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Credits
Software Design and Construction, Documentation
Chris Randall
Adam Schabtach
Field Testing
Wade Alin
Carl Downing
Mike Fisher
Steve Hamann
Jeff Laity
Made Possible By
Tracie
Lisa
Fuzzy Logic
Alex
Chica
Edwin
Fatty
Madeline
Pablo
Widget
Zed
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Welcome
Thank you for purchasing Ronin, Audio Damage’s modular multi-effects plug-in. While Ronin was built
primarily for delay-based effects and looping, its modular architecture and complement of filters and lowfrequency oscillators allows it to create a wide range of sounds.
This manual provides a brief overview of Ronin, followed by detailed descriptions of all of its modules. You’re
entirely welcome to plunge ahead, install Ronin, and flip through its presets without reading any further.
However, to make full use of Ronin’s extensive capabilities, you will find it helpful to return to this document
for a thorough reading. This manual provides detailed descriptions of all of the modules, information about
using MIDI hardware to control Ronin, and in-depth explanations of four example presets to illustrate how
Ronin patches are created and used.
Warning
Ronin is a powerful and flexible plug-in which allows you to connect signal processing modules together in
almost endless ways. There is nothing that will stop you from creating feedback loops, howling oscillations,
and badly distorted signals. This power comes with a price: Ronin can generate extremely loud sounds,
suddenly and without warning. Please be cautious and use moderate volume levels with your speakers or
headphones. As with any new audio toy, you should be particularly careful when you are first learning to use
Ronin.
Throughout this manual, we use this symbol to call attention to feedback configurations that are
particularly likely to create loud sounds. Remember, though, that the health and safety of your
ears (and your speakers) is your responsibility.
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System Requirements
To use Ronin, you'll need a Steinberg VST-compatible host application which conforms to the VST 2.0
specifications, and a computer capable of running it. For the Audio Unit version of Ronin, you’ll need an
application capable of hosting AudioUnit plug-ins, and a computer capable of running it. The following
specifications represent minimum requirements.
We support the use of Ronin under Microsoft Windows XP or Vista and Apple OS X version 10.4 or newer.
In addition, your VST host must be able to route MIDI messages to effects plug-ins if you wish to use Ronin’s
MIDI features.
Installation
Installation is straightforward: Double-click the Ronin Installer icon and follow the instructions. During the
installation process the installer will ask you to enter your registration code. Your registration code uniquely
identifies your purchase, and you will need it if you need to reinstall your plug-in (for example, after
upgrading to a new computer). Keep a copy of the code in a safe location and please don’t share it with your
friends. We’re delighted if you like our products so much that you want to share them, but please ask your
friends to buy their own copy so that we can keep making cool new products.
To un-install from OS X, simply delete the plug-in from your VST folder, which is usually located at
/Library/Audio/Plug-Ins/VST/Audio Damage, and your Audio Units folder, which is located at
/Library/Audio/Plug-Ins/Components/. To un-install from Windows, delete the plug-in from your VST
folder, which is usually at C:\Program Files\Steinberg\VstPlugins\Audio Damage.
Note for MacOS X users: you must be logged in to a user account with administration privileges to run the
Ronin installer.
What’s New in 1.5
For users of the earlier version of Ronin, here is what’s new and different in this version:
New User Interface: We’ve given Ronin a complete visual makeover. All controls have numeric
displays of their values, replacing the single status-display area of the old version.
7
Relocated Modulation Controls: The modulation depth controls now appear next to the Control
Routing Matrix, making their use and position within Ronin’s signal flow more apparent.
It’s an AU, Too: OS X users will find that Ronin now shows up in the plug-in list of their favorite
Audio Unit-hosting applications.
Ronin’s signal-processing internals have not changed, nor has its preset-data format. You can use the new
version of Ronin in any existing DAW sessions without a hitch.
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Overview
Here is a picture of Ronin’s editor window, followed by brief descriptions of its modules and their controls:
1. Delays – two delay modules, each up to 12 seconds long, with coarse and fine time controls, looping,
reverse playback, time sync to your VST host’s current tempo, and bypass switches.
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2. Filters – two resonant multi-mode filters, with morphing between low pass, band pass, high pass, and
notch frequency response modes.
3. Saturators – two saturation stages for creating tube-like distortion.
4. Output and Panning – two sets of output level and stereo panning controls.
5. Master Level Controls – gain controls for the input signal and the processed and unprocessed output
signals, switches to mix the input signals to mono and to silence the input signal altogether.
6. LFOs – two low-frequency oscillators for modulating the signal-processing modules, or each other,
with four basic wave shapes, a shape control which warps the wave shapes in different ways, and a
sync button which causes the LFO to follow the tempo of your VST host.
7. Envelope Follower – a modulator that measures the loudness of the incoming sound and generates a
modulation signal for creating effects such as automatic filter sweeps, triggered flanging, and ducked
delays.
8. Routing Matrix – two sets of switching matrixes for connecting the inputs and outputs of all signal -
processing modules, and for connecting the modulators to parameters of the signal-processing
modules.
Each of these modules operates completely independently. For example, you can use one delay module
looping several seconds of audio while using the second delay module to add a slapback echo.
Routing Matrix
Ronin has two arrays of switches, together called the routing matrix, for making connections between audio
modules and modulators. There are two arrays, one for connecting modulators to the audio modules that they
control, and one for connecting audio modules to each other. This is because Ronin treats audio data and
modulation data differently. You cannot use audio data as a source of modulation data, and you cannot listen
to modulation data.
The switch arrays allow the audio modules to be connected to each other in any order or combination. Signals
from one module can be connected to several other modules, and the signals from several modules can be
mixed together and fed to one or more other modules.
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The audio routing matrix is the most dangerous part of Ronin. Because you may patch the audio
inputs or outputs of any module to any other, you can create signal chains that would not be
useful under normal circumstances, such as routing filters back in to themselves, a practice that
will almost certainly result in banshee wails of feedback. If you find that a patch has gotten away
from you, you may hold down the CTRL key on your computer’s keyboard and click on the routing
matrix, and all switches will go to their “off” position, effectively removing the patch entirely.
Amount Controls
Each parameter in Ronin that can be modulated (that is, controlled by a modulator) has a small slider next to
its name in the control routing matrix. This slider is the modulation amount control. It determines how much
the modulator affects the parameter. Thus you can make a modulator affect an audio module only slightly,
such as to create a subtle vibrato by modulating the delay time of one of the delay lines. Or a modulator can
vary a parameter over a wide range, such as creating dramatic timbral sweeps by moving the frequency of a
filter up and down.
The amount controls are also bidirectional, in that moving them to the right makes the modulator increase the
value of the parameter it controls, and moving them to the left make the modulator decrease the value of the
controlled parameter. This affects different parameters in different ways; the detailed descriptions of each
module found later in this manual explain specifically how their amount controls work.
Audio Modules
Ronin is made up of several independent audio-processing modules. Like a modular synthesizer, the
connections between these modules are not permanently fixed. You can connect the modules in any order you
desire. This flexibility presents a wide range of signal processing configurations that aren’t available with other
delay-based plug-ins. The connections between modules are made with a switching matrix similar to the ones
found on EMS analogue synthesizers.
Delays
The two delay modules in Ronin are the main audio processors. The delay modules accurately emulate the
behavior of older digital delays and tape delays, recreating their characteristic interdependence of pitch and
time. If you lengthen the delay time while an audio signal re-circulates in the delay, you will hear its pitch
drop. If you shorten the delay time, the pitch goes up. Most contemporary digital delays—both hardware and
software—do not exhibit this behavior and cannot create the range of weird and wonderful sounds of their
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older counterparts. On the other hand, older digital delays usually had limited dynamic range and undesirable
distortion. Ronin’s delays use 32-bit floating-point samples to create a full-bandwidth, noise-free delay.
Each delay has a maximum delay time of 12 seconds. The delay
times are freely adjustable across their entire range, and can be
locked to the tempo of your VST host sequencer. The delays can be
used as loop recorders, letting you record new audio over a
repeating phrase. The loops can also play backwards, even during
recording. With just one of the two delay modules, you can record a
phrase as a loop, transpose it down an octave by slowing it down to
half its original speed, record a new phrase over the top, turn the
whole loop around and play it backwards, transpose it up by
speeding it up, record another phrase on top, and so on—all in real
time, without stopping. Of course you can also use the delay
modules for all standard delay-based effects such as echo, ping-pong
delay, flanging, chorusing, etc.
There are three main controls in the delay module: Time, Fine, and the multiplier switches. These three
controls together determine the delay time of the module. The Time slider and the multiplier switches can be
thought of as the coarse controls. The range of the time slider is zero1 to a number of seconds equal to the
value of the multiplier switch, which can be one, two, four, or eight. For example, if you set the time slider to
its halfway point and the multiplier switch to 4x, the coarse delay time is two seconds, because half of four is
two seconds.
The Fine slider multiplies the coarse time determined by the settings of the time slider and multiplier
switches. The range of the time fine slider is 0.5 to 1.5. At its halfway setting, its value is 1.0. The total delay
time of the delay module is determined by multiplying the coarse delay time by the value of the time fine
slider. Continuing our example, if you set the time fine slider to its maximum value (1.5), the total delay time
would be three seconds, because two seconds times 1.5 is three seconds.
Usually we don’t think about delay times in terms of seconds and milliseconds when we’re writing music. We
think in terms of rhythmic units, like an eighth note. Ronin can follow the tempo of your VST host sequencer
and automatically calculate delay times to match rhythmic units, thus saving you from having to pull out your
calculator in the middle of a recording session. Simply turn on the Sync switch in the delay module. Now, as
1
Because of the emulation of older delay lines, the minimum delay time is actually not quite zero. It’s a few samples more
than zero, but less than one millisecond.
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