Robotic Audio · User manual

Line Runner

A gnarly wobble-bass synth where you draw the movement. Paint how each note's volume, pitch and tone change over time, loop the part you like, and push it through a drive section, fourteen filters and a full effects rack.

  • Mono, or up to 16 voices
  • 4 generators · 12 types
  • Sampler with velocity layers, round robin, choke groups
  • FM, ring and sync between any generators
  • 5 drawn envelopes
  • Mod matrix, up to 32 rows
  • 14 filter types
  • 23 effects · 4 slots
  • 8 macros
  • XY performance pad
  • AU · VST3 · Standalone
Line Runner's window
Line Runner: the four generators and the pitch drop on top, the drawn envelopes in the middle, then drive, filter, voice and the effects rack with its macros.

Quick start

Five minutes from install to wobble.

01

Load a preset

Use the arrows or the menu in the header. Wobble1–13, Speed Wobble and Talking Bass are good starting points.

02

Play low

Line Runner starts mono: one note at a time, the last one wins. Hold a note to hear the loop of the volume envelope repeat. Turn up Voices for chords.

03

Draw

Drag across the Volume envelope to draw a new shape. Try RANDOM for instant rhythms.

04

Sync it

Set the envelope's Sync to Note and its Rate to 1/1 so the wobble locks to your song's tempo.

05

Make it nasty

Switch on a drive stage in the Aggressor (try Fuzz or Wavefolder), pick the MS-20 or Diode filter, and route Mod 1 to the cutoff.

06

Save

Press SAVE in the header. Your preset joins the list, saved with every setting and every drawing.

Hover over anything. The strip along the bottom of the window says what the control under the mouse does: the fastest way to learn Line Runner.

The window

Six areas, top to bottom, roughly in the order the sound flows.

Header
The preset bar (previous, next, the list, SAVE), the power button (bypass) and the menu with this manual. Click the logo for version and credits. With an AI key, a >_ beside the preset bar opens the designer. Until Line Runner is licensed, a DEMO or TRIAL chip beside the menu opens the licence.
Look
Menu (three lines) > Look dresses the window: Theme picks Cyberpunk (the default), Modern, Alien, Professional, Retro or Vintage, each with its own knobs; Colour keeps the theme's own colour or picks any other; Background and Foreground lighten the surfaces or the text, labels and lit parts in three steps, for anyone who finds the window too dark. The look is kept with the session, never with presets.
Generators
Tabs Gen 1 to Gen 4: what makes the raw tone.
Pitch Drop
A fast pitch slide at the start of every note: the classic "dive-bomb" attack.
Modulation
The drawn envelopes Volume and Mod 1–4, and the Matrix that routes them (and MIDI and the macros) to almost anything.
Aggressor · Filter · Voice
Three drive stages (18 algorithms), a 14-type filter, and the voice: how many notes play at once, portamento, transpose, bend and level.
Effects
Four effect slots in series and, beside them, two tabs: the eight macro knobs or the XY pad.

Using the controls

Do thisTo
Drag a knob up or downchange it (the value shows while you touch it)
Cmd / Ctrl / Alt + dragfine adjustment
Double-click a knobreset it to its default
Click a lit chip (LEGATO, SPRING…)switch that part on or off
Right-click a knob the matrix can moveroute a modulation source to it
Right-click an effect control or a slot's Mixroute a modulation source (a macro, an envelope…) to it
Drag a card's grip (⠿)reorder: Aggressor and Filter, or effect slots

A knob that something modulates shows a thin ring around it: the range the modulation can take it over, and a dot where it is right now.

Signal flow

What happens to a note, left to right.

GEN 1plays the note GEN 2 · 3 · 4Layer · FM · Ring · Sync ANY GENERATORwith DIRECT lit PITCHdrop · portamento · bend · matrix VOLUMEper voice AGGRESSORthree drives · 18 algorithms FILTERdrag to swap EFFECTS4 slots · level Direct: skips the drive and the filter, so it stays clean Mod 1–4, MIDI and the macros reach almost every stage (pitch too) through the matrix

Each note is a voice with its own generators, envelopes and modulation, and its own Volume envelope sets its level; the voices then share one Aggressor, filter and effects rack, which follow the newest note's modulation. The Aggressor's three drive stages run in order, left to right, each only when its power button is lit and each with its own algorithm (Overdrive, Distortion and Fuzz to begin with). The filter sits after them, or before them: drag a card by its grip (the dots at its top right) past the other to swap them; the sound runs left to right, with an arrow between. Filtering first and then distorting gives the classic growl.

Generators

Four generators, each any of twelve types. Generator 1 plays the note; 2, 3 and 4 layer with it or modulate any generator.

The card's tabs Gen 1 to Gen 4 switch between them. Every generator has the same set of types, its own table, wave or drawing, its own Position, Shape, unison and detune, a Level and a DIRECT switch. Generator 1 is always on and sets the note's pitch; Generators 2–4 have a power button, their own tuning against it, and a mode.

Types

Choose the type in the first menu: Wavetable, Waveform, Phase Dist, Shaper, Harmonic, String, Formant, Supersaw, Granular, Sampler, Noise or Chip. The Position knob is what each type moves (it takes the type's name for it: Amount, Drive, Morph, Decay, Vowel, Mix, Colour), so a matrix route to a generator's Position sweeps whichever type is playing. Some types have a second control, the Shape knob (Tone, Size, Release); it is greyed out for the others, as are the knobs a type doesn't use.

Phase Dist

A cosine whose phase runs unevenly through the cycle (as in Casio's CZ synths). Amount bends it into the chosen shape: Saw, Square, Pulse, or Res Saw / Triangle / Trapezoid, a sine up to 16× the pitch under a window: a resonant-filter sweep without a filter. Clean, vocal, perfect for "yoi" wobbles. The display shows the wave as it plays.

Shaper

A sine run through a curve you draw, with the same tools as the envelopes: left to right is the sine from −1 to +1, up and down what comes out. Drive sets how much of the curve the sine sweeps: low, just the middle (soft); high, all of it. Folds, steps and kinks all become harmonics; sweep Drive with Mod 1 and the curve is the wobble. It starts as a gentle wavefolder.

HarmonicThe Harmonic type: a drawn spectrum

Additive: draw the levels of the first 64 partials, the fundamental at the left (the higher you draw, the louder; quiet partials have plenty of room). There are two spectra, A and B (the buttons in the drawing's corner); Morph blends from one to the other. It starts as a saw (A) and a hollow, odd-partials tone (B). Every generator set to Harmonic plays the same two spectra, each with its own Morph.

StringThe String type

A plucked string: every note strikes it with a burst of noise that rings round a tuned delay. Decay is how long it rings, from a short thud to many seconds; at the top it never dies away, so the volume envelope alone shapes it. Tone is how bright it is. Through the drive it becomes a snarling, clanging bass.

FormantThe Formant type

A voice: a pulse that restarts three vowel formants on every cycle. Vowel morphs through A, E, I, O and U; Size makes the voice bigger and darker or smaller and brighter. Route an envelope to Gen 1 Position and it talks, with no filter needed.

SupersawThe Supersaw type

Seven saws with the classic uneven detuning. Mix goes from one saw to the six round it at full strength; Detune opens them from a gentle chorus to the wall. Always seven copies (Unison is greyed out); Spread sets their width.

GranularThe Granular type

Short overlapping grains of the generator's Wavetable, or of its Sample Map (the second menu): each note reads the take the Sampler would play for its key and velocity, between that take's start and end, at its own pitch on its root. Position is where the grains are taken from, Spray (the Detune knob) how far from it each may land, Grains (Unison) how many play at once and Size how long each is, from 10 ms (buzzy) to a third of a second (smooth). The map is the same one the Sampler type plays: switch between the two and it stays.

NoiseA generator set to Noise

Noise that follows the volume envelope like the rest. The menu picks White (bright hiss), Pink (even, softer), Brown (a low rumble) or Digital: a random value held 16 times per cycle of the note, so the noise has a lo-fi pitch that follows what you play. Colour (Position): under 50 % a low-pass darkens it, over 50 % a high-pass thins it, 50 % leaves it as it is. Through the drive for grit, through the filter for sweeps, or DIRECT for a clean breath on top.

ChipA generator set to Chip

A channel of a classic sound chip, computed as the hardware did it (the same models Bitstorm plays). The second menu picks the chip: the C64's SID, the NES, the Game Boy, the AY (Spectrum, Atari ST), Atari's POKEY, the Amiga's Paula or the Mega Drive's YM2612 FM. Position is the chip's main control: the SID's pulse Width, the NES and Game Boy pulses' Duty, the YM2612's Brightness (its modulators' levels); sweep it from the matrix. EDIT opens the chip's own editor over the window: its channel, waveform, hardware envelopes and sweeps, the machine every Chip generator plays in (PAL or NTSC clock, 50 or 60 frames a second, Chip Limits for the chips' real steps, the AY's and Amiga's models, the FM LFO), and its tracker macros: Volume, Arp, Pitch and Duty/Wave, a step per frame (a looped 0 4 7 on Arp is the chip-tune chord; a noise frame then a falling pitch is a chip drum), with the Game Boy's wave table and the YM2612's four operators on tabs of their own. The chips' envelopes play inside Line Runner's Volume envelope, and Unison, Detune, FM (it bends the chip's pitch) and Ring work as with the other types; Sync restarts the SID's oscillator.

The newer types show a preview: a moment of the generator as it is set now, redrawn as you turn its knobs.

Wavetable
Which table to play: built-ins (Classic, Pulse Width, Harmonic Build, Vowels, Hard Sync, Wavefold, Growl, Crush), the tables shipped with Line Runner, your saved ones (Yours) and Random. The 3D view shows its frames, the playing one lit.
Wave
In Waveform mode: Sine, Triangle, Saw, Square or Random, a random single-cycle wave. For the classic sub, a Sine with Octave −1 (and DIRECT to keep it clean under a driven bass).
Random
Rolls a new random table (3–5 random waves morphing into each other) or, in Waveform mode, a new random wave. Each generator keeps its own, with the session and in presets.
Save (disk)
Saves the playing table as a WAV in your wavetable folder; it appears under Yours in every generator's list.
Position
Where in the table to play, first frame to last, or what the type moves. Sweep it with Mod 1 in the matrix for moving tones. 0–100 %
Unison
Copies of the generator playing together, detuned and spread. 1–7
Detune
How far apart the copies are tuned, up to half a semitone either way. 0–100 %
Spread
On Gen 1: how wide every generator's copies sit in the stereo field. 0–100 %
Level
The generator's level in the mix. 0–100 %
Shape
The second control of String (Tone), Formant (Size), Granular (grain Size) and Sampler (Release); a matrix destination too. 0–100 %
DIRECT
Lit: the generator skips the drive stages and the filter, so it stays clean however gnarly the rest gets (a sub under a driven bass, a click on a filtered pluck). Off, it goes through them with the others.

Sampler

A generator set to Sampler, its sample map on the card

The generator plays its sample map: a sample per key, or one stretched over many, on four velocity layers, with round robin and choke groups. The card shows the map, keys across and layers up (the hardest on top). LOAD brings in audio files or a folder (WAV, AIFF, FLAC, OGG or MP3), or drop files on a key: one file becomes a take on that key, more on the same key take turns; files named by note (C3, F#4) and velocity (v1–v4, pp–ff) place themselves, files without notes go one per key, like a kit. Files are copied into your Samples folder next to Line Runner's presets, so sessions and presets find them again.

Each note starts the take its key and velocity pick, and it rings on under the next notes until its own key or its choke group cuts it. The voice's pitch (portamento, the pitch wheel, the matrix, FM from another generator) bends every take that sounds. Position, Unison and Detune are greyed out; Release (the Shape knob) is how long Gate takes and loops fade out after they are let go, 5 ms to 2 s.

The full sample map editor

EDIT MAP (or a double-click on the map) opens the whole map over the window, large. Click a key for its takes; the take's waveform shows its START and END markers and its loop to drag. ADD TAKE, REMOVE and CLEAR edit the map, Cmd+Z undoes, CLOSE goes back.

Root · Low · High
The note the take sounds at its own pitch, and the keys it covers.
Choke
Off, or a group 1–8: a note in the group cuts whatever the group still plays (an open hi-hat cut by the closed one).
Mode
One Shot plays to the end whatever the key does; Gate fades out (over Release) when the key is let go.
Tune · Gain · Pan
The take's own pitch, level and place.
Loop
Off, forward or back and forth between the loop markers, for as long as the note sounds.
Track
On: the take follows the keys from its root. Off: it plays at its own pitch on every key it covers: for kicks, clicks and noises.
Vel 2 · 3 · 4
Where each velocity layer starts. A layer without takes borrows the nearest one.
Cycle · Random
How the takes on one key and layer take turns: in order, or at random (never the same one twice running).

Samples from words

With an ElevenLabs key (Menu > AI...), the map's >_ opens a terminal: describe the sound and press Return. Its Layout menu picks what you get:

One sample, all keys
The default: one sample from your words as they are, played on every key from where its pitch measures.
Auto layout · Separate files · One file, cut up
With an Anthropic key too, Claude plans a whole map: a kit, an instrument across the keys, velocity layers, round robins and choke groups. Separate files makes each take on its own (best for instruments and long sounds); One file, cut up asks for every sound in one generation and cuts it apart (one go, sounds that belong together, such as a kit); Auto lets Claude choose. Takes join the map as they arrive.
Length · Takes
How long each sound is asked to be, and how many versions: for a map, the most round-robin takes per key.

Generators 2, 3 and 4

Generator 3 set to FM into Generator 2

Switch one on with its power button. Beside it are its mode and its target, the generator the mode acts on (Into Gen 1 to Into Gen 4; Generator 1 to begin with):

Layer

Simply mixed in. Detune it a few cents or put it a fifth up for thickness. The target menu is greyed out.

FM

It moves the target's phase: growls, metallic barks, talking tones. Amount is the depth. Into a Sampler it moves the playback speed instead (up to 1.5 octaves either way).

Ring

The target times it: bells, clangs, robot voices. Amount blends it in. Works on any type, Sampler and Noise included.

Sync

It restarts with every cycle of the target; Amount raises its pitch up to three octaves: the sync scream. A Sampler or Noise target has no cycle, so nothing restarts.

Generators can modulate generators that modulate others: Gen 4 into Gen 3 into Gen 2 into Gen 1 makes an FM stack, and several can aim at the same one. Two that modulate each other (Gen 2 into Gen 3 and Gen 3 into Gen 2) work too: one hears the other a sample late. A generator aimed at itself, or at one that is off, just plays, as in Layer.

Octave · Semi · Fine
The generator's pitch against Generator 1. ±3 oct · ±12 st · ±100 ct
Amount
What the mode does (the knob takes the mode's name): FM depth, ring blend or sync's pitch rise. Sweep it with the matrix. 0–100 %
Level
The generator in the mix. In FM, Ring and Sync, turn it down to hear only what it does to its target.

Pitch drop

Every note starts somewhere else and slides home.

Pitch
Where each note starts, in semitones from its own pitch: up for a drop, down for a rise, 0 for off. ±48 st
Time
How long the slide takes. 1 ms – 2 s
Legato
Lit: only a note after silence drops; notes played while another is held go straight (or slide with Portamento). Off: every note drops.
Curve
The slide's shape: above 0 it falls fast and settles (punchy), 0 is a straight line, below 0 it hangs on and then falls. ±100 %
Try Pitch +24, Time 80 ms, Curve 50 % for the laser-zap attack heard on many dubstep basses, or Pitch −12 with a long time for a slow rise.

Drawn envelopes

The heart of Line Runner: shapes you draw, played on every note.

The Modulation card has five envelopes, each a drawing you make with the mouse:

Volume

How loud the note is over time. Always on. The wobble lives here.

Mod 1 · 2 · 3 · 4

Free envelopes for the matrix: route them to the pitch, the filter, the wavetable position, the drive… Mod 1 starts routed to Pitch (±12 st), Mod 2 to Gen 1 Position.

Mod 1–4 have a power button (off: not calculated, nothing into the matrix) and a Bipolar switch. Bipolar, the drawing goes up and down from a centre line and sends −100 to +100 % into the matrix: right for a pitch bend up and down (Mod 1 starts bipolar). Off, it runs from the bottom, 0 to 100 %.

Pitch envelopes: draw the bend in a bipolar Mod envelope and route it to Pitch in the Matrix. The amount sets the depth: 100 % is ±24 semitones, 50 % ±12.

How an envelope plays

When a note starts, the envelope fades in over Attack and plays the drawing from the left. While you hold the key, the part between the two loop handles (the dots under the drawing) repeats. When you let go it fades out over Release, still following the shape.

Loop
The button with the arrow picture. Click to step through, right-click to choose: Off (play once, hold the end), Forward, Backward, Palindrome (back and forth).
Trigger
Trig: restart on every note. Legato: only after silence, so overlapping notes keep it running. Tempo: never restarts; it follows the song like an LFO (the whole drawing is one cycle) and notes only fade it in and out.
Sync
Free: speed set by Rate. Note, Dotted, Triplet: Rate becomes a note value: the whole drawing lasts that long at the song's tempo (120 BPM without a host), and a beat grid appears.
Rate
In Free sync: how fast the shape plays. At 1x the whole drawing takes 2 seconds. 0.1–10x
Rate (synced)
When synced: how long the whole drawing lasts, as a note value. Clockwise is shorter, so faster. 8/1 – 1/64
Attack
How long a note takes to fade into the envelope. Right-click it to disable it: the envelope starts at full level at once (the knob dims and reads Attack Off). 1 ms – 5 s
Release
How long it fades out after the key is let go. Right-click it to disable it: the envelope then holds the value it had when you let go (the knob reads Release Off) until the next note. On the Volume envelope the note keeps sounding at that level. 5 ms – 5 s
Drift
A smooth random wobble on the output, so no two passes sound quite alike. It never touches the timing: synced envelopes stay in time. Right-click it to disable it (the knob keeps its setting and reads Drift Off). 0–100 %

Drawing & editing

Five tools, edit regions, undo, copy and paste between envelopes.

Tools

Draw
Freehand: drag across the shape.
Line
Drag a straight line (its ends snap to the grid when synced; hold Cmd for free). Then drag its end dots to move them, or the ring to curve it: up or down for how much, sideways for where the bend sits. Hold Cmd on the ring for an S-curve.
Warp
Grab the shape and drag. Sideways moves that moment earlier or later, stretching the rest; up and down bends the shape smoothly around it.
Lift
Drag up or down to raise or lower the edit region (or the whole shape).
Move
Drag sideways to slide the edit region along, in grid steps when synced. Without a region it shifts the whole shape round, like a phase shift.

Buttons

Random
A new random pattern on the beat grid (16 steps when not synced). Click again for another. The menu has more generators: Rhythm, Melody, Organic and Wobble.
Smooth
Softens corners and steps. Click again to smooth more.
Normalize
Stretches the shape to the full range.
Menu (≡)
Undo and redo, copy and paste, zoom, edits (Smooth, Normalize, Flip, Reverse), random generators, Waveforms (sine, triangle, saws, square, exponentials: 1–8 cycles or one per grid step), Windows (the smooth bumps of grain and analysis windows: Hann, Hamming, Blackman, Gauss, Tukey, Kaiser, Expodec and more, one to eight or one per grid step) and ready-made shapes by category, Percussion first: single drum hits (Punch, Snap, 808 Decay, Gated, Clap, Flam), rolls, Bouncing Ball, reverses and sweeps. Right-click the drawing for the same menu.

Edit regions

Shift-drag across the drawing to mark a region. Drawing, edits, Random and shapes then only change that part.

HandleDoes
Upper edge handlestretches what's inside
Round edge handlerepeats the content into the space it's pulled over
Top and bottom handlescompress or expand it vertically
Small taper handlesfade the amplitude in or out from one end
Dots on the curve at the edgesmove the start or end value, tilting the content between
Edges with Shift heldresize the region itself

Cmd+C / Cmd+V copy and paste a region, or the whole shape, into any envelope. Shift-click or Esc clears the region.

Zoom

Cmd+scroll or pinch to zoom around the mouse, scroll to pan, Cmd+= / Cmd+- to zoom and Cmd+0 to see it all. The bar along the top shows (and drags) the view.

Modulation matrix

Up to 32 rows: anything moves anything.

Open the Matrix tab in the Modulation card. Each slot is one row: Source × Amount (× Via) + Offset → Destination, optionally smoothed. Click a cell for its menu; drag the Amount, Offset or Smooth cells up and down (Cmd: fine), double-click to reset.

The matrix shows the rows in use and one empty row after them. + ADD ROW adds more, up to 32, and a scroll bar appears when they don't fit. Right-click a row to insert a row above it, remove it (the rows below move up) or clear it.

Quicker still: right-click a knob the matrix can move (a generator's Position, Level, Shape or Amount, the drives, the filter...) and pick a source. It takes a free row at 25 %; the menu ticks the sources already routed there and has Remove All and Edit in the Matrix....

Source
Envelopes: Volume, Mod 1–4. MIDI: Velocity, Note (key tracking, centred on C4), Mod Wheel, Aftertouch, Pitch Bend, CC A, CC B and Random (a new value on every note). XY Pad: X and Y. Macros 1–8.
Via
A second source that scales the slot, e.g. the mod wheel bringing in an envelope. None: always on.
Destination
Generator 1: Position, Detune, Spread, Level, Shape. Generators 2–4: Position, Level, Pitch, Mod Amount, Shape. Voice: Pitch, Level, Pitch Drop, Portamento. Aggressor: Drive 1, Drive 2, Drive 3. Filter: Cutoff, Resonance, Morph, Drive. Macros 1–8.
Amount
How far, either way: 100 % moves the destination across its whole range. Pitch destinations show it in semitones (100 % = 24 st). ±100 %
Offset
A fixed shift added to the slot, in the same units as the amount (a pitch: semitones). It works with no source too, e.g. Gen 2 Pitch +7 st for a fifth. ±100 %
Smooth
Glides the slot's output over this time, softening steps and jumps: a stepped shape turns into slides, a MIDI CC stops zippering. − is none (and costs nothing). 0–2000 ms

CC A and CC B learn from your controller: click Learn under the matrix, then move a knob.

The classic wobble: draw a fast up-down shape in Mod 1, sync it to 1/8, and route Mod 1 → Filter Cutoff at +60 %. Add Mod Wheel → Filter Resonance to play the squelch.

Aggressor

Three drive stages, from warm to wrecked, each running any of eighteen algorithms.

Each stage has a menu with its algorithm, a power button and a knob for how hard it's driven. They start as Overdrive, Distortion and Fuzz and run left to right, so stages can be stacked: Tube into Wavefolder into Bitcrush, say. Changing a stage's algorithm while it plays fades the old one out and the new one in.

Overdrive
Warm, slightly asymmetric saturation. up to 30 dB
Distortion
A harder clip, for bite. up to 36 dB
Fuzz
A biased hard clip, splatty and gated: the gnarliest of the clippers. up to 48 dB
Soft Clip
A smooth, symmetric clip with a rounder knee than Overdrive. up to 30 dB
Hard Clip
Flat-topped clipping: square and buzzy when pushed. up to 30 dB
Tube
Lopsided like a pushed valve: one half rounds off later than the other, adding even harmonics. up to 30 dB
Tape
Gentle: squeezes the peaks before it clips. up to 24 dB
Diode
One half clips early and softly, the other late and hard. up to 30 dB
Half Wave
A half-wave rectifier: the bottom half cut away. Hollow and reedy. up to 24 dB
Rectify
A full-wave rectifier: the bottom half folded up, so the note jumps an octave. up to 24 dB
Sine Fold
A sine waveshaper: the wave folds over and over as it's pushed, glassy and bright. up to 24 dB
Wavefolder
Triangle folding, the West Coast way: sweep the knob for moving harmonics. up to 24 dB
Wrap
Past the edge, the wave wraps round to the other side: digital and nasty. up to 18 dB
Bitcrush
Fewer and fewer levels. 12 bits down to 3
Downsample
Sample and hold: the sample rate drops, folding metallic tones back down. down to 1/64 of the rate
Harmonics
A soft clip that turns into the third harmonic (a Chebyshev shaper): an octave and a fifth up. up to 12 dB
Crossover
A dead band round zero, like a starved amplifier: quiet parts sputter and gate. up to 12 dB
Slew
The wave can only move so fast: sharp edges turn into ramps, high notes dull and thin out.

For Bitcrush the knob sets how few levels remain, for Downsample how low the rate falls, for Crossover how wide the dead band is and for Slew how slowly the edges may move. The drive runs at four times the sample rate, so clipping and folding don't alias.

Filter

Fourteen characters. The knobs' names follow the type.

Ladder LP · HP · BP

Moog-style ladder, 24 or 12 dB: fat, warm, the classic.

SVF Morph · Notch

Clean state-variable filter; Morph blends low-pass → band-pass → high-pass.

Diode

303-style squelch.

MS-20

Saturating, screaming resonance.

Formant

Vowels A–E–I–O–U on the Vowel knob: talking basses.

Comb + · Comb −

Tuned metallic or hollow; the cutoff is its pitch.

Phaser

Sweepable notches.

SID 6581 · SID 8580

The C64's filter: the 6581's dirty, saturating one or the 8580's clean one, each on its own cutoff range. Morph steps through its modes, LP, LP+BP, BP, BP+HP and HP.

Cutoff
The filter's frequency (comb: its pitch; formant: tone; phaser: centre). 20 Hz – 20 kHz
Resonance
A peak at the cutoff; high values sing and squelch (comb: feedback; formant: focus).
Morph
SVF: mode. Formant: vowel. Comb: damping. Phaser: spread. SID: its mode.
Drive
Pushes the signal into the filter: grit and a fatter resonance.
Key
How much the cutoff follows the note, from C4. At 100 % it moves an octave per octave, so the tone stays the same up the keyboard.
Order
The Aggressor and Filter cards run left to right. Drag one by its grip (the dots at the top right) past the other to swap them: filter first, then distort, for the classic growl; or drive first for a smoother sound.

Voice

How notes connect, and how loud.

Voices
Mono (1, the default): one note at a time, the last one played, with legato and portamento between notes. More: chords, each note its own voice with its own envelopes and modulation; the newest note steers the drive, filter and macros, and when every voice is busy the oldest gives way. Mono – 16
Level
The output level. −48 – 0 dB
Transpose
Moves every note up or down in semitones. Everything follows it: the pitch drop, portamento, pitch modulation and the filter's key tracking. Changing it while a note plays slides there at the Portamento speed. ±24 st
Bend
How far the pitch wheel bends the note, up and down. Set it to 0 to use the wheel only through the matrix. 0–24 st
Portamento
How long the pitch slides from one note to the next, whether the notes overlap or not (only the very first note starts right on its pitch). 0: no slide. 0 – 2 s

XY pad

Beside the effect slots, switch the Macros tab to XY Pad.

XY Pad
Drag the dot to play two modulation sources at once, XY X (left to right) and XY Y (bottom to top), both −100 to +100 % with 0 in the middle. Route them in the Matrix; the pad's corners show where they go. Behind the dot runs a picture of the output's last two seconds, so you see what your moves do. Double-click to centre it. Both are automatable.
Spring
Lit (default): the dot glides back to the centre when you let go, like a joystick. Off: it stays where you leave it.
Play the wobble by hand: route XY X → Filter Cutoff at +80 % and XY Y → Gen 2 Mod Amount at +60 % (Gen 2 in FM), hold a note and draw circles on the pad.

In Mono, the last note wins and each new note restarts the envelopes (unless their trigger is Legato or Tempo). With more voices each note starts its own envelopes.

Effects

Four slots in series, twenty-three effects (Event Horizon and CyberPump among them), each with its own editor.

Each slot has a menu (which effect, in alphabetical order), a power button, a Mix or Send knob and its two most useful controls. The slots run left to right; drag a slot by its number and dots to move it, and all its settings come along.

Mix
Crossfades the dry sound and the effect.
Send
On Reverb, Reverb 2 and Delay: the dry sound always passes at full level and Send adds the effect on top, nice to automate.
Edit (sliders icon)
Opens the effect's own editor over the envelopes, with a live display and every control. Click again (or CLOSE) to close it.
The Reverb's editor open inside Line Runner
Every effect opens in its own editor, drawn in its own colour.

In the editors

The display shows what the effect does, live. Most have handles: drag them to change the effect directly, double-click one to reset it, and use the scroll wheel on it for a second setting (EQ's Q, the compressor's ratio, the filter's morph…).

Overkill

Three-band upward and downward compression
Overkill

Splits the sound into low, mid and high bands and pushes each one down above a threshold and up below another: everything gets louder, denser and brighter. Depth sets how hard, Time how fast, Upward/Downward each direction; the bands' levels and split points are on the display.

Distortion

Six flavours of drive
Distortion

Tube (warm), Fold (wavefolder), Rectify (an octave up), Crush (fewer bits), Downsample and Hard Clip. The display runs a sine through it so you see exactly what it does. Tone tames the fizz, Bias adds uneven, buzzy harmonics.

EQ

Shelves, a bell and two cuts
EQ

Low and high shelves, a bell with adjustable Q, a low cut and a high cut. Drag the numbered nodes; the wheel on the M node sets its width.

Compressor

A clean, fast peak compressor
Compressor

The curve shows input against output level, with a dot where the signal is right now, a gain-reduction meter and a scrolling history. Drag the knee for the threshold, use the wheel on it for the ratio.

Delay

Tempo-synced echoes with tape wobble
Delay

Each repeat is a bar: left above the line, right below, fading with the feedback and darkening with the damping. Drag the first repeat: sideways for the time (it snaps to note values when synced), up and down for the feedback. Spread delays one side for width, Wobble adds tape drift.

Reverb

A classic comb-and-all-pass room
Reverb

The display shows the tail over time and how long each frequency rings. Size sets the feedback (a longer tail), Damping darkens it as it decays, Low Cut keeps the bass out, High Cut darkens the output.

Reverb 2

A dense, modulated feedback delay network
Reverb 2

Decay in seconds, size, pre-delay, diffusion and early reflections, the lows and highs decaying at their own rates (Bass Mult, High Mult and their crossovers), gentle modulation against metallic ringing, width and output cuts. Drag the tail's end for the decay and the top handle for the pre-delay.

Chorus · Flanger · Phaser

Movement
Flanger

Chorus: drifting copies for width and lushness. Flanger: a swept comb filter, metallic (+ feedback) or hollow (−). Phaser: sweeping notches from 2–12 all-pass stages. Their displays move with the effect's own LFO.

Width · Pitch · Filter · Gate

Utilities with attitude
Gate

Width: from mono to extra wide, the low end kept mono below a frequency, plus a Haas delay. Pitch: granular shifting two octaves either way, with fine tune and stereo spread. Filter: any of the fourteen filter types as an effect. Gate: a tempo-synced trance gate following the song.

Drive

Four drive stages, stacked
Drive

The Aggressor's four stages as an effect: Saturation, Overdrive, Distortion and Fuzz, each with its own amount (0 % is off), at four times the sample rate, then Tone and Output. The display runs a sine through it and names the stages that are on; drag the handle up for overdrive and sideways for the tone, scroll it for fuzz.

Crusher · Ring Mod · Freq Shift · Tape Stop · Pan

Strange machines
Ring Mod

Crusher: fewer bits and a lower sample rate, both gliding smoothly. Ring Mod: the sound times a carrier from a tremolo to clangy bells, sine to square. Freq Shift: every frequency moved by the same number of Hz, with a feedback spiral. Tape Stop: a tape that slows (the pitch falls and the sound drags) and catches up afterwards. Pan: the sound moved between the speakers, narrowed first by Width. Map them to a macro and the matrix moves them.

Macros

Eight knobs that can move many things at once.

Macros are sources in the matrix: right-click any knob, effect control or a slot's Mix and choose a macro, or pick it as a Source in the Matrix tab. Each route has its own Amount, so one macro can drive any number of things, each over its own range (set the control where the range starts, the Amount to how far it goes).

Macros are targets too: route an envelope or an LFO-like Mod into a macro and everything that macro drives moves with it. They're automatable in your DAW and can be renamed: right-click a macro knob.

Build a "drop" macro: route Macro 1 to Reverb 2's Send (+40 %), Distortion's Drive (+30 %) and Overkill's Depth (+60 %), then automate Macro 1 into the drop.

Presets

Everything is saved: knobs, drawings, random tables, effects and macros.

Use the arrows to step through presets or click the name for the list. SAVE stores your sound as a user preset; the menu also has Save As, Delete and Open Folder. A * after the name means you've changed something since loading it.

User presets are XML files in ~/Library/Audio/Presets/Robotic Audio/Line Runner (macOS) or Documents/Presets/Robotic Audio/Line Runner (Windows): easy to back up and share. Saved wavetables are in a Wavetables folder beside them.

Designing with Claude

Describe a sound; Claude sets Line Runner to make it.

With your own Anthropic key, the >_ beside the presets opens a designer: describe what you want in your own words, such as "a growling dubstep bass that wobbles in eighths", and Claude sets the four generators, the Aggressor and filter, the voice, the Volume and Mod 1-4 envelopes, the matrix and the macros, and the effects with all their settings and macro mappings. It is told what every part does and how it is set now, so it can design from scratch or change only what you ask for.

Keys
Menu (three lines) > AI...: an Anthropic key for Claude, and an ElevenLabs key for new samples. They are your own, shared by every Robotic Audio plugin and kept on this computer, never in sessions or presets; each design uses your credits with the service. Without a key nothing of this shows.
>_
Left of the preset bar, while a key works: opens the designer over the window. Type a description and press Return (or EXECUTE); ESC closes it, and what is running carries on.
PATCH
Claude sets the patch, as a NEW SOUND from your words or EDIT THIS: the patch as it is, changed as you ask ("darker", "slower attack"), keeping the rest.
SAMPLES
A new sample too, for the first generator playing a sample map (Sampler, or Granular reading the map): it goes on every key. Claude writes its prompt and ElevenLabs makes it, in up to four TAKES; the first plays as soon as it arrives, the TAKE buttons switch between them, and all are kept with your samples. With PATCH on, a sample is made only if the patch Claude designs plays one (Claude is told whether it does); SAMPLES alone makes one to fit the patch as it is and changes nothing else. With only the ElevenLabs key, your words are the sample's prompt as written.
REVERT
Puts the patch back as it was before Claude's last design.
SAVE AS PRESET
Keeps the design as one of your presets, named after your words.
The log
What Claude made, and what it changed, part by part.
>_ and AI...
The designer and its keys: see Designing with Claude.
This is optional: Line Runner works the same without a key. The designer needs a network connection and is part of the macOS and Windows plugins.

Licence

Try it, activate it, move it to another computer.

Without a licence, Line Runner runs as a demo: the sound drops out for 3 seconds every 45 seconds. Everything else works, saving included, so you can try it properly and keep what you made when you buy it. While it isn't licensed, the header shows DEMO (or TRIAL with the days left); click it, or choose Licence... in the menu, for the licence panel. It also opens by itself when the window opens in demo.

ACTIVATE
Opens the shop in your browser. Sign in, choose your licence for this computer, and Line Runner unlocks a few seconds later.
START TRIAL
Everything, free, for 14 days, once per computer. The header counts the days down. Activate a licence at any time; your sounds and sessions stay as they are.
BUY
The plugin's page on roboticaudio.com, with its Buy button.
SAVE DEVICE FILE / LOAD LICENCE FILE
For a computer without the internet. Save the device file, take it to the shop's activation page on a computer that is online, and load the licence file it gives you back.
DEACTIVATE
Frees this computer's seat, so you can activate the licence on another one. CHECK NOW confirms the licence with the shop straight away.
One licence covers every format on the computer (AU, VST3 and the standalone app) in every host: activate once and they all unlock. It is confirmed online about once a day and keeps working offline for 30 days after the last check.

Shortcuts

On Windows and Linux, read Ctrl for Cmd.

KeysWhereDoes
Cmd + dragKnobsfine adjustment
Double-clickKnobs, display handlesreset to default
Shift + dragEnvelopemark an edit region
Shift + click, EscEnvelopeclear the region
Cmd Z · Cmd Shift ZEnvelopeundo · redo (100 steps)
Cmd C · Cmd VEnvelopecopy · paste, also between envelopes
Cmd = · Cmd - · Cmd 0Envelopezoom in · out · show all
Cmd + scroll, pinchEnvelopezoom around the mouse
Cmd while drawing a lineEnvelopeignore the grid
Cmd on a line's ringEnvelopeS-curve
Scroll wheelDisplay handlesa second setting (Q, ratio, morph…)
Double-clickXY padcentre the dot

Sound recipes

Starting points; then draw your own.

Classic wobble

Volume: a held shape. Mod 1: a sine (Menu → Waveforms → 1 cycle), Sync Note 1/4, Trigger Tempo. Matrix: Mod 1 → Cutoff +70 %. Filter: Ladder LP 24, resonance 40 %. Overdrive on.

Talking bass

Filter: Formant. Mod 1 → Filter Morph +100 % with a slow, wandering shape. Gen 2 in FM at 30 %. Drift 20 % on Mod 1.

Laser stab

Pitch Drop +36 st, Time 60 ms, Curve 70 %. Volume: short decay, loop Off. Distortion: Fold. Reverb 2 send 25 %.

Reese

Gen 1 saw, Unison 5, Detune 35 %. Gen 2 Layer saw, Fine +12 ct. Gen 3 Waveform sine, Octave −1, Direct. Chorus and Width 140 % after.

Stutter gate

Volume: Random (Menu → Random → Rhythm) synced to 1/1. Effects: Gate 1/16 at 70 % depth, Overkill at 60 %.

Talking formant

Gen 1: Formant, Size 40 %. Mod 2: a slow wandering shape, Matrix: Mod 2 → Gen 1 Position +100 %. Overdrive on, Gen 2 a sine Waveform at Octave −1.

Clang bass

Gen 1: String, Decay 100 %, Tone 70 %. Fuzz on at 30 %. Filter: Comb +, Key 100 %. The volume envelope does the rest.

Kick and bass in one

Gen 2: Sampler, a kick loaded (in EDIT MAP: Mode One Shot, Track Off), DIRECT lit. Gen 1 a saw through the Aggressor. Volume: Attack 20 ms, so the kick speaks first.

FM stack

Gen 2, 3 and 4 Waveform sines, all FM: Gen 4 Into Gen 3 (Octave +2), Gen 3 Into Gen 2 (Octave +1), Gen 2 Into Gen 1, their Levels at 0 %. Mod 1 → Gen 2 Mod Amount for the bark.

Bent samples

Gen 3: Sampler with a vocal or a pad. Gen 4: a sine, FM Into Gen 3, Level 0 %, Amount 20 %: the sample wobbles at audio rate. Try Ring for a robot voice.

Screaming sync

Gen 2 Sync, Level 0 %. Matrix: Mod 2 → Gen 2 Mod Amount +80 % with a rising ramp. Filter: MS-20, resonance 60 %.