nullpoint
[ R1 / FIRST RELEASE ]v1.0 RELEASED

Reanimate

Three-lane decomposition at runtime.
TONE · NOISE · TRANSIENT
VST3 · AU · AAX
WIN / MAC

Reanimate decomposes any input into three defined components — tone, noise & transient — each a fully addressable lane. Solo it, reshape it, then recombine bit-exact at unity until you change something.

UNITY NULL −135 dBFS · CONSTANT LATENCY ~486 ms · 5 TRANSIENT STYLES · 3 STEREO MODES · 3 MIX TOPOLOGIES · UNITY NULL −135 dBFS · CONSTANT LATENCY ~486 ms · 5 TRANSIENT STYLES · 3 STEREO MODES · 3 MIX TOPOLOGIES · 
REANIMATE · PLUGIN UIv0.9.0 · CLOSED BETA
Reanimate plugin UI
[ TWO PROMISES ]
01 · TRANSPARENCY
Null at rest.

At default, the output is the input — bit-identical, just latency-delayed. Reanimate never colors your sound until you move something.

02 · INTENT
Transformative by intent.

Pushed hard, the separation and waveshaping turn aggressive on purpose. Artifacts aren't failure here — they're palette.

[ 01 / SIGNAL DECOMPOSITION ]
[ THE NULL CONTRACT ]RECOMBINE − INPUT = SILENCE
01 · INPUTANY SIGNAL
02 · SEPARATETHREE ADDRESSABLE LANES
03 · OUTPUTSUM OF LANES
ONE COMPOSITE STREAM
Tone
SUSTAIN LAYER
−4.8 dB
Noise
BROADBAND RESIDUAL
−12.3 dB
Transient
VERTICAL ONSET
−2.0 dB
RECOMBINED
RESHAPED OUTPUT ≠ INPUT
01 · INPUTONE COMPOSITE STREAM
SEPARATE
02 · SEPARATETHREE ADDRESSABLE LANES
ToneSUSTAIN LAYER
−4.8 dB
NoiseBROADBAND RESIDUAL
−12.3 dB
TransientVERTICAL ONSET
−2.0 dB
RECOMBINE
03 · OUTPUTRESHAPED OUTPUT ≠ INPUT
Take the signal apart, hold each part on its own lane, then sum it back. At unity every lane returns bit-exact — subtract the output from the original and what's left is silence. Transparent at rest, transformative with intent.
[ 02 / DUAL-RESOLUTION SPECTRAL ENGINE ]ANALYZER

A dual-resolution spectral engine resolves sustained tone by frequency and catches transient and noise in time. Each component is separated, never filtered, so the three lanes sum bit-exact at unity.

STAGE 1 · TONESTFT 8192
STAGE 2 · TRANS / NOISESTFT 512
SEPARATION MAPTIME × FREQ
HIGH ▲
LOW ▼ FREQ
TIME →
TONESUSTAINED HARMONIC
TRANSIENTVERTICAL ONSET
NOISEBROADBAND RESIDUAL
[ 03 / MIX MODES ]
Carve
SHARED SPECTRUM
The lanes share one spectrum and sum back to the source. Each lane is your isolated hold on one component — lift the transient and only the transient moves; pull a lane down and that component simply steps back from the sum, without leaking into the others. Nothing is redistributed: at unity every lane returns bit-exact, and moving one changes only its own share of the whole. This is the mode for corrective balance: tighten attack, tame residual noise, or shift the tonal weight of a sound while keeping it a single coherent image.
Independent
ISOLATED PATHS
Each lane becomes its own signal path with no shared bus — process, drive and route tone, noise and transient in full isolation, with no interaction between them. Solo a lane to hear it completely alone, or send each to a separate output as stems for parallel processing downstream. This is the mode for sound design and resynthesis: push one lane into destruction without touching the rest, or rebuild a sound from components that never bleed into each other.
[ 03.1 / TECHNICAL ADJUSTMENTS ]MORE TO COME
LOW-LATENCY MODE
A reduced-window path that collapses round-trip delay for tracking and live monitoring — play through the separation in near real time. It trades a little edge off the separation sharpness for responsiveness; switch back to the full-resolution engine for mixdown, where the null and detail matter more than latency.
STEREO / MID-SIDE
Every lane can work in L/R or Mid/Side. Split noise to M-S to widen the air while transients stay locked to the centre, or fold the low tone to mono for a tight, phase-safe bottom end. A per-lane stereo-width control then dials each component in or out — from mono to full spread — so every lane sits at its own width inside one image.
[ 04 / SPECIFICATIONS ]FW 1.0.0
−135dBFS
NULL CONTRACT
Output = input at unity. Verified below −120 dBFS.
~486ms
HQ MODE LATENCY
High-quality path. Constant across every mode, style and control.
~127ms
LOW-LATENCY MODE
Reduced input delay for tracking and live use.
NULL CONTRACT
Output = input at unity — verified below −120 dBFS
LATENCY
~486 ms @ 44.1 kHz — constant, mode-independent
ENGINE
Dual-resolution spectral engine
SEPARATION
Transparent — the source audio is never filtered
TRANSIENT STYLES
Five — Spectral · Phase · Flux · Edge · Classic
STEREO
Linked · Dual Mono · Mid-Side
MIX
Three mix modes — bit-exact at unity
FORMAT
VST3 · AAX · AU  ⊖  Win / Mac
SPECIFICATIONS PROVISIONAL · PRE-RELEASE
[ 05 / DEMOS ]
Hear Reanimate in context.

A/B the raw source against each isolated lane and the recombined output, then watch the walkthroughs.

[ 05.1 / HEAR IT ]A / B · DRY vs PROCESSED
Vocal — tame the roomTONE / NOISE / TRANSIENT
0:00 / 0:08
Drum bus — reshape attackTRANSIENT LANE
0:00 / 0:06
Synth pad — pull the noise floorNOISE LANE
0:00 / 0:10
Interactive preview — A/B the dry and processed waveform. Full audio walkthroughs are in the video tutorials below.
[ 05.2 / WATCH ]TUTORIALS
Getting started
Insert Reanimate, read the three lanes, and hear a signal split in real time.
The three lanes
Tone, noise, and transient — what each isolates and when to reach for it.
Creative recombination
Push a lane past transparent until the artifacts become the sound.
[ 06 / GET IT ]
Reanimate
FIRST · SLATED FOR RELEASE
Three-lane decomposition
$99
FLAT · PER PLUGIN
Buy once, own forever
VST3 · AU · AAX
WIN / MAC
Formats at launch