Engines
One module. Many personalities.
In RFM Space, a module is not necessarily one fixed synthesizer circuit with one fixed character. The module decides what job it has in the patch; the engine decides how it does that job — and what it sounds or behaves like while doing it.
Same module, different machine
Changing an Engine does not mean rebuilding the patch. The host keeps its position, routing, Bus assignment and normal targets while the Engine changes the underlying behaviour or sound character.
One OSC can therefore cover several oscillator designs, one VCF several filter characters, and one SEQ can move from straight sequencing to ratchets, Euclidean rhythm, a random walk or a grid. What could require several fixed modules elsewhere becomes a variation inside the same host.
Change the engine and the same OSC, VCF, ENV, VCA or other engine-capable module can become a noticeably different instrument without rebuilding the patch. Want another oscillator character? Keep the OSC and swap its engine. Fancy a completely different filter? Keep the VCF and change what is running inside it. Much less dragging. Much more listening.
The fun really starts when you mix families. An AXE oscillator does not require an AXE filter. Put it through LADDER, BASSLINE, STATE or whatever else makes the patch interesting. Mix oscillator, filter, envelope and VCA engines and you can create hybrid instruments that would otherwise need several separate specialised modules.
Same modules. Different engines. Lots of possible synthesizers.
OSC [AXE] → VCF [LADDER] → VCA [STANDARD]OSC [BASSLINE] → VCF [BASSLINE] → VCA [STANDARD]OSC [DCO8] → VCF [N2069] → VCA [AXE]Some engines also add their own controls, options or modulation targets. So if a module suddenly offers a few new toys after an engine change: that is intentional. Probably.
Module = what it does and where it lives in the patch.
Engine = how it does it and what character it has.
Use the family buttons below, then choose an engine. The complete collection stays within reach so you can compare characters without turning patch reconstruction into a hobby of its own.
ANALOG VCO
A single analogue-style VCO with subtle drift, age and asymmetry. Useful when STANDARD is a little too well behaved.
Where it lives
Use this engine in OSC / pOSC. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
AXE
A 1970s patchable-analogue VCO character with range, tuning and sync-oriented behaviour.
Where it lives
Use this engine in OSC / pOSC. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
BASSLINE
A 303-inspired single-VCO engine. Saw/square character with the rest of the acid personality completed by the matching filter, envelope and glide engines.
Where it lives
Use this engine in OSC / pOSC. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
CLASSIC
The three-oscillator classic-synth engine. It exposes individual oscillator pitch targets and is intended for Mini-style patches.
Where it lives
Use this engine in OSC / pOSC. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
DCO8
A DCO-flavoured oscillator engine for tighter, more controlled analogue character.
Where it lives
Use this engine in OSC / pOSC. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
FOLD
An oscillator engine built around wave-folding behaviour for brighter, more complex spectra.
Where it lives
Use this engine in OSC / pOSC. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
ORGAN
An organ-oriented oscillator engine for additive/register-style tones.
Where it lives
Use this engine in OSC / pOSC. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
STANDARD
The straightforward RFM Space oscillator engine: clean, general-purpose and a sensible place to start.
Where it lives
Use this engine in OSC / pOSC. Engine-specific option panels may expose extra controls and modulation targets.
STATE
A state-variable-era oscillator character. It includes a separate VCO2 frequency target for engine-level modulation.
Where it lives
Use this engine in OSC / pOSC. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
SUB
An oscillator engine aimed at reinforcing the low end with sub-oscillator behaviour.
Where it lives
Use this engine in OSC / pOSC. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
AXE
A patchable-analogue filter character designed to work with the AXE family.
Where it lives
Use this engine in VCF / pVCF. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
BASSLINE
The acid/bassline filter engine. Pair it with the 303 oscillator, envelope and glide engines when you want the whole squelchy argument.
Where it lives
Use this engine in VCF / pVCF. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
CLASSIC
The classic Mini-style filter engine.
Where it lives
Use this engine in VCF / pVCF. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
LADDER
A ladder-filter character with drive, character and compensation controls.
Where it lives
Use this engine in VCF / pVCF. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
N2069
A filter character based around the NJM2069 family of synth-filter behaviour.
Where it lives
Use this engine in VCF / pVCF. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
STANDARD
The standard RFM Space filter: neutral, flexible and useful before you start choosing a more opinionated character.
Where it lives
Use this engine in VCF / pVCF. Engine-specific option panels may expose extra controls and modulation targets.
STATE
A state-variable/SEM-style filter engine.
Where it lives
Use this engine in VCF / pVCF. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
ADBSSR
An extended envelope shape with additional stages beyond a conventional ADSR.
Where it lives
Use this engine in ENV / pENV. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
ANALOG
An analogue-character envelope response.
Where it lives
Use this engine in ENV / pENV. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
AXE
Envelope behaviour for the AXE family.
Where it lives
Use this engine in ENV / pENV. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
BASSLINE
Bassline-style envelope behaviour intended to complement the 303 signal path.
Where it lives
Use this engine in ENV / pENV. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
SNAPPY
A faster, punchier envelope character for percussive or sharply articulated sounds.
Where it lives
Use this engine in ENV / pENV. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
STANDARD
The normal RFM Space envelope behaviour and the least surprising starting point.
Where it lives
Use this engine in ENV / pENV. Engine-specific option panels may expose extra controls and modulation targets.
AXE
VCA character for the AXE signal path.
Where it lives
Use this engine in VCA / pVCA. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
STANDARD
The standard clean VCA engine.
Where it lives
Use this engine in VCA / pVCA. Engine-specific option panels may expose extra controls and modulation targets.
BASSLINE
Bassline-style glide/slide behaviour for 303-like legato sequences.
Where it lives
Use this engine in GLD / pGLD. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
STANDARD
General-purpose RFM Space glide.
Where it lives
Use this engine in GLD / pGLD. Engine-specific option panels may expose extra controls and modulation targets.
EUCLID
Euclidean pattern generation with hits and rotation controls.
Where it lives
Use this engine in SEQ. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
GRID
Grid-based sequencing with division, range, amount, every/phase and global offset controls.
Where it lives
Use this engine in SEQ. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
RATCH
Ratchet sequencing with repeat count, every/phase and randomisation controls.
Where it lives
Use this engine in SEQ. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
STANDARD
The regular TSEQ sequencing engine.
Where it lives
Use this engine in SEQ. Engine-specific option panels may expose extra controls and modulation targets.
WALK
A generative random-walk sequencer with bias, chaos and jump controls.
Where it lives
Use this engine in SEQ. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
ANALOG
Analogue-style chorus modulation and colour.
Where it lives
Use this engine in CHR. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
DIGITAL
Cleaner digital-style chorus behaviour.
Where it lives
Use this engine in CHR. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
ANALOG
Analogue-style flanger character.
Where it lives
Use this engine in FLG. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
DIGITAL
Digital-style flanger character.
Where it lives
Use this engine in FLG. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
ANALOG
Analogue-style phaser character.
Where it lives
Use this engine in PHS. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
DIGITAL
Digital-style phaser character.
Where it lives
Use this engine in PHS. Engine-specific option panels may expose extra controls and modulation targets.
Try this
Swap between this engine and STANDARD without changing the surrounding patch. That makes the character difference much easier to hear — and saves you from blaming the filter for something the oscillator did.
