User manual

Impulse Anvil explained.

Start simple: load an IR or WAV, listen, morph, edit and bake. Then go deeper into Color, Texture Depth, spectral morphing and reverse IR slicing when you want more experimental results.

Impulse Anvil interface
Quickstart

Load a fingerprint and listen.

Impulse Anvil can behave like a convolution reverb, but its deeper purpose is creating new impulse responses from recordings, IRs and sound textures.

1

Load A

Click Load in the A section and choose a factory IR, your own IR or any WAV. This is your first fingerprint.

2

Load B

Use B when you want a second world to morph toward: a room into fabric, a cab into ice, a click into a metallic tail.

3

Shape and bake

Use Morph, EQ, Edit and Output to shape the result. When it feels special, Bake it as a reusable WAV IR.

Precision dragging

  • Hold Shift before dragging for finer movement.
  • Hold Ctrl before dragging for extremely fine adjustment.
  • Use lower Wet Level while browsing loud or unknown IRs.

Best first experiment

Record a snap, clap, cloth rub or short scrape with your phone, load it into A, put Anvil on a piano or synth and listen in Wet Only. That is the core idea in one minute.

Interface sections

What each section does.

The plugin is laid out from left to right and top to bottom: sources, morphing, EQ, waveform edit and final output.

Impulse Anvil IR A section

IR A / IR B

Each side loads one source IR or WAV. Time changes the source length before processing. Gain balances the IR when normalization is not doing the comparison for you.

Color rows

Each IR has two Color rows. A row makes a stretched, delayed and level-adjusted copy of the IR, then mixes it back into the slot to add complexity.

Impulse Anvil morph section

Morph

The center section blends A and B. Use Time Morph for predictable blends, spectral modes for more synthetic hybrids, and A→B Lerp when you want a single IR that evolves over its own tail.

Align Peaks

Peak alignment keeps transients coherent. Disable it when you want offset, ghosting or stranger timing between the two sources.

Impulse Anvil EQ section

EQ

The visual EQ shapes the prepared IR. High-pass removes rumble, low-pass controls harshness, bell filters target resonances and Tilt quickly shifts the IR darker or brighter.

Resonance assist

The display highlights strong energy areas so you can quickly locate ringing, whistling or heavy resonant spots inside the IR.

Impulse Anvil Edit waveform section

Edit

The waveform shows the prepared IR. Set Pre, Start, End, Fade In and Fade Out to isolate useful pieces of long recordings or remove unwanted tails.

Long IR browsing

A five-second recording can contain many short interesting spaces. Use Start and End to scan the waveform and turn tiny moments into usable IRs.

Impulse Anvil Output section

Output

Set IR input, Wet Level, Dry/Wet, output gain and stereo Width. Limiter and Normalize help keep exploration controlled while browsing, randomizing and baking.

Width

0.0 narrows toward mono, 1.0 keeps the original stereo image, and 2.0 expands side information. This is useful because many IRs carry strong stereo character.

Color + Texture

Color adds layers. Texture recursively recolors them.

Color is the first deep sound-design layer in Impulse Anvil. It does not add a normal effect after the plugin; it changes the impulse response before convolution.

Time

Stretches or compresses the Color copy. Longer values create bigger, slower tails; shorter values tighten and brighten the fingerprint.

Offset

Moves the Color copy later in time. This can create slap, pre-echo, delayed body or ghost reflections.

Amount

Controls how strongly the Color copy is mixed into the base IR. Start low, then raise it when the character is useful.

Texture Depth

Texture Depth uses the enabled Color settings recursively. The result is recolored, then the recolored result is used as the source for the next layer, alternating Color 1 and Color 2. Depth is limited for stability, and it only works when Color is enabled because it needs a Color transformation to recurse through.

Base IR → Color layer → recolored layer → deeper texture layers
Morph engine

Seven approaches for A to become B.

Before morphing, each endpoint can already have time stretch, gain, Color and Texture applied. The morph engine works on those prepared endpoints.

Time Morph

Predictable sample/time-domain blend. Use it for natural room blending, cab blending and reliable first results.

Spectral Morph

Blends frequency-domain character for more fused, synthetic or tone-driven results.

Spectral BandSwap

Alternates spectral regions between A and B so different frequency areas can feel like different spaces.

Spectral ZigZag

A more experimental spectral pattern for glitchy, striped, phasey or impossible spaces.

Stereo Slot Swap

Moves the A/B relationship in opposite directions across the left and right channels, creating a spatial A/B field rather than a simple pan effect.

Mid/Side Boundary

Keeps Slot A toward the center field while introducing Slot B into the side field. Morph controls how strongly that center/outside boundary is expressed.

A→B Lerp

A→B Lerp is not a live knob movement. It creates one static IR whose internal tail moves from A toward B over time. Choose the curve and Lerp Time, then bake it into a single WAV IR.

Edit range

Turn one long recording into many short IRs.

Start, End, Fade In and Fade Out follow the prepared IR length. This makes long material practical: scroll through a recording and isolate the one resonance, hit, rattle or tail that actually works.

Forward range

When Start is before End, the selected region plays forward. Use this for normal trimming, removing silence and focusing the useful part of an IR.

Reverse range

When Start is later than End, Impulse Anvil creates a reversed slice between those endpoints. Fades and processing then apply to that resolved slice, making reverse textures fast to design and bake.

Pre

Adds silence before the IR. This behaves like predelay and remains outside the reversed slice.

Fades

Fade In and Fade Out prevent clicks and make tiny slices usable as smooth filters or short spaces.

Bake / export

Commit the accident before it disappears.

The true power of Impulse Anvil is not only processing a track in the moment. It lets you build a personal IR library from the rooms, noises, surfaces and experiments you discover.

Bake Current

Exports the currently prepared IR as a WAV file: the source, Color, Texture, morph state, Edit, EQ and Output sculpting that define the current sound.

Bake A→B

Exports a single IR that evolves from A toward B over its tail using the selected curve and Lerp Time.

Use anywhere

Baked files are standard WAV impulse responses, so you can load them into compatible convolution reverbs, IR loaders and cab tools.

Good sources to try

  • Short claps, snaps or clicks in rooms.
  • Fabric rubbing, leaves, paper, metal, glass and concrete.
  • Existing cab and room IR libraries.
  • Short slices from field recordings and noise beds.

Instrument tips

  • Synths, guitars, piano and vocals can take large surreal spaces well.
  • For bass, start with very short IR ranges and control low-end with HP/EQ.
  • Bake often when Random finds something unusual.
Install / activation

Copy the complete VST3 folder.

Impulse Anvil ships as a zipped Windows VST3 folder bundle with the 126 handmade IR library inside.

1

Download

Download ImpulseAnvil_Windows_VST3.zip.

2

Extract + copy

Copy the full Impulse Anvil.vst3 folder to C:\Program Files\Common Files\VST3.

3

Activate

After purchase, paste the license key from your email into the License panel inside the plugin.