be six pitch-shifters in total affecting the overall sound, only three will be active per channel.

Twin mode uses six pitch-shifters for each channel and consumes roughly twice as much CPU. Both channels receive the same detune and mix settings.

Width

Though the original SuperSaw oscillator was mono, Super6 processes stereo signals. The width control determines the spatial width of the signal. In Twin mode, the mid-side algorithm is used to affect spatial width: 0% is mono, 50% is normal, 100% is wide stereo.

Filter

Super6 has a switchable shelf filter to further shape the sound. Boosting the high frequencies will add air to the sound.

Delay

Each pitch shifter has an accompanying delay. These delays are spaced as integer multiples based on the value of the delay control. For example, if delay is set to 20 ms, the voices ordered from least transposition to greatest will be spaced at 20, 40, 60, 80, 100, and 120 ms.

For normal operation, this value should be at or near 0. Larger values can be interesting to use with long pads or chaotic textures.