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.
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.
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.
Start playback.Enable RAVIK’s play button. In SLAVE sync mode, start the DAW transport too. The sync setting is in the hamburger menu.
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.
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.
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.
Platform
Installation
macOS
AU and VST3, universal Apple Silicon / Intel. Requires macOS 11 or later. Run the signed, notarized .pkg and restart or rescan your DAW.
Windows
64-bit VST3. Run the x64 installer and allow WebView2 and Visual C++ runtime setup to complete. Restart or rescan your 64-bit DAW.
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.
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.
Action
Result
Drag vertically
Move up to increase a knob’s value, down to decrease it.
Shift + drag
Make a smaller, finer adjustment.
Mouse wheel
Step a knob’s value; Shift makes finer changes.
Double-click
Reset the knob to its default.
Right-click
Open the parameter’s context menu.
Lock
Keep that setting when randomising. You can still edit it by hand.
MACRO #1 / #2
Assign the parameter to one of the two sequencer macro knobs.
Unlink
Remove 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.
Control
What it changes
MONO / CHROM
MONO displays rhythm blocks at the voice’s tuning. CHROM displays a pitched pattern.
ALGO + four controls
Choose one of nine generators and shape its pattern. The four labels follow the algorithm.
STEPS
Sequence length, from 1 to 32 steps. Different lengths can run against one another.
DIV
Step timing, from 1/32 to two bars, including triplet and dotted divisions.
PROB
The chance of a generated hit playing. Reduce it to introduce gaps.
HUMN / SWING
Humanisation and rhythmic offset. Start with small changes to hear their effect.
RATCH / DENSE
Repeated hits within steps, and pattern density.
Direction
Forward, 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.
Algorithm
Four controls / musical use
WAVE
FRQ A, FRQ B, MIX, THRES. Combine two wave patterns and adjust the threshold that turns them into hits.
EUCL
HITS, STEPS, ROT, FILL. Distribute hits across a cycle and shift their position.
WALK
STEP, RANGE, BIAS, DRIFT. Move through a changing contour with control over size and direction.
LOGI
R, SEED, THRES, SPAN. Explore patterns derived from a logistic map. Small changes can produce large rhythmic changes.
CELL
RULE, INIT, NBRS, GENS. Build patterns from cellular-automaton rules and starting conditions.
CLAV
PTRN, VAR, ROT, DENS. Explore clave-derived patterns, then vary and rotate them.
POLY
A, B, ROT, BLND. Combine two rhythmic divisions and change their relationship.
HITS, 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.
Setting
Choices
Root
All twelve chromatic root notes.
Scale
Chromatic, major, natural minor, Dorian, Phrygian, Lydian, Mixolydian, harmonic minor, major pentatonic, minor pentatonic, blues and whole tone.
Octave / span
Starting octave and the range the generated pitch pattern can cover.
Direction
Forward, 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.
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.
Source
How to approach it
LFO
Choose 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 lane
Choose a generator, timing, direction and MIN/MAX range. It generates a control pattern rather than a fixed repeating waveform.
Macro
A 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.
Control
Use
SEM / VOKS
Choose the filter model for the selected channel. SEM provides the morphing multimode response; VOKS is the Polivoks-inspired alternative.
CUT
Move the cutoff frequency. In low-pass mode, lowering it softens the high end.
RES
Emphasise the area around the cutoff. Increase gradually while listening to the level.
TYPE with SEM
Morph through low-pass, band-pass, notch and high-pass responses.
TYPE with VOKS
Move between low-pass and band-pass, with a blended region in between.
ENVF
Bipolar filter-envelope amount. Centre is neutral; either side sweeps cutoff in a different direction.
SNAP
Shape the front of the hit: negative softens it, positive makes it more aggressive. Centre is neutral.
DEC
Set 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.
Section
Controls
Delay
TIME sets the timing; FBCK controls repeats; TYPE chooses Digital, Tape, Ping-pong or Lo-fi; WET sets the contribution.
Reverb
TIME and FBCK shape decay and space; TYPE chooses Hall, Room, Plate or Shimmer; WET adds the reverberated sound.
Distortion
GRIT and PUNCH shape the drive; TYPE chooses Digi, Fuzz, Bite or Lo-fi; WET sets how much is used.
Solo the channel and begin with the effect’s WET at zero.
Choose a type and bring WET up until the effect is audible.
Adjust the character controls, then check the result with the full kit.
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.
Goal
Starting point
One voice in its own space
Use that channel’s reverb WET and leave its REV send at zero.
Several voices in a shared space
Keep local reverbs low and raise the REV sends on the channels you want to connect.
A pumping groove
Choose which channels act as ducking sources and which remain immune, then raise DUCK gradually.
A dry comparison
Lower 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
Load a multi-output-capable instance in your host.
Enable RAVIK’s additional stereo outputs using the DAW’s instrument-output controls.
Route channels 1-8 to their corresponding DAW mixer tracks.
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.
Control
What it does
PRST
Open the preset list. INIT recalls Tight Loop.
QSAVE
Save a new preset with a generated name.
SHARE
Copy the current patch key and open its sharing view.
PASTE
Import a compatible patch key from the clipboard.
THIS ENGINE
Randomise the selected channel’s sound settings while retaining its engine choice.
THIS SEQUENCE
Randomise only the selected channel’s generated sequence settings.
ALL ENGINES
Randomise sound settings across the kit while retaining the engine choices.
ALL SEQUENCES
Randomise the sequence settings on all eight channels.
TOTAL CHAOS
Randomise 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.
Symptom
Check
No sound
Engine 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 start
Enable RAVIK’s play button. In SLAVE, start the host transport. With NEXT BAR selected, wait for the bar boundary.
Some hits do not play
Check 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 voice
Read 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 long
Turn down local delay/reverb WET and sends. Check the dry engine body and DEC before restoring effects.
Reverb jumps in level
Check local WET and the channel’s REV send separately. Two reverbs can add up on the main mix.
Individual outputs sound different
They include local effects but not shared returns or master processing. The main output carries the finished mix.
A saved key will not import
Check 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.
Area
Included
Architecture
8 independent channels; 24 engines plus OFF; individual level, pan, mute and solo.
Sequencing
8 sequences; 1-32 steps; 9 algorithms; MONO/CHROM; probability, humanisation, swing, ratcheting, density and direction.
Pitch
Independent root, scale, octave and span on each channel; 12 scales.
Modulation
24 MOD lanes, 8 LFOs, cross-channel MOD targets and 2 assignable macros.
Filters / envelopes
SEM and Polivoks-inspired VOKS; cutoff, resonance, type, bipolar filter envelope, SNAP and decay.
Effects
16 local controls per channel; delay, reverb, distortion, ducking, folding, compression and spread; shared sends and master processing.
Connections
MIDI trigger mapping, Note Learn, MIDI CC Learn, host automation and synchronisation.
Outputs
Main stereo mix plus 8 optional stereo channel outputs.