SCRAPWORKS

VUHWEX AUDIO / OTHER INSTRUMENT VST / IN DEVELOPMENT

Play the wreckage.

SCRAPWORKS turns struck metal, malfunctioning machinery, primitive electronics, and damaged loops into an eight-lane instrument. Build mechanical grooves, cold drones, metallic percussion, or quiet tension—then make the whole structure resonate.

SCRAPWORKS Eight sound lanes, performance macros, and the IMPACT editor.
Eight sound lanes, performance macros, and the IMPACT editor.

Eight lanes. Four sound engines. One connected structure.

  • Every lane can select IMPACT, MACHINE, CURRENT, or TAPE. Combine different engines across the instrument instead of assigning each lane a permanently fixed drum role.
  • Per-lane controls cover level, pan, tuning, filter, resonance, drive, attack, release, velocity sensitivity, Structure send, Feedback send, and output assignment. One-shot, gated, and drone behaviors accommodate both hits and sustained textures.
  • Drum mode targets eight configurable notes, defaulting to MIDI 36–43. Chromatic mode plays the selected lane across the keyboard. Standard MIDI is the intended route from a DAW sequencer; no proprietary host connection is required.

IMPACT — objects with a resonant identity

  • A modal resonator architecture excites families of objects using impulses, filtered noise, or short bursts. Rather than loading a different drum recording for each hit, the design shapes resonant modes and their excitation.
  • Object families span steel pipes / scaffolding, sheet metal / oil drums, springs / stretched wires, hollow tanks, glass / ceramics, and wooden beams / crates. These are synthesized approximations of material behavior.
  • Material, size, strike position, hardness, damping, brightness, inharmonicity, body resonance, and decay shape the object. Strike position changes the excited mode balance; inharmonicity moves the partials away from a simple harmonic series.
  • Hit, scrape, drag, rattle, and repeated-contact gestures change how energy enters the resonator. Gesture Rate controls repeated or evolving contact. Scrape is designed around changing friction rather than a time-stretched impact.

MACHINE — rotation, load, and misbehavior

  • Oscillators, noise, amplitude modulation, and resonant filtering form motors, pneumatic pulses, relays, gears, rattles, and uneven cycles.
  • RPM and gear ratio establish mechanical repetition. Load changes speed stability and timbre; looseness, friction, misfire probability, and wear introduce related irregularities.
  • Tempo-sync and free-running operation let machinery lock to a groove or slip against it. Timbral wear remains separate from sequencer drift so damaged sounds can still play tightly.

CURRENT — primitive electronic circuitry

  • Oscillators, filtered noise, FM, ring modulation, wavefolding, sample-and-hold modulation, and unstable tuning provide the electronic source palette.
  • Frequency, key tracking, modulation ratio / depth, pulse width, instability, and tone move from pitched bass and sustained drones into electrical chatter, radio-like interference, and piercing tones.
  • FM changes instantaneous oscillator frequency; ring modulation creates sum-and-difference sidebands; wavefolding changes harmonic density through nonlinear shaping. These offer different starting points for electronic abrasion.

TAPE — recordings as raw material

  • Load user-owned audio for sample playback, with granular playback as an advanced development feature. Start / end, forward / reverse, speed, pitch, loop length, and splice position define the playback region.
  • Wow / flutter, dropouts, saturation, and tape wear add correlated instability and damaged fidelity. Short boundary crossfades control accidental clicks, while a separate splice-click amount allows deliberate discontinuity.
  • Rhythmic grain triggering, freeze, portable preset export, and reliable sample references are part of the extended design. Missing-file handling and permitted-asset packaging will be documented before release.
  • The synthesis engines are intended to make useful sounds without external samples. Factory audio content must be original or appropriately licensed.

Patterns that behave like machinery

  • Each lane has its own length, musical division, traversal direction, and swing, with a development target of up to 64 steps. Forward, reverse, pendulum, and random traversal build repeating or evolving arrangements.
  • The step inspector combines trigger, probability, velocity, gate, pitch, microtiming, ratchets, conditional triggering, and parameter locks. Conditions such as every second or fourth cycle create changes over longer phrases.
  • Mechanical Drift introduces imperfect coordination without forcing extra distortion or tape wear. Keep a steady clock with corroded timbres, or let independent cycles gradually lose alignment.
  • Lane-level pattern enable, clear, rotation, locks, Nudge, Mutate, and Rebuild support focused editing. Host sync and a standalone internal clock are development requirements.
SCRAPWORKS Independent lane sequencing with probability, conditions, and parameter locks.
Independent lane sequencing with probability, conditions, and parameter locks.

STRUCTURE — the frame everything is bolted to

  • A shared resonant bus lets several lanes excite one connected body: a warehouse frame, tank, or sheet-metal platform. It adds shared tonal modes rather than acting as another ordinary reverb.
  • Size, material, damping, excitation amount, stereo spread, and Structure level shape its response. Per-lane sends determine which objects transmit energy into the frame.
  • Envelope-driven inter-lane modulation lets one lane affect another’s pitch, resonance, filter, or distortion. The design favors controlled modulation over unrestricted audio feedback between every pair of lanes.

FEEDBACK CHAMBER — sustain the instability

  • A separate nonlinear network combines a short tuned delay, high-pass and low-pass filtering, saturation, instability, and return gain. An Excite button injects energy into the chamber.
  • Feedback amount, tuned frequency, and chamber level move a struck resonance toward a sustained instrument. Internal-level monitoring makes the loop’s activity visible.
  • The design calls for DC blocking and bounded internal energy, with Panic clearing voices, resonators, delays, and feedback through a short fade. A master limiter is not a substitute for a stable loop. Final safety and sustained-playback behavior remain release-validation items.
SCRAPWORKS Shared structural resonance and a separate feedback chamber.
Shared structural resonance and a separate feedback chamber.

Nine stages of destruction, in your order

  • Reorder Drive, Fold, Crush, Ring, Comb, Frequency Shift, Tape, Delay, and Reverb. Each stage provides its own bypass and mix controls.
  • Drive offers soft or hard clipping; Fold adds amount and bias. Crush separates bit depth from sample-rate reduction. Ring exposes frequency and mix; Comb adds tuned frequency, feedback, and damping.
  • Frequency Shift moves partials by an offset in hertz rather than transposing every partial by a musical ratio. It is explicitly distinct from pitch shifting.
  • Tape adds wow, flutter, age, and saturation. Tempo delay includes rhythmic division, ping-pong, feedback, tone, and mix. Reverb shapes size, decay, darkness, pre-delay, and mix.
  • Oversampling quality and Ruin loudness management support nonlinear processing. Ruin is intended to increase destruction without turning the patch into a simple gain jump.
SCRAPWORKS Nine reorderable destruction effects with independent bypass and mix controls.
Nine reorderable destruction effects with independent bypass and mix controls.

Modulation with a mechanical memory

  • Four LFOs and two random sources provide periodic, smooth-random, stepped, and drifting movement, with free or clock-synced rates.
  • One envelope follower per lane adds amplitude-responsive modulation, with attack and release shaping. Route one sound’s activity into another lane for interacting machines and resonant objects.
  • The matrix selects source, target lane, destination parameter, and bipolar normalized depth. Route movement into synthesis, structure, filtering, and effects while preserving the underlying control values.
SCRAPWORKS Four LFOs, two random sources, lane envelope followers, and modulation routing.
Four LFOs, two random sources, lane envelope followers, and modulation routing.

Six editable performance macros

  • Mass moves toward larger, deeper resonant bodies. Tension emphasizes brightness and strain. Motion changes mechanical speed and rhythmic activity.
  • Decay adjusts sustained energy. Corrosion combines wear, instability, and reduced fidelity. Ruin drives distortion and structural breakdown.
  • Each macro can address up to ten destinations, with lane selection and bipolar depth. Mappings add offsets to the detailed settings and can be inspected, edited, or reset.
  • Four performance scenes with continuous-parameter morphing are a development target. Discrete engines and choices require defined switching or crossfading rather than interpolation between invalid states.
SCRAPWORKS Editable macro assignments with lane selection and bipolar depth.
Editable macro assignments with lane selection and bipolar depth.

Randomize the sound—or rebuild the workshop

  • Nudge makes small variations, Mutate explores further, and Rebuild creates a more substantial new configuration. Target individual lane sounds, lane patterns, modulation, effects, or the whole patch.
  • Sound and rhythm randomization are separate. Locks can protect parameters, lanes, patterns, engine choices, and loaded samples. Optional pitch-scale constraints keep generated notes within a musical framework.
  • Saved seeds and Undo / Redo make exploration recoverable. Output volume, MIDI assignments, sample assignments, and safety controls are preserved by default unless explicitly included.

From quiet unease to rhythmic demolition

  • The factory-bank target is at least twenty original presets spanning scrap percussion, mechanical grooves, sub-bass machinery, interference, tape textures, cold drones, feedback instruments, cinematic tension, and demolition rhythms.
  • Planned sound-design examples include Scaffolding Choir, Freight Elevator, Concrete Lung, Night Shift, Relay Sermon, and Factory After Closing. Quiet, playable patches are as central to the palette as aggressive ones.
  • Final preset content, audio demonstrations, supported formats and systems, host compatibility, pricing, and downloads will be confirmed before release.

In Development

  • SCRAPWORKS is in development. Features described here cover the instrument design and planned extensions; final specifications may change. VST3, macOS AU, and standalone are target formats, with stereo output and optional individual lane routing.
  • Project recall is designed to retain patterns, engine settings, locks, seeds, modulation, scenes, and sample references. Final performance requirements and host results will accompany release information.