βambi

tutorial

the parts of a bambi window, and how to use them

Every bambi plugin is laid out the same way, so what you learn in one works in the others.

At the top is the header. Below it on the left is the scene, a picture of the sphere around you, and under that the modulation matrix. On the right are the plugin's own tabs, and at the far right its levels. This page walks through each part: what it is for, and what you can do with it.

An echo window: header, scene, matrix, the taps tab and the level column.
an echo window

the scene

The globe and the equirect side by side, with the energy picture on and the probe placed.

The scene shows the sphere around the listener twice. On the left is the globe, a ball you look at from outside. On the right is the equirect, the whole sphere unrolled flat: left to right is all the way round, bottom to top is floor to ceiling. The letters along the top mark back, left, front and right.

  • Drag the globe to turn it. top, front and side snap it to a view.
  • full gives the equirect the whole width.
  • energy shows where the sound is. What came into the plugin is drawn in orange, and what the plugin adds in blue. The picture is off when a window opens, because it is the one thing in the window that costs processing.
  • regions always draws every region's outline. Turn it off and you see only the region whose tab is open.
  • Click a direction in the echo or the reverb to place the probe, a small orange dot. The plugin then draws what it would do to a sound from there: the echo's repeats as they travel, or the reverb's reflections where they arrive. The probe is worked out from the settings, not from the audio, so it answers even while nothing is playing.

the modulation matrix

The matrix: six feature columns, four target rows, three cells with depth.

The matrix is how something moves by itself. Its columns are sources, things that change over time. Its rows are targets, the parameters they move. A cell is how much one source moves one target.

The sources come in tabs:

  • features are measurements of the input: level (how loud),attack (how sharp the onsets are), tonal (how sustained or pitched), andlow, mid and high (how much there is in each part of the spectrum). Each reads zero in silence, so silence moves nothing.
  • sidechain has the same six, measured on the sidechain input instead.
  • generators are three LFOs and three envelopes.
  • region, in the encoder only, is how far the source is inside its region.

Under each source's name, the thin bar shows what it is sending right now, so you can see what a depth would do before you set one. The thicker bar under that is the source's amount, which scales every cell in its column.

making a row

There is always at least one row. To add another, click any value on the plugin's tabs. Its row appears with a dashed outline, as a provisional row. Clicking another value replaces it, and giving it any depth keeps it. Two clicks and a drag is the whole vocabulary:

  1. Click the value you want to move, say width. A row appears.
  2. Click a cell in it, say under tonal. It gets a depth of 0.50.
  3. Drag the cell up or down to set how much. Now the sound widens as it rings.
  • Drag a cell up for more and down for less. A negative depth moves the target the other way.
  • Hold shift while dragging for fine steps.
  • Click a cell to switch it between 0.50 and empty. Double-click it to empty it.
  • A dot after a row's name means that row has depth on another tab.
  • global amount, at the bottom, scales all modulation at once.
An LFO's page: its wave, its output, its timing, phase, amount and polarity.

a source's page

Click a source's name at the head of its column, and its settings open as an extra tab on the right, named for the source. < and > step to the neighbouring sources, and × closes the page. Clicking the name again closes it too.

Every source's page shows its live output near the top. After that it depends on the kind of source:

  • An LFO has its wave (sine, triangle, saw,s&h), its timing, phase, amount and polarity. Timing is free, a rate in hertz, or sync, a divisionof the bar. Both are shown, and the one not in use is greyed. restart ties the LFO to playback, so it starts in the same place every time you press play; continue lets it run on.
  • An envelope has two tabs. shape holds attack, decay, sustain and release: drag the corners of the graph, or the middle of a line to curve it. trigger says what sets it off: MIDI notes, or a feature crossing a threshold.
  • A feature has its amount, and level also has a release: how quickly it falls when the sound stops.

polarity sets where a source rests. At 0 it only pushes one way, from zero up. At 1 it swings both ways, about zero.

The encoder's source tab: boxes for trim, displace, speed, direction, mode, width and width range.

the panel and a value

The right-hand side holds the plugin's own controls, in tabs organised by what each thing acts on. The open tab is the black block. A long page scrolls under its tabs.

Every value is one box: its name, its number and a bar. The whole box is the control.

  • Drag anywhere in it, up for more and down for less. Hold shift for fine steps.
  • Double-click to return it to its default. On an angle that means exactly zero, and it also clears any turning a rate has added.
  • Click to give it a row in the matrix. A value that is a choice, likedirection or mode, steps to its next option instead.
  • Values that go round, like angles, wrap: drag past one end and they come back in at the other.

Three signs on a box:

  • An underline under its name, in the plugin's own colour, means something in the matrix moves it.
  • A band in the plugin's own colour along the bar shows how far the modulation reaches.
  • A small orange mark shows where the value actually is right now, when that differs from what you set: an angle turned by its rate, a source carried along its path. The number and the fill always stay what you set, which is what is saved and what automation records.

A greyed box is not in use right now. One click on the choice above it brings it back.

regions

Echo's send tab: a spot region drawn in the scene with its handles, the kind row and its settings.

A region says where on the sphere something happens: which part of the field the echo hears, or where the reverb's room comes back. Each plugin has a fixed set, each on a tab of its own: the echo has a send, the reverb a send and a return. In the encoder the region is a source in the matrix instead (below).

A region's tab opens with its kind: everywhere, spot, band,sectors, dots, clouds or custom. Under it are that kind's own settings, such as a spot's size or a band's elevation, and a softness for how gently the edge fades. The kind is chosen once; its settings and the region's orientation can all be automated and modulated.

  • shape and transform split the tab. shape is the kind and its settings. transform is yaw, pitch androll, each beside a rate that keeps it turning, then whether the region lets through what is inside or what is outside, and how much.
  • In the scene, a region is drawn in ink: its edge where it is half open, and a light wash where it fades. While its tab is open it has handles. Drag the white circle to aim it and the others to roll it or move its edge; double-click a handle to reset it.
  • convert to custom freezes the shape into a grid of weights you can edit one by one. The kind and its settings are kept underneath, so you can go back to them.
  • copy and paste carry a region to another instance, or to another plugin. Paste a reverb's return into an echo's send, and the echo is fed exactly where the room comes back. The line under the buttons says what the clipboard holds. A copy is a copy: nothing stays connected afterwards.
The encoder with its region page open from the matrix's region tab.
in the encoder the region is a source: here, a spot the path passes through

In the encoder, the region's value is how far the source is inside it: 1 inside, 0 outside, and in between across the soft edge. Route it like any source to make a sound slow down, widen or fall quiet as it passes through part of the room.

The preset browser open over the panel: search, factory and user presets, folders, and the four actions.

presets

A preset is the whole sound of an instance: every parameter, the matrix, the regions, the plugin's own settings. It does not include the instance's name or its place in the session.

Click the preset name in the header and the browser opens over the panel, so the scene and the matrix stay in sight while you try things.

  • Type to search, straight away. The search matches folders as well as names.
  • One click loads, and the browser stays open for the next. ↑ and ↓walk the list, return loads, escape clears the search and then closes.
  • A load is one step of undo, so a preset you did not like is one undo away.
  • save, save as, rename and delete are at the bottom. A slash in a name makes a folder: saving as drums/tight files it under drums.
  • Delete asks first, and moves the file to the trash.

factory presets are built into the plugin and cannot be changed. user presets are files of your own, shared by every project.

settings

The reverb's settings page: its name, the session, the order, and the reverb's own quality settings.

The glyph at the end of the header opens settings over the window. On the left is what every instance has: its name, which you can type (return or escape hands the keyboard back to your host), the link session, and the ambisonic order, which comes from how many channels the track has. On the right is what only this plugin has, such as the reverb's quality while playing and while rendering, and what the host reports.

The level column: dry and wet levels above the output meter.

levels and the footer

The column at the far right holds the plugin's levels, in decibels: dry andwet in the echo and the reverb, gain in the encoder. They are values like any other: drag them, double-click for the default, click to give them a row in the matrix. Under them is theoutput meter, marked out, which always shows this window's own instance.

Ducking needs no control of its own. Click wet, then set a negative depth underlevel, or under the sidechain's level, and the effect gets out of the way while the sound plays. level's release sets how quickly it comes back.

The footer, under the panel, holds rates continue and a readout: the instance's name, its order, and the share of one processor core it is using. Withrates continue off, as it starts, everything that turns at a rate (a path, a rotating region) holds while the transport is stopped and starts from the same place every time you press play, so a bounce sounds like what you heard. Switched on, they run all the time, and a bounce no longer repeats exactly what you heard.

The bottom edge of the window: global amount, has depth on another tab, rates continue, and the readout.