Robotic Audio · User manual

Pump

Pump ducks your sound in time with the song, the way a kick's sidechain does, with or without a sidechain. Pick one of 21 shapes and a rate, set how deep it goes, then put up to four effects after it and let any of their settings pump along: a filter that breathes, echoes cut on the beat, a reverb that blooms in the gaps, a tape that brakes on every kick.

  • 21 pump shapes
  • Locked to the song, notes or a sidechain
  • Four effect slots, 20 effects
  • Every effect setting can pump
  • Each lane its own depth, phase and shape
  • Rests in silence
  • AU · VST3 · Standalone
Pump's window
Pump: the display on top (here the Filter's Cutoff lane at a quarter of the pump's speed, one sweep over four beats) beside Motion, the four effect slots as tabs, the shown slot's effect with a lane under every knob, and Output along the bottom.

Quick start

From a steady pad to a pumping one in a minute.

01

Insert it

On a pad, a bass, a bus. Press play: the Default preset ducks the sound on every beat and swells back up.

02

Shape the pump

Pick a Shape above the display (or scroll over it) and set AMOUNT, or drag the display up and down.

03

Add an effect

Switch on a slot in the tabs (the power button) and choose its effect. Its own view appears below, with a small lane under every knob.

04

Pump a setting

Drag a lane up or down: that setting now moves with the pump. Click the lane to see it in the big display and set its phase and shape.

Hover to learn. Hover over any control and the strip along the bottom of the window says what it does.

The window

The display and Motion on top, the effects below, Output along the bottom.

Header
The preset bar (previous, next, the list, SAVE), the power button (bypass) and the menu (three lines) with this manual. Click the logo for the version and credits.
Display
One cycle of the volume, or of the lane you last clicked, with a line where the cycle is now and a dot at the value it really gives. With the volume, GAIN reads the gain now; drag up or down for Amount (down pumps harder), double-click to reset it, scroll to change the shape. /2 and X2, just after the card's title, halve or double the tempo (the Rate), or a lane's speed while a lane is shown. With a lane, the header names it (FX 1 FILTER / CUTOFF 10.9 KHZ) and the title row shows VOLUME (back to the volume), the lane's Depth and Phase, and its Shape, with its speed in the header (1/4X); see Lanes. On the right: the rate, and the mode (and WAITING FOR TRIGGER while a Trig mode waits), or with a sidechain source the source and the key's level (KEY −14 DB, (OWN INPUT) when nothing is connected to the sidechain).
Motion
Source, Mode, Rate, Feel, Amount, Threshold, and the TRIGGER, LOOP and SONG POS buttons. See Motion.
Slot tabs
FX 1 to FX 4: each its grip, power button and effect menu, and a dot while any of its lanes pump. Click a tab to show that slot below; drag it by its grip (or its background) onto another tab to move the slot there, its settings and lanes with it, the slots between shifting along.
Effect
The shown slot's effect: its live display (which moves as its lanes move it), its controls in groups, a lane under each one that can pump, and the slot's MIX with its own lane. See Effects.
Output
Color, Compress, Intensity, Output and Mix. See Output.
Tooltip strip
Along the bottom: what the control under the mouse does.

In the standalone app a keyboard strip sits under the window: its notes trigger the pump just as MIDI notes do.

Signal flow

One pump moves everything.

In Compress2 ms ahead Color + duckthe volume FX 1lanes FX 2lanes FX 3lanes FX 4lanes Mixdry/wet Out dry, delayed to match The pumpShape at Rate, or the sidechain; each lane its own phase and shape

The pump is a value for every sample: how far the sound is ducked right now. It sets the volume (through Color), and every lane reads the same cycle, each at its own phase and shape, to move its effect setting. Lanes move their settings every 32 samples, smoothed so nothing steps or clicks; the volume's drops are softened over 1.5 ms.

The effects come after the volume's duck, in slot order, so a delay or reverb rings on into the gaps the pump leaves. Everything runs 2 ms behind the input, so Compress can see peaks coming; the plugin reports this to the host, which lines the track up again. While silence comes in and every echo and tail has died away, Pump rests and costs nothing.

Motion

When it pumps, how fast and how deep.

Source
What drives the pump. Tempo plays the shape in time with the song, by Mode, Rate, MIDI notes and TRIGGER. Sidechain plays one cycle of the shape (at Rate) on each hit on the sidechain input that rises over Threshold, then rests open until the next. Follow has no shape: it ducks by how far the sidechain goes over Threshold (24 dB over ducks all the way), letting go over half a cycle of Rate. With nothing connected to the sidechain, Pump keys from its own input. Mode, TRIGGER, LOOP and SONG POS only play the Tempo source and are greyed out for the others.
Mode
Auto pumps all the time. Trig rests low (ducked) and swells up while it's triggered, then drops back when you let go. Trig Inv rests open and ducks while it's triggered. Trigger with the TRIGGER button or any MIDI note.
Rate
How long one cycle of the shape takes, as a note value. 1/4 is one beat, 1/1 one bar. In Follow, how fast the duck lets go. 8/1 … 1/64
Feel
Straight, Dotted (one and a half times as long) or Triplet (two thirds).
Amount
How deep the volume pumps. A touch adds movement; 50 % ducks to −12 dB at the deepest point; 100 % reaches silence. Turn it to 0 to pump only the effects. 0 … 100 %
Threshold
How loud the sidechain has to get, for Sidechain and Follow. A hit counts when the key rises over it, and the next one only once it has fallen 6 dB below it and 40 ms have passed, so a flam or a ringing kick isn't two hits. Watch KEY in the display to set it. −60 … 0 dB
Trigger
Hold it to play the pump in the Trig modes. In Auto it starts the cycle again (with Song Pos or Loop off; following the song, it has nothing to restart). It isn't saved with presets or sessions.
Loop
On, the shape repeats. Off, it plays once from each start (a trigger, a note, or pressing play) and then stays where the shape ends.
Song Pos
On, the cycle follows the song's position: start playback anywhere and the pump is where it would have been from the start, and notes don't move it. Off, Pump keeps its own time, and the first note after silence (or pressing play) starts the cycle again. With Loop off it has no effect and is greyed out.

Using the sidechain

Pump has a second, stereo input for the key. In your host, send the kick (or any track) to it: in Ableton Live, open the Sidechain section of Pump's device and choose the track; in Logic, choose it from the Side Chain menu at the top of the plugin window; in other hosts, route a send or bus to Pump's sidechain input. Then set SOURCE to Sidechain or Follow and bring THRESHOLD down until each kick shows. The key only drives the pump; it is never heard.

Without a host playing, Pump keeps counting at the song's tempo (120 BPM without a host), so the standalone app and stopped transports keep pumping.

Shapes

21 ways to move over one cycle.

Each shape says how far the sound ducks over one cycle; Amount sets how deep that is. Most drop on the beat and come back up, like a sidechained kick.

ShapeMoves
ClassicDrops on the beat and swells back over about two thirds of the cycle: the sidechain pump.
DeepThe same, but slower to recover, almost to the end of the cycle.
RampRises in a straight line from the bottom to full.
SnapA short, sharp dip right on the beat.
OffbeatDips halfway through the cycle instead of on the beat.
SwellA smooth S-curve from the bottom up.
HoldStays down for almost a third of the cycle, then comes up quickly.
SineA smooth wave: down at the start and end, full in the middle.
TriangleStraight lines down to full in the middle and back.
KickA dip with a small second bump, like a kick's bounce.
StepsClimbs back up in steps.
FlutterFour fast dips that fade away over the cycle.
FallThe reverse of Ramp: from full down to the bottom.
GateOff for the first half, on for the second.
BounceDips that come back again and again, smaller each time.
StutterTwo quick chops in the first half, then open.
WaveA rounded wave with a second ripple.
ChopFour hard gates per cycle.
SeetheA restless, uneven wobble that repeats every cycle.
QuakeA long, deep duck with a fast tremor through it.
ShuffleA dip on the beat and a smaller, swung one two thirds of the way through.

Lanes

Any effect setting, pumping.

Under every effect knob that can move (and under each slot's MIX) sits a small lane: a picture of how the pump moves that setting over one cycle, flat while it doesn't. A lane rests at the knob's own value and moves away from it with the pump: most at the top of the shape (where the volume ducks deepest), not at all at the bottom.

On a lane
Drag up or down to set its depth (up moves the setting up). Click it to show it in the big display, where it lights up. Double-click it to stop it moving.
In the display
The lane's setting over a cycle on its own scale (its values down the side), the knob's value dashed. Drag up or down for the depth, Shift-drag sideways for the phase, scroll for the shape, /2 and X2 for the speed, double-click to stop it. VOLUME takes the display back to the volume.
Depth
How far the lane moves its setting at the top of the shape, up (positive) or down (negative), as a share of the setting's whole range: +50 % moves a cutoff half of its way from 20 Hz to 20 kHz. Moves stop at the ends of the range. −100 … +100 %
Phase
Moves the lane earlier (positive) or later than the volume's pump, in parts of a cycle. At ±50 % it moves on the offbeat. −50 … +50 %
Speed
How fast the lane runs against the pump, from an eighth of its speed to eight times: /2 and X2 at the start of the display's title row halve or double it (the header shows it, e.g. 1/4X). A slower lane takes several of the pump's cycles for one of its own, and the display then shows its whole cycle, a stronger line where each of the pump's starts: a filter can sweep once a bar while the volume pumps every beat. With the volume shown, the same buttons halve or double the Rate. 1/8x … 8x
Shape
Pump Shape follows the pump's shape (the one above the display); any other is this lane's own, so a filter can sweep a slow Sine while the volume pumps Classic.

Each effect keeps its own lanes, as it keeps its settings: switch a slot to another effect and back and they are still there. Choices and switches (a filter's type, a delay's sync) don't have lanes. INTENSITY scales every lane's depth and Amount at once.

Ideas. A delay's Feedback pumped down cuts the repeats that come round on the beat and keeps the ones in the gaps. A reverb's Decay pumped down gates its tail on every beat. A MIX pumped down lets an effect sound only in the gaps; pumped up, only on the beat.

Effects

Four slots, twenty effects.

The slots run in order, FX 1 first, after the volume's duck; drag a tab onto another to change the order. Each tab has a power button and the effect menu; click a tab to see that slot. Each effect has its own view: a live display (drag its handles; it moves as its lanes move it) over its controls in groups, drawn in the effect's own colours. MIX, beside it, blends the effect in; delays and reverbs keep the sound at full level and add themselves on top.

EffectWhat it does, and what pumps well
FilterFourteen filter characters. Pump the Cutoff down for the classic breathing filter.
DistortionTube, fold, rectify, crush, downsample, hard clip. Pump the Drive for grit that hits with the beat.
DriveContour's four drive stages stacked: Saturation, Overdrive, Distortion and Fuzz, each with its own amount (0 % is off), at four times the sample rate so it stays clean of aliasing, then Tone and Output. Pump each stage on its own: a fuzz that grows in the gaps under an overdrive that hits on the beat.
CrusherFewer bits and a lower sample rate, both gliding smoothly. Pump them down for a bit drop on every beat.
Ring ModThe sound times a carrier, from a tremolo to clangy bells. Pump the Amount or the Frequency.
Freq ShiftEvery frequency moved by the same number of Hz, with a feedback spiral. Pump the Shift for laser drops.
Tape StopA tape that slows (the pitch falls and the sound drags behind) and catches up afterwards, a little high. Pump the Speed down for a brake on every beat.
PanMoves the sound between the speakers. Pump the Pan to throw it from side to side.
DelayTempo-synced echoes with tape wobble. Pump the Feedback or the Mix.
Reverb, Reverb 2A classic room, and a dense, modulated hall. Pump the Decay, the size or the Mix.
Chorus, Flanger, PhaserModulated delays and all-passes. Pump the depth, the feedback or the Phaser's Centre.
PitchGranular pitch shifting, two octaves either way. Pump the Mix for an octave that blooms on the beat.
WidthStereo width with a mono low end. Pump the Width for a sound that opens out.
EQ, Compressor, OTT, GateShelves and a bell, a peak compressor, three-band upward and downward compression, a tempo-synced gate.

Output

Colour, density, level and blend.

Color
How the volume's pump changes the tone besides the level:
Clean: volume only.
Low Pump: below about 180 Hz ducks all the way; the rest ducks only a little. The classic kick-and-bass sidechain.
Air Pump: above about 1.8 kHz ducks all the way; the lows only a little.
Muffle: a low-pass closes as it ducks, from 18 kHz down to 280 Hz.
Thin: a high-pass opens as it ducks, from 20 Hz up to 2.4 kHz.
Telephone: both at once, narrowing to a band between 650 Hz and 2.2 kHz.
Resonant: a resonant low-pass sweeps down to 380 Hz, a wah on every pump.
Wide: the middle ducks and the sides much less, so the sound opens out on each duck.
Compress
Squeezes the sound before the pump, so the pump stands out more. As it goes up the threshold falls to −30 dB and the ratio rises to 10:1, with part of the reduction made up. It looks 2 ms ahead, so even sharp attacks are caught. 0 … 100 %
Intensity
Every depth at once: Amount and each lane's depth. Ride it to bring the whole pump in and out without losing the balance between them. 0 … 100 %
Output
The level after everything. The bottom of the range is silence. −inf … +9.5 dB
Mix
How much of the pumped sound, effects included, against the untouched one. 0 … 100 %

Presets

Starting points, and your own.

Pump comes with 74 presets, in groups:

GroupPresets
The volume aloneDefault, Four On The Floor, Big Room Duck, Gentle Breathing, Kick Bounce, Offbeat Lift, Wide Swell, Trance Gate, Swell On Note and Duck On Note (these two use the Trig modes: play notes to hear them)
Effects, one idea eachFilter Breath, Offbeat Sweep, Acid Pump, Crunch On The Beat, Fuzz In The Gaps, Bit Drop, Dub Echo Chop, Echoes In The Gaps, Gated Verb, Swelling Room, Octave Bloom, Laser Drops, Spiral Riser, Tape Brake, Ring Throb, Side To Side, Phaser Pump, Half Time Sweep, Everything Pumps
House and garageDeep House Pump, Disco Filter House, Tech House Shuffle, Garage Skip, French Touch
Big room and EDMFestival Drop, Riser Builder, Supersaw Breath, Future Bass Wobble
Dubstep and bassWub Machine, Growl Gate, Reese Pressure, Neuro Shredder, Halftime Stomp
Techno and industrialWarehouse Pressure, Hypnotic Loop, Rumble Generator, Metal Hammer, Acid Rail
Ambient and padsBreathing Cathedral, Shimmer Swell, Tidal Pad, Frozen Lake, Underwater
Lo-fi and hip-hopDusty Sidechain, Cassette Wobble, Vinyl Brake Beat, Boom Bap Glue
Glitch and IDMStutter Crush, Granular Grit, Laser Ping Pong, Broken Radio, Bit Rain, Tape Chop
Guitars and live instrumentsTremolo Amp, Swirl Pedal, Slapback Pump, Spring Bounce
VocalsVocal Throw, Radio Ducker, Formant Talker
The sidechainKick Keyed, Keyed Echo Duck, Follow Filter, Follow The Kick (they want a kick on the sidechain input; without one they key from the sound itself)

They are starting points: each one's lanes show what moves, so open a slot, click a lane and change its depth, phase, speed or shape.

Press SAVE in the header to keep your own: presets keep the effects, their settings and every lane. The preset menu has Save As, Delete and Open Folder; an asterisk after the name means you've changed something since loading it. The pump's controls and each slot's effect, power and mix are host parameters and can be automated; ride INTENSITY to automate every lane at once. The power button bypasses Pump without clicks, with its latency kept so the track stays in time.

Recipes

Starting points; then make them yours.

Sidechain bass

Classic, 1/4, Amount 70 %, Color Low Pump: the lows get out of the kick's way and the top keeps going.

Breathing filter

Amount 35 %, FX 1 Filter at 9 kHz, its Cutoff lane at −45 %: the sound darkens on every beat and opens as it swells back.

Dub chop

FX 3 Delay at 40 % Mix, Feedback 70 %, its Feedback lane at −65 %: the echoes on the beat are cut, the offbeat ones ring on.

Gated reverb

FX 4 Reverb 2, Decay 6 s, its Decay lane at −70 %: a big tail slammed shut on every beat.

Tape brake

FX 1 Tape Stop, its Speed lane at −85 % with the Snap shape: the tape stumbles on every beat and catches up.

Bar-long sweep

A Filter's Cutoff lane at −50 % with the Sine shape, /2 twice (1/4x): one slow sweep a bar under a pump on every beat.

Offbeat sweep

Amount 0 %, a high-pass Filter whose Cutoff lane has Phase 50 %: no volume pump, just a filter that thins the sound on the offbeats.

Real kick

Source Sidechain, the kick on the sidechain input, Classic, 1/4, Amount 70 %: the pump lands on every real kick, fills and drops included.

Specifications

The numbers.

PropertyValue
Shapes21, plus Amount, Mode and Feel; each lane the pump's shape or its own
Rate8/1 to 1/64, straight, dotted or triplet, following the song's position or its own clock
TriggersTRIGGER button and MIDI notes (any note, any channel), or hits on the sidechain input (or its level, in Follow)
SidechainA second stereo or mono input; without it, the plugin's own input keys the sidechain sources. Threshold −60 to 0 dB
EffectsFour slots in series after the volume: Filter, Drive, Distortion, Crusher, Ring Mod, Freq Shift, Tape Stop, Pan, Delay, Reverb, Reverb 2, Chorus, Flanger, Phaser, Pitch, Width, EQ, Compressor, OTT, Gate
LanesEvery continuous effect setting and each slot's Mix: depth ±100 % of the range, phase ±half a cycle, a speed (1/8x to 8x the pump's), a shape; updated every 32 samples, smoothed over 3 ms
Smoothing1.5 ms on the volume's pump, so drops don't click
CompressorThreshold to −30 dB, ratio to 10:1, 1 ms attack, 90 ms release, 2 ms lookahead
Latency2 ms, reported to the host
CPUVery low for the volume alone, more with reverbs; nothing while silent
ChannelsStereo (mono tracks work too)
FormatsAU, VST3, Standalone