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VÅLD LABS / RAVIKDESKTOP · 0.1.0

User manual.

Eight voices.
Your kind of percussion.

RAVIK desktop · Per-channel sequencing
RAVIK desktop · Per-channel sequencing

PUBLIC BETA 0.1.0

macOS · Windows
September 2026

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Find your way.

Make a sound first. Explore the details when you need them.

Download the latest installers and watch the introduction at valdlabs.com/ravik. This HTML manual contains its own fonts and images, so you can save it for offline reading.

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Your first loop.

A quick route from a new instrument track to a kit.

  1. Load RAVIK in your DAW.Create an instrument track and insert the AU or VST3. Enable monitoring if you want to play from a controller.
  2. Start from Tight Loop.Open PRST and choose INIT. This recalls the Tight Loop preset. Save an existing patch first if you want to keep it.
  3. Start playback.Enable RAVIK’s play button. In SLAVE sync mode, start the DAW transport too. The sync setting is in the hamburger menu.
  4. Select a channel number.Its sequence and sound controls appear below. Selecting a channel changes what you edit; M and S separately control mute and solo.
  5. Change one thing at a time.Open CONTROL and move a sound knob. Then try DEC for length, SNAP for impact, or CUT under FILTERS for brightness.
  6. Keep the result.Use QSAVE to save a new preset. SHARE copies a patch key that can be pasted into another compatible RAVIK instance.
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Install & get connected.

Desktop formats and the first launch.

PlatformInstallation
macOSAU and VST3, universal Apple Silicon / Intel. Requires macOS 11 or later. Run the signed, notarized .pkg and restart or rescan your DAW.
Windows64-bit VST3. Run the x64 installer and allow WebView2 and Visual C++ runtime setup to complete. Restart or rescan your 64-bit DAW.

Where the plugin is installed

macOS VST3: /Library/Audio/Plug-Ins/VST3/
macOS AU: /Library/Audio/Plug-Ins/Components/
Windows VST3: C:\Program Files\Common Files\VST3\

Choose the right format

Logic uses Audio Units. On Windows, choose VST3. Other macOS hosts may support both; use the format you normally use for instruments.

First launch

If the beta registration screen appears, follow its email verification instructions. After the instrument opens, load a preset and check playback before building a new kit.

Audio and MIDI

Your DAW provides the audio device, sample rate and MIDI routing. Enable the instrument track’s input or monitoring to hear incoming notes. The internal sequencer can also play the kit.

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Meet the workspace.

Select a voice. Its controls come to you.

Channel selectors above the integrated sequence and sound controls.
Channel selectors above the integrated sequence and sound controls.

The top of the instrument

Play and tempo sit beside the preset controls. SHARE, PASTE, PRST and QSAVE handle patches. The hamburger opens clock and MIDI options.

The channel strip

Numbers 1-8 select a channel. M mutes it; S solos it. The white dot follows the sounding voice, and the coloured dots show modulation activity.

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Working with controls.

Useful gestures and the two macro knobs.

ActionResult
Drag verticallyMove up to increase a knob’s value, down to decrease it.
Shift + dragMake a smaller, finer adjustment.
Mouse wheelStep a knob’s value; Shift makes finer changes.
Double-clickReset the knob to its default.
Right-clickOpen the parameter’s context menu.
LockKeep that setting when randomising. You can still edit it by hand.
MACRO #1 / #2Assign the parameter to one of the two sequencer macro knobs.
UnlinkRemove LFO, MOD or macro connections. Unlink all also clears the parameter’s MIDI CC mapping.

Follow the labels

CONTROL exposes the selected engine’s sound controls. Their labels and jobs change with the engine. A bass-drum parameter and a resonator parameter can occupy the same position while shaping different parts of the sound.

Put favourite controls within reach

Right-click a sound parameter and assign MACRO #1 or #2. The macro gives you another place to edit that same parameter; it is not a separate copy of the setting.

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Give each voice a pattern.

Eight independent sequencers, in the main instrument view.

Select a channel, choose an algorithm, then set its step count and division. Changing a channel’s sequence or octave does not change the neighbouring channel.

ControlWhat it changes
MONO / CHROMMONO displays rhythm blocks at the voice’s tuning. CHROM displays a pitched pattern.
ALGO + four controlsChoose one of nine generators and shape its pattern. The four labels follow the algorithm.
STEPSSequence length, from 1 to 32 steps. Different lengths can run against one another.
DIVStep timing, from 1/32 to two bars, including triplet and dotted divisions.
PROBThe chance of a generated hit playing. Reduce it to introduce gaps.
HUMN / SWINGHumanisation and rhythmic offset. Start with small changes to hear their effect.
RATCH / DENSERepeated hits within steps, and pattern density.
DirectionForward, reverse, ping-pong or random order.

Muting steps

Click a generated hit to mute it. Click its dimmed position again to restore the generated result. This works in MONO and CHROM. The grid edits which generated hits play; it is not a freehand piano-roll note editor.

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Nine ways to find a rhythm.

The same generators can also create modulation patterns.

AlgorithmFour controls / musical use
WAVEFRQ A, FRQ B, MIX, THRES. Combine two wave patterns and adjust the threshold that turns them into hits.
EUCLHITS, STEPS, ROT, FILL. Distribute hits across a cycle and shift their position.
WALKSTEP, RANGE, BIAS, DRIFT. Move through a changing contour with control over size and direction.
LOGIR, SEED, THRES, SPAN. Explore patterns derived from a logistic map. Small changes can produce large rhythmic changes.
CELLRULE, INIT, NBRS, GENS. Build patterns from cellular-automaton rules and starting conditions.
CLAVPTRN, VAR, ROT, DENS. Explore clave-derived patterns, then vary and rotate them.
POLYA, B, ROT, BLND. Combine two rhythmic divisions and change their relationship.
BRKNDENS, SYNC, SEED, GHST. Shape broken rhythms, syncopation and ghost-note behaviour.
GOLDHITS, PHASE, SPRD, FILL. Space events using a golden-ratio pattern.

Try one algorithm on a soloed voice first. Keep the sound unchanged while moving the four generator controls, then bring the other channels back in.

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Pitch, scales & timing.

A tuned voice can sit inside a drum kit.

MONO and CHROM

Use MONO for a repeating percussion sound. Use CHROM when you want the channel’s generated sequence to change pitch. The engine’s TUNE control still shapes its underlying tuning.

Independent pitch settings

Each channel stores its own root, scale, octave and pitch span. Start with a narrow range for bass drums and tuned toms; try a wider range for resonators or digital percussion.

SettingChoices
RootAll twelve chromatic root notes.
ScaleChromatic, major, natural minor, Dorian, Phrygian, Lydian, Mixolydian, harmonic minor, major pentatonic, minor pentatonic, blues and whole tone.
Octave / spanStarting octave and the range the generated pitch pattern can cover.
DirectionForward, reverse, ping-pong and random.

Clock behaviour

Open the hamburger menu to select sync. SLAVE follows the host’s transport and position. FREE runs the internal sequence independently; in a plugin, an available host tempo can still supply the tempo. MASTER is also offered as a free-running clock mode; it does not imply Ableton Link support.

Start can be IMMEDIATE or NEXT BAR. If NEXT BAR is selected, allow playback to reach the next bar before expecting the pattern to begin.

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Patterns that move controls.

Three MOD lanes per channel, with destinations across the kit.

M2 in the modulation view. The curve shows the lane’s changing value.
M2 in the modulation view. The curve shows the lane’s changing value.

Select a channel and press M1, M2 or M3. Pick a target, choose an algorithm and set its steps and rate. MIN and MAX define the range delivered to that target. SQUARE holds each step; TRI connects values with straight ramps; CRV uses smooth curves; MIX combines shapes.

MOD lanes can target another channel. Read the channel number in the target label before editing: a lane on channel 1 can deliberately move a control on channel 3.

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LFOs, ranges & links.

Regular movement, generative movement and manual control.

One LFO per channel

Open LFO’S for the selected channel. SHP chooses sine, triangle, saw, square, sample-and-hold or random. DEPT controls the amount; RATE offers free-running and synchronised movement; TGT chooses the destination.

SourceHow to approach it
LFOChoose a shape and rate, then raise depth from zero. Use small amounts for pitch movement and larger amounts for obvious filter or pan motion.
MOD laneChoose a generator, timing, direction and MIN/MAX range. It generates a control pattern rather than a fixed repeating waveform.
MacroA second place to adjust one assigned parameter. Assign it from the parameter’s right-click menu.

Keep a target under control

MOD uses the selected MIN/MAX range. If that range reaches extreme values, the sound can become very different even when the target’s original setting looked moderate. Begin with a narrow range and enlarge it while listening.

Remove a connection

Right-click the destination knob. Choose Unlink LFO, Unlink MOD or Unlink macros for the connection you want to remove. Unlink all clears those links and any MIDI CC assignment for that parameter.

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Body, brightness & impact.

Two filter models and a percussion-focused envelope.

ControlUse
SEM / VOKSChoose the filter model for the selected channel. SEM provides the morphing multimode response; VOKS is the Polivoks-inspired alternative.
CUTMove the cutoff frequency. In low-pass mode, lowering it softens the high end.
RESEmphasise the area around the cutoff. Increase gradually while listening to the level.
TYPE with SEMMorph through low-pass, band-pass, notch and high-pass responses.
TYPE with VOKSMove between low-pass and band-pass, with a blended region in between.
ENVFBipolar filter-envelope amount. Centre is neutral; either side sweeps cutoff in a different direction.
SNAPShape the front of the hit: negative softens it, positive makes it more aggressive. Centre is neutral.
DECSet the channel’s decay. The selected synthesis engine also contributes its own ringing and body.

Find the source of a long tail

Start with delay and reverb wet levels and sends at zero. Now adjust DEC and the engine’s body controls. Bring effects back only after the dry hit has the length you want.

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Effects on every voice.

Sixteen controls, arranged in two rows.

Open EFFECTS and select the channel scope from its dropdown. The CH number identifies the channel being edited. Row one contains delay and reverb; row two contains distortion and miscellaneous processing.

SectionControls
DelayTIME sets the timing; FBCK controls repeats; TYPE chooses Digital, Tape, Ping-pong or Lo-fi; WET sets the contribution.
ReverbTIME and FBCK shape decay and space; TYPE chooses Hall, Room, Plate or Shimmer; WET adds the reverberated sound.
DistortionGRIT and PUNCH shape the drive; TYPE chooses Digi, Fuzz, Bite or Lo-fi; WET sets how much is used.
MiscellaneousDUCK creates level movement, FOLD adds harmonics, COMP controls dynamics and SPRD changes stereo spread.

Build an effect gradually

  1. Solo the channel and begin with the effect’s WET at zero.
  2. Choose a type and bring WET up until the effect is audible.
  3. Adjust the character controls, then check the result with the full kit.
  4. Compare at a similar listening level: louder is not always better.
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Sends, master & ducking.

Separate spaces for a single voice and the complete kit.

The SENDS view

DLY, REV and DIST send some of the selected channel to shared effect processing. These amounts are separate from the channel’s local WET controls.

Master effects

Use the dropdown on EFFECTS to select MASTER. The label changes to show the scope. Master controls affect the shared/main mix rather than becoming another copy of the selected channel’s settings.

Why two reverbs can sound much louder

A channel can have local reverb and also feed the shared reverb. Both contributions can be audible. The send is taken before local inserts, so a local reverb tail is not sent through the shared reverb again; the two paths still add together at the main output.

GoalStarting point
One voice in its own spaceUse that channel’s reverb WET and leave its REV send at zero.
Several voices in a shared spaceKeep local reverbs low and raise the REV sends on the channels you want to connect.
A pumping grooveChoose which channels act as ducking sources and which remain immune, then raise DUCK gradually.
A dry comparisonLower local WET controls and all three send levels, then compare with the effects restored.
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MIDI & individual outputs.

Play the kit, map a controller or mix each voice in your DAW.

Trigger notes

The MAP control sets the MIDI trigger note for a channel. Right-click it and choose Note Learn, then play a note. Multiple channels with the same trigger note can layer sounds. CHROM channels respond to incoming notes at their played pitch.

MIDI CC control

Right-click a parameter, choose MIDI Learn and move a controller. You can also enter a CC number directly. Re-learn or Clear CC changes or removes the mapping. The hamburger’s MIDI mapping window lists the assignments.

Use the separate outputs

  1. Load a multi-output-capable instance in your host.
  2. Enable RAVIK’s additional stereo outputs using the DAW’s instrument-output controls.
  3. Route channels 1-8 to their corresponding DAW mixer tracks.
  4. Choose whether to monitor the main mix or the individual tracks for your mix.

The individual buses include channel effects, volume and pan. Shared effect returns and master processing stay on the main output. Output activation and track creation are host-specific.

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Keep it. Share it. Change it.

Presets, patch keys and controlled randomisation.

ControlWhat it does
PRSTOpen the preset list. INIT recalls Tight Loop.
QSAVESave a new preset with a generated name.
SHARECopy the current patch key and open its sharing view.
PASTEImport a compatible patch key from the clipboard.
THIS ENGINERandomise the selected channel’s sound settings while retaining its engine choice.
THIS SEQUENCERandomise only the selected channel’s generated sequence settings.
ALL ENGINESRandomise sound settings across the kit while retaining the engine choices.
ALL SEQUENCESRandomise the sequence settings on all eight channels.
TOTAL CHAOSRandomise sound settings, engine choices and sequences across the kit.

Protect the parts you like

Right-click a parameter and choose Lock before randomising. A lock excludes that setting from randomisation; it does not stop manual changes or modulation. Save a preset before a large experiment.

Factory starting points

Pale Grain, Night Strand, Pale Braid, Linen Coil, Mist Ribbon, Velvet Tide and Tight Loop are included. Your DAW also saves plugin state with its project.

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Three places to start.

Small experiments that make the controls easier to learn.

01 / A focused kick

Keep the centre solid.

Choose BD on a channel, use MONO and start with a simple EUCL pattern. Keep pan centred and effects dry. Shorten DEC, then raise SNAP a little. Change the engine controls one at a time to find the balance of low body and initial click.

02 / Moving metal

Let the brightness travel.

Try CY, MDL or MBR on another channel. Choose CHROM with a narrow pitch range. Route an LFO or a slow MOD lane to that channel’s CUT, using a modest range. Add a small local reverb and listen for how the ringing changes from hit to hit.

03 / A loop that takes its time

Different lengths, one groove.

Use 16 steps for the kick, a different step count for a resonator and a slower division for a noise voice. Lower probability on the supporting channels. Keep the kick steady while the other parts drift through different relationships.

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The engines / 01.

Every engine can be selected on any of the eight channels.

BD

Bass drum

A synthesised bass drum with a pitched body and a sharp front. Start dry and use tuning, body and SNAP to place it in the groove.

SD

Snare drum

A pitched and noisy snare source. Balance its body and bright snap before adding reverb.

CP

Clap

Multiple noise bursts form a clap-like attack. Try short decay for tight accents or effects for a wider tail.

HH

Hi-hat

Metallic and noisy percussion for closed and open hat roles. Decay and filtering are useful first controls.

TM

Tom / noise drums

A percussion source combining noise, filtering and pitch movement. Explore tuned toms and rougher drum bodies.

CY

Cymbal

A stack of inharmonically related square waves creates a metallic source. Filter and decay shape its brightness and ringing.

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The engines / 02.

Every engine can be selected on any of the eight channels.

RM

Rim

A short inharmonic ping for rims, clicks and small metallic accents. Try it against a slower resonator.

KAR

Karplus strings

An excited feedback loop creates plucked-string behaviour. Useful for tuned percussion and short, woody notes.

MDL

Modal resonator

A bank of resonant modes turns an excitation into a struck or ringing object. Explore it in CHROM mode.

SYM

Sympathetic strings

Coupled string-like resonances add a pitched, ringing body. Keep the decay short for percussive patterns.

CMB

Comb resonator

Comb-filter resonance creates pitched repeats and resonant colour. Try a narrow pitch span before widening it.

FMP

FM percussion

Frequency-modulated tones for bright, metallic and synthetic hits. Small tuning changes can reshape the harmonic balance.

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The engines / 03.

Every engine can be selected on any of the eight channels.

BYT

Bytebeat

Mathematical bitwise patterns produce raw digital textures. Filtering can bring the useful body out of a bright or noisy result.

PTC

Particles

A particle-based texture source for scattered, noisy percussion. Use envelope shaping to keep each event defined.

GRN

Grains

Small sound fragments form a granular percussion texture. Compare short and long decays to hear the grain structure.

GDN

GENDYN

Stochastic polygon-wave synthesis produces unstable, irregular timbres. Start with restrained level and a simple rhythm.

SID

C64 percussion

Chip-inspired percussion colours. Useful for tight digital hits and pitches that stand apart from acoustic-style drums.

MBR

Membrane

An eight-mode skin model gives struck-drum resonance. Explore its pitch and body before adding shared space.

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The engines / 04.

Every engine can be selected on any of the eight channels.

DFF

Duffing resonator

A nonlinear resonator for tones that grow rougher and more complex. Use filtering to shape the resulting harmonics.

SHK

Shaker

Particle-collision behaviour creates shaker-like texture. Try probability and humanisation for less uniform accents.

VSM

VOSIM

Pulse-formant synthesis gives a hollow, vocal-like digital character. Try tuned patterns and modest filter movement.

SCR

Scrape

Stick-slip friction produces scraping textures. Short envelopes turn the texture into discrete rhythmic events.

BRK

Break

A fracture-cascade source for crackling, breaking textures. Use sparse patterns to hear the detail of each event.

FMD

FM drum

Two-operator FM with an index envelope and pitch sweep. Explore the relationship between the initial impact and its changing body.

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When something seems wrong.

Follow the signal from the voice to the output.

SymptomCheck
No soundEngine is not OFF; the channel is not muted; another channel is not soloed; channel volume is up. Check the host track’s monitoring and output routing.
Sequencer does not startEnable RAVIK’s play button. In SLAVE, start the host transport. With NEXT BAR selected, wait for the bar boundary.
Some hits do not playCheck PROB, density, muted steps and the generated pattern. A quieter hit can also be masked by a long previous sound or heavy processing.
Changing a control affects another voiceRead the modulation target’s channel number. Check LFO, MOD, macro and MIDI CC links. Also check whether EFFECTS is in MASTER scope.
Decay seems too longTurn down local delay/reverb WET and sends. Check the dry engine body and DEC before restoring effects.
Reverb jumps in levelCheck local WET and the channel’s REV send separately. Two reverbs can add up on the main mix.
Individual outputs sound differentThey include local effects but not shared returns or master processing. The main output carries the finished mix.
A saved key will not importCheck that the complete key was copied and that the receiving build supports its version.

If a problem persists, send the RAVIK version, operating system, DAW/version, a patch key and the shortest steps that reproduce it to vald.labs.lisbon@gmail.com.

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RAVIK at a glance.

The complete instrument, in compact form.

AreaIncluded
Architecture8 independent channels; 24 engines plus OFF; individual level, pan, mute and solo.
Sequencing8 sequences; 1-32 steps; 9 algorithms; MONO/CHROM; probability, humanisation, swing, ratcheting, density and direction.
PitchIndependent root, scale, octave and span on each channel; 12 scales.
Modulation24 MOD lanes, 8 LFOs, cross-channel MOD targets and 2 assignable macros.
Filters / envelopesSEM and Polivoks-inspired VOKS; cutoff, resonance, type, bipolar filter envelope, SNAP and decay.
Effects16 local controls per channel; delay, reverb, distortion, ducking, folding, compression and spread; shared sends and master processing.
ConnectionsMIDI trigger mapping, Note Learn, MIDI CC Learn, host automation and synchronisation.
OutputsMain stereo mix plus 8 optional stereo channel outputs.
Presets7 factory presets; INIT/Tight Loop; preset saving, QSAVE, SHARE/PASTE keys, scoped randomisation and locks.
FormatsmacOS AU/VST3, Apple Silicon/Intel, macOS 11+; Windows x64 VST3.
Våld Labs

valdlabs.com/ravik
Made in Lisbon.