VECTRA – System Architecture & Design Overview
System Architecture & Design Overview

VECTRA

VECTRA is a hybrid tri-core power synthesizer combining a virtual analog engine, an advanced wavetable engine and a procedural Forge engine with a bi-directional modulation system, modular effects and probability-based sequencing.

Tri-Core Generation Engine Living Modulation Matrix Forge Procedural Wavetables

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System I

Tri-Core Generation Engine

Overview
The VECTRA sound architecture is built around three complementary sources: a Virtual Analog core, an Advanced Wave Core and the Forge vector/procedural engine.

Virtual Analog (VA) Core

The VA section provides classic, mix-ready oscillator behaviour.

  • Oscillators: 2× high-precision PolyBLEP oscillators
  • Waveforms: Saw, Square (PWM), Sine, Triangle
  • Unison Engine: Up to 7-voice unison per oscillator with Spread & Detune
  • Hard Sync: Master/Slave synchronization logic
  • Sub-Oscillator: Dedicated sub (Sine / Square / Triangle) with direct routing
  • Noise Generator: White noise with variable Color (Lowpass / Highpass tilt)

Advanced Wave Core (AWC)

High-resolution wavetable playback with destructive and real-time transformation.

  • Playback: High-fidelity cubic interpolation (Catmull–Rom) or linear modes

Isotopic Mutator (Destructive Editing)

  • Spectral FM – frequency modulation applied to the wavetable data structure
  • Harmonic Content Morph (HCM) – spectral shifting and notch filtering of harmonics
  • Wavefolding – mathematical folding of waveform geometry
  • Spectral Modal Forge – resynthesis based on physical material properties

Real-Time Warp Modes

  • Bend + / −
  • Sync (Windowed)
  • Mirror
  • Pulse Width (PWM for wavetables)
  • Quantize (bit-crush effect on phase)
  • FM (phase modulation)

Forge – Vector Synthesis

Procedural wavetable engine with vector morphing.

  • Architecture: 4-corner vector morphing engine
  • Incubator: XY pad (IncubatorPanel) for blending 4 distinct “Parent” recipes
  • Z-Morph: Third dimension scanning through generated wavetable frames

Procedural Aesir Algorithms (Parents)

  • Aetheric Glass – physical modelling of struck solids
  • Fractal FM – recursive modulation feedback loops
  • Spectral Modal – material / stiffness / damping simulation
  • Chaos Tamed Feedback – logistic map equation generation
  • Golden Formant Choir – Phi-ratio formant spacing
  • Crystalline Formant – noise-driven vocal textures
  • Granular Hybrid – particle-based generation
  • Phase Scatter – stochastic phase randomization
alt="VECTRA Synth Panel" />
Fig. 1 – Main Synth panel showing dual oscillators, filter section and envelope / LFO sources.
System II

Twin-Turbine Filter Stack

Architecture

  • Dual core: Filter 1 & Filter 2
  • Routing: switchable Serial or Parallel
  • Filter Balance: continuous blend between F1 and F2 outputs
  • Stereo Link: options to offset cutoff / resonance per channel
alt="Filter detail" />
Fig. 2 – Filter architecture with dual cores, routing and drive / character controls.

Filter Models (13 Topologies)

  • LP24 Ladder – classic 4-pole lowpass
  • SVF Series – Lowpass, Highpass, Bandpass, Notch, Peak (12 dB/oct)
  • Morphing SVF – continuous morph between Low / Band / High
  • Formant – 3-band vocal resonator (A–E–I–O–U mapping)
  • Advanced Vowel – 5-formant model with Static / Morph / Feedback / Screamer modes
  • Comb – tuned delay line with positive / negative feedback
  • Phase Filter – multi-stage all-pass (Shepard tone sweeps)
  • SEM – state-variable with morphable shape (LP → Notch → HP)
  • Multi-Mode Ladder – varislope (6 / 12 / 18 / 24 dB) implementation

Character & Drive

  • Pre-Filter Drive: input gain into the filter core
  • Character Modes: Clean (Linear), Soft (tanh saturation), Tube (asymmetric shaping), Hard (sine folding)
System III

Chronoweaver Modulation

Generators

8× LFOs

  • Shapes: Sine, Saw, Square, Triangle, S&H, Sample & Glide
  • Modes: Free (Hz) or Synced (beat division)
  • Bipolar / Unipolar switching

4× MSEGs (Multi-Segment Envelope Generators)

  • Modes: DAHDSR (classic) or MSEG (drawn)
  • MSEG Loop: loop start / end points
  • Playback: Envelope (one-shot), LFO Retrig, LFO Sync
  • Elastic Time Scale: per-envelope time scale knob (compression / expansion of time)

The Living Matrix

  • Capacity: 32 modulation slots
  • Bi-Directional Workflow:
    • Drag & Drop: drag SourceOrb to any modulatable control
    • Context Menu: right-click any knob to assign sources
  • Visualization:
    • Living Cables: animated Bézier curves connecting source to destination
    • Pulse: cables glow based on signal intensity
    • Modulation Arcs: halo rings on knobs showing modulation range

Master Macros

  • 8× Global Macros: renamable, mappable controls for meta-patching
alt="Living Matrix panel" />
Fig. 3 – Living Matrix view with animated modulation cables and macro routing.
System IV

Maelstrom FX Rack

Workflow

  • Drag & Drop reordering: modules can be swapped in real time
  • Bypass / Focus: individual module toggles

Modules

  • Distortion: Tape, Tube, Diode, HardClip, BitCrush, RateReduce, Wavefold – with real-time transfer curve scope
  • EQ: 4-band parametric with shelf / peak modes
  • Phaser: Rate, Depth, Feedback, Center Freq, Stereo Mix
  • Chorus: Rate, Depth, Feedback, Center Delay (turquoise / purple visualiser)
  • Delay: Stereo / Ping-Pong, Character (Smear / Saturation), Rhythm tap-division logic, timeline visualiser
  • Reverb (E.H.R): Legacy, Event Horizon, Prism, Singularity; Infinite Freeze (∞), Damping, Pre-Delay, Ducking; FFT-based Nebula cloud visualiser
alt="Maelstrom FX rack" />
Fig. 4 – Maelstrom FX rack with distortion, modulation, delay and reverb modules.
System V

Helios & Oculus

Helios – Probability Arpeggiator

Per-step control for evolving melodic and rhythmic structures.

  • Per-step Probability: chance of note triggering (0–100%)
  • Per-step Ratchet: sub-divisions per step (glitch rolls)
  • Per-step Gate & Velocity
  • Per-step Pitch Offset (semitone shift)
  • Humanization: timing jitter and velocity drift
  • Visuals: Spectrum Mode (colors based on Circle of Fifths)
alt="Helios Arpeggiator" />
Fig. 5 – Helios probability arpeggiator with per-step probability, ratchet and humanization.

Oculus – Global Visualization

  • Mandalizer V2 (The Orrery):
    • Layer 1: Living Core (waveform shards)
    • Layer 2: Orbital System (unison moons)
    • Layer 3: Deep Field (LFO constellations)
  • Phase Weaver: hex-clipped goniometer for stereo correlation
alt="Forge / visual system" />
Fig. 6 – Forge / Oculus visual representation of spectral structures.
System VI

Infrastructure

Core Systems

  • Preset Management: JSON-based system (.vtrpreset) with category tagging
  • License Manager: server-side validation, offline key support, activation overlay
  • Oversampling: 1×, 2×, 4× (Ultra) modes
  • UI Scaling: vector-based resizing (70% to 200%)
  • Safety: DSP_Utils::sanityCheck for NaN / Infinity protection
alt="Envelope / engine detail" />
Fig. 7 – Envelope and engine view; infrastructure systems ensure stability across complex modulation.