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El Applauso v2.3.2

A Multi-Clapper Percussion Synthesizer for Expert Sleepers Disting NT


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                               👏 The Sound of Many Hands 👏

Overview

El Applauso is a sophisticated handclap and percussion synthesizer that goes far beyond simple sample playback. It synthesizes crowds of up to 8 individual "clappers," each with their own unique timing, pitch, velocity, and tonal characteristics—creating everything from tight, punchy electronic claps to sprawling, organic crowd applause.

Four distinct synthesis models capture the character of classic drum machines and real acoustic phenomena:

  • Helmholtz — Physical modeling based on hand cavity resonance
  • TR-808 — The iconic filtered noise burst with authentic 4-tap attack
  • TR-909 — Snappier, crunchier with 31-bit LFSR noise character
  • Finger Snap — Research-based model with impact shock and hand chamber resonance

Five physically-modeled venues place your sounds in realistic acoustic spaces—from dead studios to massive arenas.


Features

🎛️ Four Synthesis Engines

Model Character Best For
Helmholtz Warm, organic, woody Acoustic music, natural textures
TR-808 Classic, punchy, smooth House, hip-hop, electro
TR-909 Snappy, aggressive, crunchy Techno, industrial, hard styles
Finger Snap Crisp, percussive pop Jazz, acoustic, minimal

👥 Crowd Simulation

Transform a single clap into a crowd of up to 8 independent clappers:

  • Spread — Distribute claps across time (0-300ms window)
  • Humanize — Add timing jitter and "bad claps" for natural feel
  • Per-Clapper Variation — Each hand sounds different
  • Spatial Clustering — Left/center/right groupings with distance modeling

🎭 Deep Variation Control

Six parameters to humanize your crowd:

Parameter Effect
Velocity Volume differences between clappers
Mute Random chance of silent hands
Pitch Pitch variation per clapper
Decay Length variation per clapper
Pan Stereo spread variation
Humanize Timing jitter + bad clap chance

👏 Applause Mode

Set Clappers to "Applause" for continuous, self-generating crowd applause—no trigger needed. Features density-controlled spawning (20-50ms intervals) with automatic double-taps and quality variation. Perfect for:

  • Audience simulation
  • Textural soundscapes
  • Live performance endings
  • Generative compositions

🏛️ Physical Venue Modeling

Five acoustically-researched spaces, each with unique characteristics:

Venue RT60 Character
Studio 0.3s Dead, clinical, heavy acoustic treatment
Garage 1.8s Flutter echo from parallel metal walls
Bar 0.95s Warm wood absorption, furniture diffusion
Basement 2.2s Boxy modal resonances, concrete LF buildup
Arena 3.8s Massive predelay, air absorption, Lexicon shimmer

🎚️ FDN Reverb with Physical Characteristics

  • Tank Modulation — Lexicon-style shimmer with quadrature LFO
  • Flutter Echo — Comb filter reflections for metallic spaces
  • Modal Resonators — Room mode emphasis for concrete/basement
  • Air Absorption — Progressive HF rolloff for large spaces
  • Dual Damping — Independent HF and LF decay control

🔊 Audio Input Routing

Inject external audio directly into the venue—bypasses the CrowdEngine for processing drums, synths, or any source through the physical space modeling.


Installation

  1. Copy elApplauso.instruments to your Disting NT SD card:

    /plugins/elApplauso.instruments
    
  2. Power cycle your Disting NT

  3. Navigate to Instruments → El Applauso


Parameters

El Applauso Page (Sound)

Parameter Range Description
Model Helmholtz / TR-808 / TR-909 / Finger Snap Synthesis engine selection
Pitch -24 to +24 st Global pitch offset in semitones
Gain 0-106 Output level (100 = unity, 106 = boost)
Decay 0-10 Clap tail length
Hand Style 0-100% Cupped vs flat hand (Helmholtz) / Snap style (Finger Snap)
Tone 0-100% Brightness (808/909 only)
Body 0-100% Low-mid resonance (808/909 only)
Noise 0-100% Raw noise mix (808/909 only)

Crowd Page

Parameter Range Description
Clappers 1-8 / Applause Number of simultaneous clappers
Spread 0-100% Time distribution window (0-300ms)
Envelope Off / Hamming / Up Ramp / Triangle / Exp Down / Square Amplitude shape across crowd

Variation Page

All parameters range 0-10. At 0, minimal variation. At 10, maximum humanization.

Parameter Description
Velocity Per-clapper volume randomization
Mute Probability of random silence (never mutes first clapper)
Pitch Per-clapper pitch deviation
Decay Per-clapper decay length variation
Pan Stereo position variation
Humanize Timing jitter + bad clap probability at max

Venue Page

Parameter Range Description
Space Studio / Garage / Bar / Basement / Arena Physical venue selection
Reverb 0-100% Wet/dry mix
Width 0-100% Stereo spread of crowd and reverb

Routing Page

Parameter Description
Trigger CV input for triggering claps
Input L Audio input left (bypasses CrowdEngine, feeds venue)
Input R Audio input right (mono from L if not patched)
Output L Left audio output bus
Output R Right audio output bus (optional, mono if not set)
Out Mode Add (mix with bus) or Replace (overwrite bus)

Model Details

Helmholtz — Physical Hand Cavity Modeling

Based on Hermann von Helmholtz's acoustic resonance research. Models the cupped hand as a resonant cavity excited by the impact of palms.

  • Hand Style 0% — Flat hands, bright slap, minimal resonance
  • Hand Style 100% — Deeply cupped, woody resonance, more body

TR-808 — Authentic Roland Character

Corrected to match original hardware specifications:

  • Bandpass: 1000Hz center (±200Hz with Tone)
  • Tap Spacing: 10ms (0, 10, 20, 30ms)
  • Tap Gains: 1.0, 0.72, 0.52, 0.38 (steeper than commonly emulated)
  • Reverb Path: Separate filtered reverb tail (~100ms, 30% mix)

TR-909 — Snappy with LFSR Noise

Corrected specifications with authentic noise character:

  • Bandpass: 1140Hz center, Q ~1.95 (sharper than 808)
  • Tap Spacing: 11ms (0, 11, 22, 33ms) — 4 taps, not 3
  • Noise: 31-bit LFSR at ~300kHz clock blended with LC noise (70/30)
  • Character: Click transient + soft saturation for crunch

Finger Snap — Research-Based Model

Based on Georgia Tech 2021 research (Bhamla Lab). The snap consists of two acoustic components:

1. Impact Shock (7ms)

  • Finger strikes thenar eminence (fleshy pad at thumb base)
  • Air compression creates shock wave at 2000-2800Hz
  • Higher Snap Style = brighter, sharper impact

2. Chamber Resonance (15-45ms)

  • Cupped ring/pinky fingers form resonance cavity
  • Snap Style 0% — Loose hand, 1200Hz resonance, more body
  • Snap Style 100% — Tight hand, minimal resonance, punchy

Usage Tips

Getting Started

  1. Set Model to TR-808 for classic sound
  2. Set Clappers to 1, Spread to 0
  3. Trigger with a gate signal
  4. Adjust Decay and Gain to taste

Building a Crowd

  1. Increase Clappers to 4-8
  2. Set Spread to 30-50% for rhythmic flam
  3. Add Humanize at 3-5 for natural timing
  4. Set Velocity variation to 4-6 for dynamics
  5. Choose a Venue to place the crowd in space

Natural Acoustic Claps

  1. Use Helmholtz model
  2. Hand Style around 70%
  3. Clappers at 3-5 with Spread 20-40%
  4. All variation parameters at 3-4
  5. Space: Bar or Basement, Reverb 30-50%

Tight Electronic Claps

  1. Use TR-808 or TR-909
  2. Clappers at 1-2, Spread at 0-10%
  3. Humanize at 0-2
  4. Space: Studio, Reverb 0-20%

Stadium Applause

  1. Set Clappers to "Applause"
  2. Spread at 60-80%
  3. All variation parameters at 6-8
  4. Space: Arena, Reverb 50-70%
  5. No trigger needed—continuous output

Garage/Industrial Textures

  1. Use TR-909 model
  2. Space: Garage for flutter echo
  3. Reverb at 40-60%
  4. Try routing other sounds through Input L/R

Processing External Audio

  1. Patch audio to Input L (and optionally Input R)
  2. Select Venue and Reverb amount
  3. External audio bypasses CrowdEngine, goes direct to venue
  4. Mix with triggered claps or use venue processing standalone

Display

The custom UI provides real-time feedback:

┌─────────────────────────────────────────┐
│            EL APPLAUSO                  │
│              TR-808                     │
│  PITCH +0    GAIN 100    DECAY 5        │
│  HANDS 4     VENUE Bar   WIDTH 50       │
│  V▓▓░░ M░░░░ P▓░░░ D▓▓░░ S░░░░ H▓▓▓░    │
│  OUT ▓▓▓▓░░░░░░ ▓▓▓░░░░░░  ████░░░░     │
└─────────────────────────────────────────┘
  • Row 1: Plugin name
  • Row 2: Current model
  • Row 3: Pitch, Gain, Decay values
  • Row 4: Hands count, Venue, Width
  • Row 5: Variation bars (V=Velocity, M=Mute, P=Pitch, D=Decay, S=Pan, H=Humanize)
  • Row 6: Stereo output meters + active clapper indicators (~ shows in Applause mode)

Technical Specifications

Specification Value
Max Polyphony 8 simultaneous clappers
Sample Rate Follows system (48kHz typical)
Memory Usage ~86KB reverb buffers
Latency Zero (direct synthesis)
Trigger Threshold >1.0V

Reverb Architecture

FDN (Feedback Delay Network)

  • 4 delay lines with Hadamard matrix mixing
  • Prime-ratio delays: 29.3ms, 33.7ms, 39.1ms, 44.7ms
  • 4 input allpass diffusers
  • 6-tap early reflections

Per-Venue Processing

  • Configurable predelay (2-95ms)
  • Tank modulation (0-6% depth, 0.4-0.8Hz)
  • Flutter comb filters (17.5ms/18.3ms for Garage)
  • Modal bandpass resonators (68-272Hz for Basement)
  • Air absorption lowpass (Arena)

Signal Flow

                    ┌──────────────────────────────────────┐
                    │           PER-CLAPPER                │
  TRIGGER ──────────┤  ┌─────────────────────────────────┐ │
                    │  │  Unique Seed (RNG)              │ │
                    │  │         │                       │ │
                    │  │    ┌────┴────┐                  │ │
                    │  │    │ Timing  │◄── Humanize      │ │
                    │  │    │ Jitter  │◄── Bad Claps     │ │
                    │  │    └────┬────┘                  │ │
                    │  │         │                       │ │
                    │  │    ┌────┴────┐                  │ │
                    │  │    │ Synth   │◄── Pitch Var     │ │
                    │  │    │ Engine  │◄── Decay Var     │ │
                    │  │    │         │◄── Tone/Body     │ │
                    │  │    └────┬────┘                  │ │
                    │  │         │                       │ │
                    │  │    ┌────┴────┐                  │ │
                    │  │    │Distance │◄── Spread        │ │
                    │  │    │  LPF    │                  │ │
                    │  │    └────┬────┘                  │ │
                    │  │         │                       │ │
                    │  │    ┌────┴────┐                  │ │
                    │  │    │Velocity │◄── Velocity Var  │ │
                    │  │    │  VCA    │◄── Mute          │ │
                    │  │    └────┬────┘                  │ │
                    │  │         │                       │ │
                    │  │    ┌────┴────┐                  │ │
                    │  │    │  Pan    │◄── Cluster       │ │
                    │  │    │         │◄── Pan Var       │ │
                    │  │    └────┬────┘                  │ │
                    │  └─────────│───────────────────────┘ │
                    │            │  (×8 clappers)          │
                    └────────────┼─────────────────────────┘
                                 │
                           ┌─────┴─────┐
                           │   Mixer   │
                           │  (stereo) │
                           └─────┬─────┘
                                 │
                           ┌─────┴─────┐        ┌───────────┐
                           │ DC Block  │        │ AUDIO IN  │
                           └─────┬─────┘        │   L / R   │
                                 │              └─────┬─────┘
                                 │                    │
                           ┌─────┴────────────────────┴─────┐
                           │         FDN REVERB             │
                           │  ┌─────────────────────────┐   │
                           │  │ Predelay (2-95ms)       │   │
                           │  │ Input Diffusion (4×AP)  │   │
                           │  │ Early Reflections (6tap)│   │
                           │  │ Flutter Echo (Garage)   │   │
                           │  │ Modal Resonance (Bsmnt) │   │
                           │  │ FDN Tank + Modulation   │   │
                           │  │ Dual Damping (HF/LF)    │   │
                           │  │ Air Absorption (Arena)  │   │
                           │  └─────────────────────────┘   │
                           └─────────────┬─────────────────┘
                                         │
                                   ┌─────┴─────┐
                                   │ Soft Clip │
                                   │  (tanh)   │
                                   └─────┬─────┘
                                         │
                                    OUTPUT L/R

Changelog

v2.3.2 (December 2025)

  • 🔧 TR-909 Level Fix — Properly matched to other models (output × 0.5, reduced internal gains)
  • 🫰 Finger Snap Redesign — Research-based model from Georgia Tech 2021 study
    • Impact shock (7ms, 2000-2800Hz) + chamber resonance (15-45ms)
    • Snap Style controls hand tightness and resonance amount

v2.3.1 (December 2025)

  • 🔊 Audio Input Routing — Input L/R for external audio through venue processing

v2.3.0 (December 2025)

  • 🎹 TR-808 Corrections — 1000Hz bandpass, 10ms tap spacing, proper reverb path
  • 🎹 TR-909 Corrections — 1140Hz bandpass, 11ms/4-tap, 31-bit LFSR noise
  • 🏛️ Physical Venue Modeling — 5 researched acoustic spaces
    • Studio (dead), Garage (flutter), Bar (warm), Basement (modal), Arena (massive)
  • FDN Reverb Enhancements — Tank modulation, flutter echo, modal resonators, air absorption

v2.2.x (December 2025)

  • 👥 CrowdEngine — 8 simultaneous clappers with spatial clustering
  • 📍 Distance Modeling — HF rolloff and amplitude scaling per clapper
  • 🎲 Bad Claps — 40% chance at max humanize for realistic crowds
  • 👏 Applause Mode — Continuous self-generating crowd (20-50ms density spawning)

v1.0.0 (December 2025)

  • 🎉 Initial public release
  • Three synthesis models: Helmholtz, TR-808, TR-909
  • Up to 8 independent clappers with per-clapper variation
  • Applause mode for continuous crowd simulation
  • Built-in Schroeder reverb
  • Comprehensive variation system (velocity, mute, pitch, decay, intensity, humanize)
  • Real-time UI with output metering and activity visualization

Credits

El Applauso was developed for the Expert Sleepers Disting NT platform.

Synthesis models informed by:

  • Roland TR-808 and TR-909 drum machines (hardware analysis)
  • Hermann von Helmholtz's acoustic resonance research
  • Georgia Tech Bhamla Lab finger snap physics study (2021)
  • Acoustic research on hand clapping (Fletcher et al.)
  • The universal language of appreciation 👏

License

This plugin is provided as-is for use with the Expert Sleepers Disting NT.


Support

For bug reports, feature requests, or general feedback—your input shapes future versions.

GitHub: github.com/kuttor/Disting-NT-Plugin--El-Applauso


        👏👏👏👏👏👏👏👏
      👏                👏
     👏   THANK  YOU    👏
      👏                👏
        👏👏👏👏👏👏👏👏

El ApplausoBecause one clap is never enough.

About

El Applauso is a sophisticated handclap synthesizer that goes far beyond simple sample playback. It synthesizes crowds of up to 8 individual "clappers," each with their own unique timing, pitch, velocity, and tonal characteristics—creating everything from tight, punchy electronic claps to sprawling, organic crowd applause.

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