Multiband Destruction Engine

Break the spectrum. Control the collapse.

Four bands. Twenty distortion types. Shape your sound with Event Horizon, link controls with Orbit Link, protect the low end with Mass Lock and morph between four Collapse States. Try the real engine on your own samples in the live browser demo.

  • Pre-release
  • VST3 In validation
  • Standalone In validation
  • Web Available

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

    Set your own Event Horizon routes and response curves, then move them together with one performance control.

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.

Every band can use any of the twenty distortion types, with its own drive, bias, tone, mix, output, solo and mute. Three adjustable crossovers define the split. The four diagrams below are illustrations; hear the actual processing in the live demo.

  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 ClipAvailable
  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 algorithmAsymmetricAvailable
  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 FoldAvailable
  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 ClipAvailable

04 / Event Horizon

One control. Every consequence.

Route one macro to Drive, Bias, Tone, Mix and Output in each band. Set an endpoint and a Linear, Ease In, Ease Out or Smooth curve for each route, then scale the movement per band. At 0%, your base sound stays intact.

Available

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 / Signature features

Built to be pushed as a system.

All four signature features are implemented and available in the live demo. Open the Macros page inside QUASSAR to configure the routes, links, protection and snapshots.

  • Event Horizon

    Available

    One macro. The whole spectrum moves.

    Twenty configurable routes across four bands. Choose endpoints, response curves and band amounts, then perform them with one macro. Your route settings travel with the preset.

  • Mass Lock

    Available

    Destroy the spectrum without surrendering the foundation.

    Blend processed low frequencies back toward their aligned clean reference. Adjustable protection follows the SUB / BODY crossover and also reduces low frequencies generated by distortion in the upper bands.

  • Collapse States

    Available

    Travel between processing states instead of switching abruptly between them.

    Capture four named sound configurations, choose any two endpoints and morph between them. Snapshots include algorithms, crossovers, quality and all three other signature features. Recall an endpoint or return to the base sound.

Built for finding and keeping a sound.

  • A searchable sound library

    Start with 14 factory presets, including drum, bass, vocal and texture starting points. Search by name, distortion type or signature feature, bookmark favorites and save up to 32 user sounds.

  • Compare, undo and recall

    Keep separate A/B comparison states, copy between them and undo or redo sound edits. Export and import portable JSON presets, including macro routes and Collapse snapshots.

  • Selectable processing quality

    Choose 1×, 2×, 4× processing. All quality modes keep a fixed 96-sample effect latency; browser and audio-device buffering add their own playback delay.

  • See the incoming signal

    Follow the live input spectrum and input/output meters, with per-band scopes and native response previews that follow your settings. Monitor output peaks and reset clip indicators.

  • DAW automation and recall

    The Windows VST3 build exposes 63 product controls plus host bypass, with parameter gestures and project-state recall. Public release and manual DAW acceptance are still in progress.

  • Test samples without a DAW

    Upload a local WAV, trigger it from the start and change the distortion while it plays. Loop, pause and stop playback, with a separate listening-volume control after the effect.

06 / Algorithms

20 distortion types. 7 distinct families.

Every type below runs in the real QUASSAR processing core and is selectable in every band. Start with saturation, clipping and folding, or explore rectification, digital reduction, signal memory and chaos.

Four illustrative examples. Hover or focus to increase their drive; use the live demo to hear the actual engine.

  • Transfer curve and processed waveform for Soft Clip
    Saturate

    Soft Clip

    Smoothly rounds peaks for gentle saturation and increasing density.

    Available
  • Transfer curve and processed waveform for Hard Clip
    Clip

    Hard Clip

    Cuts peaks at fixed limits for a direct, sharp clipping character.

    Available
  • Transfer curve and processed waveform for Asymmetric
    Clip

    Asymmetric

    Clips the positive and negative halves at different thresholds.

    Available
  • Transfer curve and processed waveform for Wave Fold
    Fold

    Wave Fold

    Reflects peaks back into range, adding folds as the drive increases.

    Available

The complete distortion collection

  • Saturate

    4 types
    • Soft Clip

      Smoothly rounds peaks for gentle saturation and increasing density.

    • Cubic

      A rounded polynomial curve that reaches firm saturation at its limits.

    • Tube

      Asymmetric saturation with different positive and negative headroom.

    • Square Law

      Emphasises larger waveform excursions with a signed square-law curve.

  • Clip

    3 types
    • Hard Clip

      Cuts peaks at fixed limits for a direct, sharp clipping character.

    • Asymmetric

      Clips the positive and negative halves at different thresholds.

    • Dead Zone

      Suppresses the centre of the waveform before driving larger excursions into clipping.

  • Fold

    2 types
    • Wave Fold

      Reflects peaks back into range, adding folds as the drive increases.

    • Sine Fold

      Bends the signal through repeating sine-shaped folds.

  • Rectify

    2 types
    • Half Rectify

      Keeps the positive half of the waveform and removes the negative half.

    • Full Rectify

      Flips the negative half upward for full-wave rectification.

  • Digital

    3 types
    • Bit Crush

      Reduces amplitude resolution from 16 toward 2 bits as drive increases.

    • Downsample

      Holds samples for longer intervals to produce stepped digital texture.

    • Schmitt

      Switches between two output levels when the signal crosses opposing thresholds.

  • Slew

    3 types
    • Slew Limit

      Limits how quickly the waveform can change, softening fast edges.

    • Accumulate

      Builds a leaky, bounded signal history into the current output.

    • Stasis

      Holds the output until the input moves far enough to cross a change threshold.

  • Chaos

    3 types
    • Turbulence

      Varies the saturation drive over time for moving, unstable texture.

    • Grit

      Adds signal-dependent noise and clipping for a rough surface.

    • Ricochet

      Feeds a resonant signal history into saturation for ringing, rebounding colour.

07 / Sound

Hear it on your own sound.

Load a local WAV in the live demo, choose a preset and trigger it through QUASSAR. Adjust the controls while it plays, loop the sample or compare the effect with bypass.

Your sample. The real QUASSAR engine.

The browser demo is ready to play. Choose Upload sample, then Trigger sample. WAV files stay on your device and playback starts only when you ask. Prerecorded examples are still being prepared.

Try the live demo →

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.

The VST3, Windows desktop build and browser demo use the same C++ processing core and portable sound format. The web demo is live; native builds are implemented and undergoing release validation.

  • VST3

    Windows VST3 build with host automation and project recall. Release and DAW qualification are in progress.

    In validation
  • Standalone

    Windows desktop build with local WAV playback through the native engine. Public release is pending.

    In validation
  • Web

    Live browser preview with local WAV upload and the same C++ processing core.

    AvailableOpen Web

Current native builds target Windows x64. Signing, final installer qualification and manual DAW acceptance remain open. The browser demo runs over HTTPS in browsers with AudioWorklet and WebAssembly support.

10 / Buy

Cross the Event Horizon.

Try the complete processing engine in your browser today. The native release is still being qualified; pricing and downloads will be announced when it is ready.

QUASSAR

Multiband Destruction Engine

Full version

Pricing

Price to be announced

One-time purchase · EUR

  • 20 distortion types across four independent bands
  • Event Horizon, Orbit Link, Mass Lock and four Collapse States
  • 14 factory presets and a searchable user library
  • VST3 plug-in and standalone application
  • Portable presets, A/B comparison and undo/redo

Checkout is not connected yet. This button activates the moment QUASSAR is available to purchase.

Platforms & formats

  • Pre-release
  • VST3 · In validation
  • Standalone · In validation
  • Web · Available

Windows x64 VST3 and desktop builds are in validation. The browser demo is available now. Public native downloads are not available yet.

Get started today

  1. 01

    Open the demo

    Start with your own WAV sample. No DAW or account is needed.

  2. 02

    Find your sound

    Browse the factory presets, adjust the bands and save a portable sound file.

  3. 03

    Native release

    Windows plug-in and desktop downloads follow release qualification. Checkout is not open yet.

Not sure yet?

Try QUASSAR on your own WAV samples. Load a sample and hear the real distortion engine in your browser.

Try the live demo

11 / FAQ

Questions before launch.