An open-source, sample-free layered synthesizer plugin (VST3 + standalone, Windows) inspired by Spectrasonics Omnisphere. Every sound is generated in code by physical models, formant, additive, granular and analog-style synthesis. There are no recorded samples or impulse-response files anywhere, and the whole plugin is about 5 MB.
Download the latest installer from Releases:
Panaudium-<version>-Windows-x64-Setup.exeinstalls the VST3 intoC:\Program Files\Common Files\VST3(the folder every DAW scans) and, optionally, the standalone app. Then rescan plugins in your DAW. In FL Studio, use Options → Manage plugins → Find plugins. FL only scans that standard folder for VST3s; custom search paths are treated as VST2 paths.Panaudium-<version>-Windows-x64.zipcontains the same files for a manual install: copyPanaudium.vst3into the VST3 folder.
The binaries link the C++ runtime statically, so no Visual C++ redistributable is needed.
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2 layers × 16 voices, each layer with one of 9 synthetic engines:
- Analog/FM/sync
- Spectral (additive)
- Granular
- Karplus-Strong plucked string
- Modal resonator bank (morphs string → bar → bell → membrane)
- Glottal-pulse + formant voice
- STK-style flute
- STK-style bowed string
- Atmos (noise through a tuned comb)
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Per layer: unison with analog drift, drive, a filter (SVF LP/HP/BP/notch, formant, comb), amp and filter envelopes, and 2 LFOs.
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Omnisphere-style FX rack: 3 slots per layer plus 4 common slots, with 17 units and 84 models:
- Stompbox (Tube Screamer, Fuzz Face, Rat, Big Muff, ...)
- Analog Phaser, Chorus/Ensemble, Flanger, Tremolo/Gate, Rotary (Leslie)
- Delay, Pro-Verb (8×8 FDN)
- Innerspace: convolution with procedurally synthesised impulse responses (Coin Dropper, Spring Tank, Metal Box, ...)
- Shimmer, Studio EQ, Compressor (incl. Pump), Lo-Fi, Ring/Freq-shift, Wah/Env filter, Tape, Amp sim (synthetic cabinets)
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115 factory presets in 18 categories:
- Pad, Atmos, Drone, Texture, Cinematic, Pulse, FX
- Keys, Bass, Lead, Pluck, Mallet, World, Brass, Percussion, Strings, Wind, Vocal
They are loudness-matched to −18 LUFS (standard deviation 0.2 LU).
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Custom GUI: layer pages with engine-specific knob labels, and the FX rack with per-unit themes and model menus. All parameters show real units, in the GUI and in host automation.
| Check | Result |
|---|---|
| Pitch (pYIN) for all 9 engines, A2–A5 | in tune; bowed string C2–E6 and flute C2–A6 over full parameter grids |
| Preset loudness (BS.1770) | mean −18.1 LUFS, σ 0.20 LU (was 27 LU spread before matching) |
| Timbral diversity (MFCC/spectral/temporal features) | original 35 presets: mean pairwise 7.02, coverage 3.74 → all 115: 8.03 / 4.13; 64 of 80 new presets sit outside the original sound space (report) |
| FX torture test (17 units × 84 models × 4 knob extremes) | no NaN/Inf, bounded peaks, ≥29× realtime, default wet level 0.5–1.6× |
| Headless host test (VST3 hosting like a DAW, all 115 programs) | pass: programs, automation fuzz, 1–1024-sample blocks, 44.1–192 kHz, bit-exact state restore, editor open/close, ≥5× worst-block real-time headroom |
| pluginval (strictness 8) / Steinberg VST3 validator | pass / 47 of 47 |
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Release --target Panaudium_VST3 Panaudium_StandaloneJUCE 8.0.8 is fetched automatically, or a local ./JUCE checkout is used if one exists.
-DPANAUDIUM_BUILD_PLUGIN=OFF builds only the JUCE-free DSP core tools.
Tools (all in build/):
panaudium_render <dir>renders every preset to WAV. It also takes--tuning(pitch probes),--probe <engine> <note> <timbre> <shape> <char>, and--fxtest(the FX torture test plus a WAV per FX model).panaudium_hosttest <Panaudium.vst3> <outdir> [--all-programs]is the headless DAW-style test.panaudium_snapshot <outdir> [program]renders the GUI pages to PNG.
Analysis (Python: numpy, scipy, librosa, soundfile, matplotlib, pyloudnorm, scikit-learn):
analysis/loudness.pymeasures loudness, andwrite_trims.pyfolds the trims intosrc/dsp/presets/Trims.h.analysis/diversity.pyandcompare_banks.pymeasure timbral diversity.analysis/fx_models.pychecks that the FX models sound distinct.analysis/tuning.py,pitchsweep.pyandsweep.pycheck engine pitch.
Every push of a v* tag builds, tests and publishes a release through GitHub Actions (.github/workflows/release.yml).
The architecture comes from a reverse-engineering pass over the shipped Omnisphere.vst3, done with Ghidra via REA
plus string and RTTI analysis. It looked at the layered RhLayeredSynthEngine, the per-layer parameter block
(oscillator type, Timbre/Shape/Symmetry, FM/ring, unison+drift, dual filter, envelopes, LFOs), and the FX rack of
100+ Eff* units. The decompiled VowelFilter uses 128-step formant tables, a size scale and 5 two-pole resonators,
and Panaudium's Vocal engine follows that structure. No Spectrasonics code, samples or data are used; Panaudium
re-creates the kinds of sounds with synthesis instead of a sample library.
The DSP core, FX-rack architecture, integration and all verification were written by Claude (Anthropic).
Self-contained pieces went to Google's Antigravity agent (Gemini) through written briefs, kept in
docs/agent-briefs/. Those pieces were:
- the FX unit implementations;
- the GUI;
- preset banks 2 and 3;
- the loudness and diversity scripts.
Each delegated piece was then compiled, measured and corrected (see the commit history).
AGPL-3.0 (see LICENSE), compatible with the JUCE dependency.

