CLDS : Texture synthesizer, by TheTechnobear

Clds release - please use this topic for any questions/issues and tips for other users.

This is free for everyone, and once I get sorted out, I’ll release the code as open source.
If you can afford a donation to my ko-fi account that would be great, and encourage me to develop more SSP VSTs :wink:

Have fun patching…



Demo using clouds

Clds : Texture synthesizer

clds - an implementation of Mutable Instrument Clouds for the Percussa SSP.

Change Log

1.2.1 fixed texture not being persisted when saving preset

1.2.0 requires new ssp firmware for vst sdk 2 !
new cv input parameters mix,spread,freeze, feedback,reverb
separate trig and freeze to different cv inputs
ssp preset now stores/loads vst parameters
clicking encoder resets values

note: you will loose presets, as these are now stored in the SSP preset

1.1.0 internal release only - code cleanup

1.0.0 Initial Release

Developer: TheTechnobear

I develop these plugins for free, please consider supporting my efforts with a donation.

General Usage

The best source of information about this module is the Mutable Instruments Clouds manual

This document is based on the LATEST version of the plugin


Generally, I’ve tried to make as close as possible to the hardware module.

Clouds hardware runs at 32kHZ sample rate, clds runs on Percussa runs at 48kHz.
There is currently no lo-fi or mono mode.

Input / Outputs

like MI module,
if you only enable LEFT input, then it will treat as mono and use left for right input
if you only patch the LEFT output, then this will contain a sum of left and right outputs.


Play with the different modes - personally my favourite for ‘general purpose’ patching is looping delay :slight_smile:

In Gain - 0.0 = no gain (or 1x) , 1.0 goes to 17x for very quiet signals, if you turn it up to much you will distort,
so listen carefully, and I’d recommend err’ing on the side of quiet.

I only recommend using at 48Khz sample rate, as this is how the clouds code is designed.
Using at other sample rates will lead to incorrect pitch, and possible other oddities.
( the only solution would be downsample/upsampling but this is sub-optimal on a platform such as the SSP)


Percussa SSP -

Mutable Instruments :
Thanks to Emilie for sharing her code with the community.
please note: this VST in no way endorsed or supported by Mutable Instruments.


my holiday begins next weekend so i plan to have much fun with these new VSTs

thanks for you efforts, much appreciated

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Thank you very much for your development. I can’t wait to test it out.:slightly_smiling_face:


congrats, great work


I installed Clds and did various tests. It’s very impressive. Thank you again for developing it.

Excuse me, but may I ask you a question?

Now, the Clds are great, but like other Clouds clones, do you have any plans to add more CV inputs for the Clds? (e.g. Monsoon, Typhoon)

With the addition of CV inputs such as Feedback, Reverb, Pan, more sound experiments may be possible.

Then, I’d appreciate it if you could give me a reply.



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the VST SSP host currently only supports 8 in/ 8 out - this is why we have limited CV inputs.
(as you can see, Ive already broken out the blend parameters for the UI)

I already mentioned this in the ‘general usage’ of the OP :wink:

I’ve asked @bert if this can be increased - at that point I will add more CV inputs.

related, I’ve also asked if the inputs/outputs can be named (vsts support this), like they are on other SSP modules - however, thats a ‘deeper’ problem - since it means each VST will look a bit ‘different’.
but hopefully a solution can be found.

note: before anyone asks :wink:
I’ve no intention at this time of supporting things like the parasites firmware, doing so could be quite a bit of effort, and also doesn’t really fit into what Im doing with the MI stuff…


Oh, I didn’t check this part. I’m sorry. :pray:

Yes, I also think adding CV input is not easy because the default value of the vst module is 8 in / 8 out.

And I also wish the VST module had an input/output name.:slightly_smiling_face:

Anyway, I’m relieved that you’ve already planned it and I’ll have to wait for the update of the VST module.

Thank you for your detailed answer.

yeah, best way to think about this is…

the SSP VST module is what interacts with other SSP modules.

this SSP module ‘contains’ (aka hosts) actual VSTs - this is what you do when on the P screen you ‘assign’ a VST to that module - you are placing it inside that SSP VST module. that VST module then passed information from the rest of the SSP to/from the VST.

so… whilst I can already create a VST with as many input/outputs as I wish…
the issue is the SSP VST module, will only ever expose the first 8 to the rest of the SSP system.

it’s actually pretty simple for me in the VST to support more CV when they are available.
though as above, I ‘fear’ without proper naming on the network screen, its going to get challenging for users to know which inputs do which.

anyway… this is under discussion, so hopefully in the future this can be improved.
I know Bert is also keen that VST have ‘parity’ with SSP modules.

in my mind this is the natural course of development… only when VSTs started to get used ‘in anger’ would it become clear what works, and what might need improvement esp. since there are obviously so many other things on the ‘wish list’ for the SSP.

I’ll obviously ‘track’ these developments, and make use of them as they happen :slight_smile:


I will add more I/O for the VST module in the next version of the SDK / synthor update and will look into a solution for the I/O channel names.


Thanks for the continued sharing. More ground roasted beans and hot water coming your way…


Thanks to your explanation, I have a better understanding of the relationship between SSP and VST module. I hope that SSP will expand further with your development. :slightly_smiling_face:


Thank you very much, Bert! I’m looking forward to the next update for SSP. :pray:


release 1.2.0

new version of clds for latest SDK version - see top post for changes included.


release 1.2.1 small fix, texture was not being persisted when saving preset

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