INFO
Technical notes for producers, sound designers and anyone interested in what is happening underneath the acid radio. The numbers below describe the generator's synthesis targets and processing ranges, not hard limits on the final mastered spectrum.
01 / Signal Architecture
So Acid is built as a generative performance system rather than a conventional MIDI player. The arrangement generates a continuous acid synth foundation alongside kick, hats, claps, snares and additional percussion. Each track receives its own synthesis and drum fingerprint.
The acid voice uses a main oscillator and a sub oscillator, followed by waveshaping, a low-pass filter and a VCA. The main acid oscillator is sawtooth-based, with the sub providing additional weight.
02 / Frequency Map
These are the approximate synthesis ranges currently defined by the generator. They are useful as a map of where each voice is designed to contribute, not as isolated EQ prescriptions.
| Voice | Generator range / target | Role |
|---|---|---|
| KICK | 44–68 Hz fundamental ~85–190 Hz initial pitch |
Sub/low-end impact and the short pitch-drop transient. |
| ACID SYNTH | Low-frequency foundation; LPF can open to ~5 kHz | Primary tonal voice. Resonance creates the characteristic moving acid peak. |
| SNARE | ~110–230 Hz body target upper noise/snap layers |
Body plus noise-based attack. The final spectrum depends on the selected snare family. |
| CLAP | ~750–1,700 Hz tone target | Mid/high rhythmic transient with optional layered and metallic variants. |
| HATS | ~1.5–7.6 kHz filtering range | High-frequency rhythmic texture. Brightness, decay and micro-variation change per track and step. |
| PERCUSSION | ~70 Hz–7 kHz depending on voice | Metal, wood, rim, noise, tom and industrial families occupy different areas. |
The kick, hats and percussion are intentionally constrained so that generated variations do not create uncontrolled high-frequency or ultrasonic material.
03 / The Acid Voice
The acid engine maintains a persistent synth state. When a modulation event is present, a parameter receives a new target; otherwise its previous state is carried forward. This is what allows the bassline to feel like one evolving synthesizer performance rather than a collection of unrelated bass notes.
04 / Drum Vocabulary
The drum generator does not use one universal kick or one universal hat. A track receives a generated drum profile that determines its instrument families, tones, decay behavior and variation.
05 / Adaptive Spectral Balance
The generator estimates spectral pressure from the arrangement rather than feeding the master analyser back into the generator. Bass pressure, kick pressure, high-frequency activity and mid activity are used to calculate small complementary EQ movements.
When the low end becomes dominant, the system can gently encourage complementary regions such as high-mid and air content. When the arrangement becomes brighter or denser, those corrections change accordingly.
06 / EQ Architecture
There are two separate EQ concepts. The generator's automatic EQ is allowed to move with the track. The user's master EQ is separate and remains the final user-controlled tonal stage.
| Band | Frequency | Purpose |
|---|---|---|
| LOW | 60 Hz | Kick / sub foundation. |
| LOW-MID | 250 Hz | Weight, body and low-mid buildup. |
| MID | 1 kHz | Core tonal and percussive presence. |
| HIGH-MID | 4 kHz | Attack, definition and rhythmic edge. |
| AIR | 12 kHz | Top-end openness and hat texture. |
The generator EQ is limited to small movements, generally within approximately ±3.5 dB. The five user bands are independent controls and are not rewritten by the generator.
07 / Arrangement Engine
Songs are assembled from evolving sections rather than a fixed intro /
drop / outro template. The current vocabulary includes
OPEN, GROOVE, BUILD,
PEAK, BREAK, AFTER,
VARIATION and EXIT.
Sections can be 4, 6, 8, 12, 16 or longer bars, with peak sections sometimes extending to 20 bars. Phrase material is evolved from a seed, so later phrases can retain the musical identity of the track while changing their behavior.
08 / Producer's View
Think of So Acid less like a sequencer that is choosing a new bass note every time and more like a performer controlling one acid synthesizer through time.
The notes establish the musical identity. The modulation events establish the performance: opening the filter, increasing resonance, changing envelope depth, shortening decay, adding accents or introducing slides. The drum profiles then provide a separate layer of timbral identity.
The result is intentionally imperfect and dynamic. Repetition is useful for establishing a groove; parameter movement is what keeps that groove alive.