TT-HYPERSNARE — User Manual

JSFX instrument for REAPER // Version 0.1.0 // TimTechlor

A snare drawn, not sampled: a tonal membrane body and a filtered noise bed under drawable curves, a rimshot knock, an attack snap and a flam on top, a room that breathes around the hit - from tight 909 cracks to trap snares and jungle flams.

01The concept

TT-HYPERSNARE is a pure synth snare. There is no sample inside: a tonal body (two sine partials à la 909, or a six-mode membrane model) follows a pitch curve you draw, a filtered noise bed - the snares - sits under it and can be coupled to the body envelope, and a snap accents the attack. RIMSHOT swaps the centre of the sound for a ringing knock, FLAM plays a second, softer hit a few milliseconds later, and a ROOM tail with ducking and a reverse swell turns the dry hit into a space.

The signal path is fixed and short: hits → EQ pre → slot 1..4 → Rawstyle stack → (Punch Protect sum) → room → EQ post → clipper → out → limiter. Everything from the EQ pre to the Rawstyle stack runs at twice the sample rate.

TT-HYPERSNARE front panel: three curve editors, snare/rim panel, four distortion slots, room, scope and pattern player
FRONTThe whole instrument on one page. Top: body pitch, amp and drive curves with their knobs. Middle: four distortion slots, Rawstyle / Punch Protect, snare / rim. Below: EQ, room, scope and spectrum, master. Bottom: the pattern player.

02Quick start

  1. Insert TT-HYPERSNARE on a track (it is an instrument: no input needed).
  2. Pick a factory snare from the PRESET bar (arrows step through the 36 snares).
  3. Play notes from the piano roll, or press PLAY in the PATTERN panel: with HOST the 16 steps follow the transport, with FREE they run on their own at FREE BPM.
  4. Reshape the sound: drag the pitch curve, tune the noise bed in the SNARE / RIM panel, add a flam.
  5. Happy? Actions → TT-HYPERSNARE Render renders the current snare as a 24-bit WAV item on a new track.
One snare sounds at a time. A new trigger fades the previous hit out over 2 ms and starts the new one; the room tail keeps running underneath, so a rolling pattern never leaves a hole in the space.

03The front

AreaWhat it does
HeaderPreset bar (< name > SAVE ...) with the family label, RANDOMIZE / MUTATE with LOCK P / A / D (pitch, amp, distortion), output meter and clip LED, OPTIONS button (colour scheme)
Row 1BODY PITCH, AMP and DRIVE ENV curve editors with the controls that belong to them. A white line runs along each curve while a snare plays
Row 2Four distortion slots, RAWSTYLE / PUNCH, SNARE / RIM (level, tone, Q, high-pass, decay, couple, rimshot)
Row 3EQ, ROOM (mix, decay, duck, size, tone, width, reverse), scope + spectrum, MASTER (clipper, limiter, output gain)
Row 4PATTERN: step buttons, velocity bars, play, sync, rate, template, steps, swing, free-run tempo

Every value is an automatable parameter (the sliders are hidden in the JSFX list and driven from the front). Curves, the pattern and the lock mask are stored with the project and with REAPER presets.

04Body: pitch curve & models

The body always lands at its base pitch when the curve reaches 0 st: f(t) = f_end · 2curve(t)/12, with f_end = the played note (KEYTRACK on) or TUNE (KEYTRACK off). A short downward sweep at the start gives the stick attack; a flat curve gives a pure tonal body. PITCH TIME is the length of the curve, TIME LOG stretches its start, the range button selects +-12/24/48/96 st.

ModelWhat it is
2 SINES (default)909-style: a sine at f plus a second sine at f · MODE 2 RATIO (1..2.5) with level MODE 2 LVL. Ratio 1.78, level 60 % is the classic.
MEMBRANESix fixed modes (ratios 1, 1.594, 2.136, 2.296, 2.653, 2.918; levels 1, 0.7, 0.5, 0.4, 0.3, 0.25); each mode dies a little faster than the one below it, so the body darkens as it fades. Ratio/level knobs have no effect here.
PHASE (0..360°) sets the start angle of every mode. 0° (default) starts the body at zero, rising: no thump of its own. The noise bed and the snap carry the transient.

05Amp curve, snares, rim, snap

The amp curve shapes the body (drawn 0..1). LENGTH (30..1500 ms) is its length; the last 2 ms are faded out automatically. SYNC replaces the length with a note value at the host tempo.

LayerControlsWhat it is
SnaresLEVEL, TONE (1..12 kHz), Q (0.3..4), HP (100..4000 Hz), DECAY (10..1000 ms), COUPLEDeterministic noise (every hit is identical) through a band-pass into a high-pass. COUPLE fades the bed with the body envelope: 0 = own decay, 100 % = the snares die with the body.
RimshotRIMSHOTA ringing 1.7 kHz knock (fixed band-pass, 4 ms) on the same noise, with the body level halved - wire-brush and garage-rim territory.
SnapSNAP, SNAP TONE, SNAP DEC, BPA click transient like the HYPERKICK click: high-passed (or band-passed with BP) noise with a fast exponential decay. Started per flam hit.

06Flam

FLAM MS (0..40 ms) adds a second hit that many samples later: the first hit sounds with FLAM LVL (0..100 %), the second with full level. Both hits share their noise character, so a flam sounds like the same snare played twice - jungle and drill rolls, ghost-note feels. At 0 ms there is exactly one hit.

07Drive envelope & velocity

The drive curve scales the drive of all slots (and the Rawstyle stack) over the length of the hit; ENV AMT is the depth. Velocity: VEL>LEVEL, VEL>DRIVE, VEL>SNAP decide how much a soft note is quieter, cleaner and less clicky. GATE MODE fades the hit out over 5 ms at note-off.

08Distortion chain

Four slots in a fixed order (SOFT / HARD / FOLD / TUBE / BIT / CLIP), each with drive (0..40 dB), mix and an on switch, then the optional RAW STACK (three-stage saturation) and PUNCH PROTECT (the band below SPLIT stays clean while everything above it is driven). The whole section runs at 2× the sample rate. DnB cracks live at SLOT 1 HARD 12..20 dB; lo-fi grit wants TUBE or BIT.

09EQ & master

One three-band EQ (low shelf, peak, high shelf) sits either PRE (what the distortion sees) or POST (the result), or is off. The CLIPPER works at its CEIL ceiling with anti-derivative anti-aliasing; LIM is a soft limiter that keeps the output below 0 dBFS; OUT is the output gain. The header meter shows the output peak.

10Room & reverse

The ROOM tail is fed from the distorted hit: four damped comb filters and two all-pass diffusers per channel, with fixed delay times (11.3..19.7 ms) scaled by SIZE (0.5..2). A low-pass at TONE (1..16 kHz) darkens it, WIDTH spreads it in stereo (0 = both channels identical), DECAY is the reverb time (100..3000 ms). DUCK pulls the tail down while the hit is loud, so it blooms as the snare fades.

REVERSE plays the room of the previous hit backwards: with the pattern running it swells exactly into the next hit (REV LEN, never more than half the gap); a MIDI hit starts the reverse right at the trigger with the free length. The very first hit has no predecessor: no reverse.

TT-HYPERSNARE EQ, room, scope and spectrum, master
ROOMEQ, room, scope / spectrum, master. The scope shows the last hit, the spectrum the output.

11Pattern player

16 steps with a velocity each; RATE 1/4..1/32, STEPS 1..16, SWING delays every second step. Templates: 4 ON FLOOR, ROLLING 16TH, HS OFFBEAT ROLL, GABBER 16TH, CLEAR. HOST follows the transport (sample-exact), FREE runs at FREE BPM. The pattern plays TUNE, not the note.

TT-HYPERSNARE pattern player
PATTERN16 steps with velocity. The white outline is the running step.

12Presets

36 factory snares in families: 909 (Snare, Tight, Fat, Gated), 808 (Snare, Snappy), House (House Snare, House Classic, Garage Rim, Disco Snare), Techno (Techno Crack, Industrial, Rim Techno, Rave Stab), Hard (Hardstyle Snare, Rawstyle Crush, Gabber Snare, Gabber Stab), DnB (DnB Crack, Neuro Snare, Liquid Snare, Jungle Flam), Trap (Trap Snare, Drill Rim, Pitched Snare, Trap Roll), Acoustic (Tight Acoustic, Room Kit, Brush-ish), LoFi (Dusty Snare, Crushed), FX (Laser Snare, Reverse Snare, Tom-Snare, Big Room Snare) and INIT SNARE.

A preset (factory or your own) loads the sound: all sound parameters and the three curves. Not part of a preset: the pattern, the pattern player settings, the MIDI channel, the scope span, the LOCK buttons, the colour scheme and the hidden test parameter. The bar (< name > SAVE ...) stores 32 user slots inside the plug-in state: they live in the project and in every REAPER preset of this plug-in. RANDOMIZE draws a new snare within sensible ranges, MUTATE nudges the current one; the LOCK buttons protect pitch / amp / distortion.

TT-HYPERSNARE preset bar
PRESETSThe preset bar sits in the header, left of OPTIONS.

13Options / Color

OPTIONS opens ten colour schemes: ACID, CYAN, ORANGE, MAGENTA, YELLOW, RED, BLUE, VIOLET, MINT, ICE. The choice is per plug-in instance, saved with the project and with REAPER presets, and untouched by presets, RANDOMIZE or MUTATE. The factory colour of TT-HYPERSNARE is CYAN.

14MIDI & voice behaviour

15Render script

TT-HYPERSNARE Render.lua (installed by ReaPack, Actions list) renders the current sound: it puts a temporary MIDI note at the edit cursor, sizes the range from LENGTH / snares decay / room decay (plus reserve), renders it as a stereo 24-bit WAV stem on a new track and removes the temporary note. Select the track first.

16Technical notes

17Troubleshooting

18Release notes