Radical Process  —  Unapologetically niche, unapologetically deep

SGD

Coming soon

Spatial Gesture Designer  ·  VST3 / AU / Standalone  ·  macOS

SGD turns a sound file into a gesture: a sound together with its motion through a virtual room around the listener. You draw the path on the room floor, lift it into three dimensions with an elevation curve, bend the timing with a motion curve, and bind the result to a MIDI key. Pressing that key does not merely play the sound, it sends it travelling — around you, overhead, past your ear.

SGD does not pan. It binauralizes every gesture against a physical model of the room, so on headphones the sound leaves your head, with distance, air, wall reflections and Doppler all following from the space you built. The whole spatial computation runs offline in the background, so playback itself costs almost nothing — and every gesture still keeps its own mixer strip with gain, three-band EQ and a send to the shared room reverb.

The SGD edit view: gesture list, trajectory and elevation editors, inspector, and the keyboard along the bottom.
Edit view — the whole instrument on one screen: gestures on the left, the room floor in the middle, the curve editor below it, and the keyboard they all play from along the bottom.
The gesture list: each row shows a key dropdown, the gesture name, its sound file and length, and a thumbnail of its path.

A sound, a path, a key

That is a gesture, and the list keeps all three together: the sound file it plays, a thumbnail of the path it flies, and the key it answers to. Pick a new key from the dropdown and the binding moves with it — up to 128 gestures in a room, each with its own colour.

The keyboard strip: coloured dots on C4, D4, E4 and the black keys mark the gestures bound to each key.

Play space like an instrument

Every gesture lives on a MIDI key, marked by its own colour on the keyboard. Spatial sound design stops being an automation-lane chore and becomes something you perform live, from your DAW or the standalone application.

The trajectory editor: a looping path drawn around the listener with the sample's waveform painted along it.

Draw the motion, sculpt the time

The waveform is painted along the trajectory, so you see which part of the sample happens where. The motion curve then lets the source rush, hesitate, freeze mid-air, or run the path backwards.

The elevation editor: breakpoints above and below the listener's ear line define the height of the path.

Lift it off the floor, stretch it wide

One editor, three curves. Elevation lifts the path over your head or drops it to your feet; the width curve spreads the two channels of a stereo file apart like wingtips, opening from a point into a wide wash and closing again.

The render panel: Direct plus first, second and third order reflections, a Doppler amount knob, and a background render progress bar.

Sound that leaves your head

True binaural rendering, with distance, air absorption and up to three orders of wall reflections. Dial the reflections deeper for dense, vivid spaces, and set the Doppler shift of moving sources to taste.

The room settings dialog: a wireframe room with the listener at its centre, size in metres, and wall material controls.

Rooms are real, and they are yours

Width, height and depth in metres, with a wall material of your choice — absorption, damping, scatter and RT60. Resize the room or swap concrete for carpet and the reflections, the reverb and every gesture adapt automatically. Rooms save as self-contained folders, samples included.

The per-gesture mix strip: gain, low, mid and high EQ knobs, and a send to the shared room reverb.

Every gesture keeps its own strip

Gain, three-band EQ and a send to the shared room reverb, per gesture. Nothing is ever rendered twice: reopen a room and it is instantly ready; tweak a curve and only that one gesture quietly re-renders while you keep working.

The trim dialog: a stereo waveform with a highlighted region and fade handles at each edge.

Only the part that flies

Drag over the waveform to keep the part of the sound you want, pull the triangles for fades, and slide the whole region along the file. The gesture and its painted trajectory redraw around whatever you keep.

The SGD observe view: the room as a wireframe box seen from outside, with four named gestures tracing coloured paths around the listener.
Observe view — the room from outside at true scale, the listener at its centre, every sounding gesture named and tracing its path in its own colour, each with a glowing sphere that swells and fades with the loudness of the sound.

Radical Process

Radical Process makes edgy, obsessively detailed audio plugins for artists who refuse to settle for the generic sound flooding music today. Built for those who chase their own signature tone down to the last decimal, our tools are unapologetically niche and unapologetically deep. This is gear for people who care too much—and wouldn't have it any other way.