01
One effect. Nothing else.
A sOURnd engine is a single audio effect: a clipper, a tape delay, a vowel filter. Audio goes in, transformed audio comes out. It has no window, no knobs and no opinion about how it should look.
02
Tested DSP behind a tiny door.
Inside is DSP written in Rust, tested against references and bit-exact through one small C interface, the C ABI. It never allocates memory on the audio thread, so it is safe in any host at any buffer size.
03
Parameters, not controls.
An engine exposes numbered parameters with ranges, units and defaults. Brimm has six: drive, ceiling, shape, knee, mix and output. That is the whole contract. What a user touches is up to you.
04
Any controls you can imagine.
Wrap those parameters in knobs, faders, an XY pad, a foot pedal, MIDI pads, one macro or a typed prompt. Same engine, same sound, any surface. Try it on Play: press Randomise, then New control surface.
05
Into your plugin in three lines.
Add the JUCE module, link the library, and every parameter appears in your APVTS, ready for automation and presets. Chain as many engines as you like inside one plugin.
06
Use your AI or developer to build the plugins you need.
Every page here has a Markdown twin, the catalogue is one JSON file and llms.txt tells an agent where everything is. Describe the plugin you want: your AI or your developer picks the engines and writes the code, and you design the face.
07
Played by you. Never generated.
Every engine is an effect that transforms audio you supply, or an instrument you play. Nothing here generates music: the playing, the writing and the sound are yours. Access, not replacement.