A guitar rig you patch with cables. Amps, cabinets, pedals, a looper, a 4-track, synths and voice effects are modules; you connect them however you like while the sound keeps running. Linux and Windows.
Download (Windows x64, Linux x86_64) · Website · Changelog
| Family | Modules |
|---|---|
| Neural | Neural Amp, Neural Pedal (any .nam capture), Cabinet (two impulse responses and a blend) |
| Effects | distortion, filter, delay, reverb, chorus, phaser, tremolo, bitcrusher, ring mod, pitch shifter, granular |
| Stereo | pan, stereo merge, ping-pong delay, stereo chorus, stereo reverb |
| Voice | vowel filter, vocoder, autotune |
| Instruments | mono synth, pluck, noise, drum machine, sampler, looper, 4-track |
| Dynamics | compressor, limiter, noise gate, Feedback Guard |
| Control | clock, MIDI note, LFO, random, envelope follower, 8-step sequencer, macro, spectral follower, script |
| Utility | tuner, gain, 4-channel mixer, crossfade |
- Amp captures from TONE3000. Log in once, search captures and cabinet impulses from inside the app, press Enter to hear one in the module you are playing through.
- The Board. Press Tab and the same patch is a pedalboard: pedals with footswitches, several modules grouped into one pedal, five rig slots. Knobs glide when you change slot.
- Modulation. Every knob has a mod input, and a modulated knob moves on
screen. The inspector (
I) sets a knob's range, curve and mod depth. - Hands-free control. MIDI learn on knobs, footswitches, buttons and
slots; expression pedals and relative encoders; a gamepad; a touch mode
for handhelds; a small SysEx protocol for a foot controller with LEDs
(
docs/CONTROLLER.md). - Feedback loops are allowed, through a Feedback Guard module that keeps them bounded.
- Files. Patches are JSON with their recordings beside them, and export as a zip with models and impulses. Undo covers every edit. The last session comes back on launch, muted until you fade it in.
Five example patches come with it, built after the Whammy, Clouds, the Fuzz Factory, the Rainbow Machine and the Slicer (FILE > Examples).
Version 0.3, and young. Linux with PipeWire or JACK is the main platform. The Windows build comes from CI and has seen less use; it is being tried on a ROG Ally, which is where the touch mode and gamepad support come from. Bug reports are welcome.
Unzip a release
and start SignalPatch. Pick your interface under AUDIO. On Windows choose
"Windows Audio (Exclusive Mode)" for the lowest latency.
The Linux build needs libglfw3, libcurl4 and ALSA installed. On a
PipeWire desktop, start it through pw-jack with a fixed quantum:
PIPEWIRE_QUANTUM=128/48000 pw-jack ./SignalPatchPut .nam captures in ~/Documents/SignalPatch/models, or get them from
the TONE3000 browser (Ctrl+T).
cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build --parallel
ctest --test-dir buildJUCE, GLFW, NanoVG and NeuralAmpModelerCore are fetched if they are not
installed. Packages, Windows, Flatpak, realtime priority and the command
line flags are in docs/BUILDING.md.
The engine is headless JUCE 8; the app on top is GLFW, OpenGL and NanoVG. Editing a patch compiles a new immutable render plan, which replaces the running one at a block boundary. The audio callback does not allocate, lock or block. The test suite checks that with an allocation trap around a graph holding every module.
docs/ARCHITECTURE.md: engine and app structuredocs/REALTIME_SAFETY.md: rules for callback codedocs/TESTING.md: what is verified and what is notdocs/ROADMAP.md: what comes nextdocs/HANDHELD.md: a dedicated machine that boots into the rig
GNU AGPL-3.0, the same as JUCE 8's open-source tier. NeuralAmpModelerCore is MIT. ASIO support is off by default because it brings in Steinberg's SDK licence.


