SGD

Spatial Gesture Designer — binaural instrument for VST3, AU and Standalone.

User Manual · RadicalProcess

SGD turns a sound file into a gesture: a sound that travels a path through a virtual room around the listener. You draw the path, decide how fast the sound moves along it, mix it, and bind it to a MIDI key. Pressing that key plays the sound and moves it — rendered binaurally, for headphones.

Concepts

Three ideas carry the whole plugin. Everything in the interface is one of them, or a view of one.

Rooms, gestures, keys

A room is the space the listener stands in the middle of. It has a name, a size in metres, and wall acoustics. A room also owns everything inside it: its gestures and their sound files. Only one room is open at a time, and rooms are independent — switching rooms swaps out the entire contents of the plugin.

A gesture is a sound plus its motion. It holds:

A key is a MIDI note, 0–127. Each gesture sits on exactly one key, and no two gestures in a room may share one, so a room holds at most 128 gestures. The key is how a gesture is played, whether the note comes from the on-screen keyboard or from your DAW.

Why rendering happens

Spatialising a moving source properly is expensive, so SGD does it ahead of time. Whenever a gesture's sound, path, motion, width or render options change, that gesture is queued for an offline binaural render in a background thread. Playback then streams the finished stereo file, which costs almost nothing.

Two consequences follow, and they explain most of what you will see while working:

Headphones

SGD's output is binaural — it renders what your two ears would hear. It is designed to be monitored on headphones. Over loudspeakers, the spatial impression largely collapses.

Installation & setup

Formats and hosts

SGD builds as three products from the same code:

FormatPlatformNotes
VST3macOS, WindowsInstrument (synth), MIDI in, stereo out.
AUmacOSInstrument. Component installed to the usual AU folder.
StandalonemacOS, WindowsOwn application window; audio and MIDI devices are chosen in its own settings.

SGD is an instrument, not an effect. It takes no audio input. Load it on an instrument track and send MIDI to it.

The output is stereo, and only a stereo output layout is accepted. SGD has no input bus.

Latency

If your session does not run at 48 kHz, SGD converts its final mix from 48 kHz to the host rate and reports the conversion latency to the host, so delay compensation keeps SGD in time with the rest of the session. At 48 kHz the conversion is bypassed and latency is zero.

First launch

SGD cannot do anything without a room, so whenever you open a new instance SGD saves one for you: a 6 × 3 × 5 m room with the Studio preset, named My First Room — or My First Room (2), (3) and so on once that name is taken. Nothing is asked of you — add a gesture and start drawing straight away. Rename it, resize it or change its walls whenever you like, from the room editor.

An instance restored from a saved session re-opens the room that session refers to instead. The one case where SGD does insist on a room is when you delete the last one you have: the room editor overlay then opens automatically and cannot be cancelled until you give it a name, a size, and press Save.

Interface tour

The SGD edit view: gesture list on the left, trajectory editor in the middle, inspector on the right, keyboard along the bottom.
The edit view. Three columns — gestures, editor, inspector — over the keyboard. The room here is open space (20 m wide, 25 m deep) with five gestures; the top one is selected, and its path is drawn from above in the middle column with the waveform along it.

Header strip

The header strip: edit and observe buttons on the left, status line in the middle, room and help buttons on the right.
The header, with the mouse over the inspector's Accel / decel row: the status line has replaced the view name with that control's description. Hover anything and its own sentence appears here.

The strip across the top holds, from left to right:

ControlWhat it does
Edit buttonShows the edit view: build, mix and render the gestures of this room.
Eye buttonShows the observe view: watch the gestures move through the room in 3D.
Status lineReads out the tooltip of whatever the mouse is over (see below).
Key buttonOpens the license panel: activate SGD, or see how much of the trial is left. It appears only while there is something to do there.
Room buttonOpens the room menu: new, open, edit, delete.
Help buttonOpens this manual in your browser. Its tooltip reads out the version and build you are running — the number to quote to support.
License

SGD plays only under a license or a running trial; the key button is where a license key is entered and where the trial's remaining days are read. Terms, prices and trial length are at radical-process.com/licensing.

Body

Below the header, exactly one body view is visible at a time:

Two overlays can spread across the whole window and dim what is behind them: the room editor and the trim editor. While an overlay is open, nothing behind it can be clicked.

Keyboard & range strip

The range strip above the keyboard, with the slot map, the range readout, and coloured dots marking assigned keys.
The range strip and keyboard. Ticks on the slot map mark the five assigned keys, the lit band is the window on show, and each assigned key carries its gesture's colour. A4 is washed blue because flyby is the selected gesture.

Along the bottom sits a piano keyboard showing four octaves at a time, with a thin range strip above it:

Reading the status line

SGD does not use pop-up tooltips. Every control has a one-sentence description, and it is printed in the status line in the header when you hover the control. This keeps text from covering the 3D views, and gives long explanations room to be read. If you are unsure what something does, hover it and read the top of the window.

Tip

The status line is the fastest reference in the plugin. Almost every sentence in the tables of this manual is the same sentence you will find there.

Quick start

From a blank slate to a moving sound in eight steps.

  1. Take the room you were given. A new instance already comes with My First Room, so skip straight to the next step. For a room of your own, press the room button and choose New Room. Name it, pick a size preset (or set Width / Height / Depth by hand), pick a wall material, and press Save.
  2. Add a gesture. In the gesture panel, press +. A card appears with a free key already assigned and a colour that contrasts with its neighbours.
  3. Give it a sound. Press Load on the card and pick a mono or stereo .wav / .aiff file — or just drag the file onto the card.
  4. Select the gesture by clicking its card. The editor and inspector columns fill in.
  5. Draw the path. In the top view, click empty space to append a node. Repeat to build a path. Drag a node to move it, drag its handles to curve the segment.
  6. Shape it in 3D. Open the Elevation tab and drag nodes up or down to lift parts of the path off the floor.
  7. Wait for the render. The card shows Qd, then a spinner, then READY. The Render panel shows the progress.
  8. Play it. Click the tinted key on the on-screen keyboard, or send that MIDI note from your DAW. Listen on headphones.

From there: refine timing in the Motion tab, balance the gesture with the Mix knobs, and dial in the room's reverb tail with the Send knob and the room's wall material.

Rooms

Room menu

The room button in the header opens a menu with four entries:

EntryEffect
New RoomOpens the room editor empty, to create and save a new room.
Open RoomA submenu of every saved room. Choosing one closes the current room and loads it, with all its gestures and sounds.
Edit RoomOpens the room editor on the current room, so its name, size and acoustics can be changed.
Delete RoomDeletes a saved room and everything in it. You are asked to confirm first.
Careful

Deleting a room deletes its folder on disk: its room.json, its imported sound files, and every rendered file. This cannot be undone from inside SGD.

Room editor

The room editor is an overlay that dims the rest of the window. On its left is a live 3D preview of the room seen from where the listener stands — drag to orbit, scroll to zoom. On its right, from top to bottom: the room name, the Dimension group, the Wall material group, and the Cancel / Save buttons.

The room editor overlay: 3D room preview on the left, and on the right the room name, dimension sliders with a Live Venue preset, and wall material sliders set to Wood.
The room editor. The preview on the left redraws as the sliders move — here the Live venue size preset (20 × 8 × 25 m) with Wood walls. Change any slider by hand and the dropdown above it falls back to Custom.

Dimension

Three sliders set the room's size in metres, each from 1 m to 30 m: Width (left to right), Height (floor to ceiling) and Depth (front to back). The listener always stands at the centre.

The Preset dropdown sets all three at once to a typical space — see the table in the reference. Moving any slider by hand deselects the preset, which then reads as Custom.

The room's size matters in three ways: it is the box the trajectory is drawn inside (a normalised path is stretched onto the real metres), it feeds the reverb, and it is what the Stats panel measures distances and speeds against.

Wall material

Four sliders describe the acoustics of the walls. The Material dropdown sets all four to a rough reference for a surface; tweaking any of them by hand deselects it.

ControlRangeDefaultMeaning
Absorb0 – 10.20How much sound the walls swallow per bounce. 0 is mirror-hard; 1 swallows everything.
Damping0 – 10.40How much faster the highs die away than the lows — soft rooms sound darker as they ring out.
Scatter0 – 10.50How rough the walls are. Rough surfaces diffuse the reverb; smooth ones keep it even.
RT600.1 – 10 s1.5 sHow long the tail rings: the time it takes to fall away by 60 dB.
Live

The room's dimensions and acoustics feed the shared reverb immediately — no re-render is needed to hear a change to Absorb, Damping, Scatter or RT60. The early reflections baked into each gesture's binaural render are a different matter: those come from the Render options and do require a re-render.

Gestures

The gesture panel

The gesture panel listing five gestures, each with a colour stripe, key chip, name, sound file and trajectory thumbnail.
The gesture panel. Five gestures, the slot counter reading 5 / 128, and the add / duplicate / delete buttons along the bottom.

The left column lists every gesture in the room, one card per gesture. At the top:

At the bottom, three buttons:

ButtonEffect
+Adds an empty gesture to the room, on the first free key.
DuplicateCopies the selected gesture — sound and path included — onto a free key.
DeleteDeletes the selected gesture.

Clicking a card selects that gesture; the editor and inspector columns then show it.

Anatomy of a card

A single gesture card: colour stripe, key chip reading A4, the name flyby with a times-three usage badge, the sound file line, and the path thumbnail.
One card. Left to right: colour stripe, key chip (A4), name with its ×3 usage badge, the sound file line, and the path thumbnail. The blue outline marks it as the selected gesture.
ElementWhat it is
Colour stripeDown the left edge. Click it to open a palette and recolour the gesture. The colour identifies the gesture in the trajectory views and the observe view, and tints its key on the keyboard.
Key chipThe key that triggers this gesture, as a note name. Open it to reassign; keys taken by another gesture are greyed out.
NameClick to rename, up to 20 characters.
SubtitleThe sound file, whether it is mono [m] or stereo [s], and the length of the trimmed sound, e.g. bell.wav [s] · 2.4s.
Load / drag hintShown instead of the subtitle while the gesture has no sound.
Usage badgeA small ×2 pill next to the name, shown when more than one gesture shares the same imported sound file.
Status badgeQd, a turning spinner while rendering, or READY. No badge means idle — nothing pending.
ThumbnailThe path this gesture travels, seen from above.

Giving a gesture a sound

Two ways, and they behave identically:

SGD accepts one mono or stereo .wav, .aiff or .aif file. Anything else — more than two channels, another format, several files at once — is refused, with a message saying why. Common source rates (44.1, 48 and 96 kHz) are handled; see Sample rates.

On import the file is copied into the room's own folder, so the gesture no longer depends on where the original lived. If two gestures import the same file, it is stored once and reference-counted — hence the ×2 usage badge.

Keys and slots

Keys run over the full MIDI range, C-1 (note 0) to G9 (note 127) — 128 slots. New gestures are assigned a free key starting from A4 (note 69) and working outwards, so the first gestures land under the middle of a keyboard.

No two gestures may share a key. When you open a card's key chip, the keys already taken are greyed out, so a clash cannot be created by accident.

The gesture editor

The middle column edits the selected gesture's motion through the room. It is one large top view, a tab area with three pages below it, and a transport strip at the bottom.

The editor column: the trajectory top view above, the elevation tab below it, and the transport strip at the bottom.
The editor column with the elevation tab open. The top view carries the numbered trajectory nodes and the waveform drawn along the path; the room's footprint is labelled (14.0 m across, 18.0 m deep). Dotted guides link each node to its counterpart in the elevation below.

Top view (trajectory)

The path this gesture travels, seen from above, with the listener at the centre. The frame follows the room's footprint, so a wide, shallow room draws as a wide, shallow rectangle.

ActionResult
Click empty spaceAppends a node at that point, extending the path.
Drag a nodeMoves it.
Drag a node's handleCurves the segments meeting at that node.
Shift-click a nodeRemoves it. A gesture always keeps at least one node.
Clear buttonRemoves every node and starts the path again.
Waveform buttonShows or hides the sound's waveform drawn along the path — the loudness of the sound at each point in space.

During playback a marker walks the path in the gesture's colour. For a stereo gesture, two smaller, fainter dots in the same colour ride beside it, one for each channel, as far apart as the stereo width curve spreads them; where the width is zero they merge into the marker. Editing is disabled while the gesture is playing.

Elevation tab

The same path seen from the side: how high above the floor each node sits. The horizontal axis lines up with the top view above it, and faint dotted guides connect each node to its counterpart there.

The vertical range is the room's height, so a taller room gives the same drag more metres of travel. Between nodes the height rises in a straight line, while the ground-plane path curves.

Motion tab

The motion curve maps playback time (left to right) onto position along the path (bottom to top). A straight diagonal from corner to corner — the default — sweeps the path once at constant speed.

The motion tab: a four-node curve rising slowly, then steeply, then slowly again, over the sound's waveform, with horizontal lines numbered for each trajectory node.
The motion tab for flyby. The shallow ends and steep middle mean the source eases in, races past the listener, then eases out. The waveform behind is the sound re-binned to position, and the numbered horizontal lines mark where the five trajectory nodes fall along the path.
ActionResult
ClickAdds a node.
DragMoves a node. The endpoints stay pinned at the corners.
Shift-clickRemoves an interior node.

The slope of the curve is the speed:

The tab also draws the sound's waveform re-binned to position, and reference lines marking where the trajectory's nodes fall along the path, so you can time an arrival at a specific corner.

Doppler

Speed here has an audible consequence: a fast-moving source bends in pitch. If the pitch sweep is too strong, either flatten the motion curve or turn down the Doppler knob in the Render panel.

Stereo width tab

Available for stereo gestures only; the tab button is disabled for a mono sound. The curve says how far the two channels stand apart over playback time: each channel is the centre source rotated around the listener by half the angle, to its own side.

The stereo width tab: two mirrored curves, marked L above and R below a centre line, opening out to a maximum in the middle of the sound and closing again at the end.
The stereo width tab for flyby. The two traces are the left and right sources, drawn as mirror images either side of the centre line; they open out to their widest half-way through and close again by the end. The axis runs from 0s to the sound's length, 4.8s.

Editing works as in the motion tab: click to add, drag to move, Shift-click to remove.

Transport

The strip at the bottom of the editor previews the selected gesture on its own:

ElementWhat it does
NameThe gesture this transport plays.
Play / pausePlays or pauses. Enabled once the gesture has a sound.
StopStops playback and rewinds to the start.
TimePlayback position over the length of the trimmed sound.

The inspector

The right column stacks five panels for the selected gesture and the room's output.

The inspector column: Stats, Source, Render, Mix and Master panels stacked vertically.
The inspector: Stats, Source, Render, Mix, Master. The Stats figures are the real measurements of the selected gesture's path, in the room named at the top of the panel.

Stats

What the path adds up to, measured in the room's real metres around the listener. These update as you edit — they are a fast way to tell whether a gesture is a gentle drift or a violent flyby.

RowMeaning
RoomName of the room these figures are measured in.
Path lengthLength of the path across the floor, in metres.
Ascent / descentHow far the source climbs and how far it descends along the path, in metres.
Avg / peak speedAverage and peak speed of the source along the path, in metres per second.
Accel / decelSharpest speed-up and slow-down, as multiples of the average speed.
Spatial centroidWhere the source spends its time on average, measured from the listener at the centre.

Source

The sound file this gesture plays: its name, the untrimmed waveform as it was imported, and a trim button in the corner that opens the trim editor. The trim button is unavailable until the gesture has a sound.

Render

Gestures are rendered to binaural audio in the background; this panel says what the render is made of and how far it has got.

What is mixed in

ToggleDefaultMixes in
DirectonThe sound travelling straight from the source to the listener.
1stonReflections that bounced off one wall.
2ndonReflections that bounced off two walls.
3rdoffReflections that bounced off three walls.

Higher orders add realism and render time. Turning Direct off leaves only reflections, which is a way to push a source behind a wall or make it read as distant.

Doppler

A dial from 0 % to 100 % (default 100 %): how much of the pitch shift a moving source makes the render keeps. At 100 % the render is unrestricted; lower values hold the source's time-of-flight delay back so it bends less in pitch, down to a barely audible bend at 0. Double-click to return to the default.

Progress

Under the options: the gesture being rendered right now, a bar with the share of it that is done, and the gestures still waiting behind it.

Mix

Five dials for the selected gesture. Double-click any of them to return it to 0 dB.

KnobRangeEffect
Gain−24 … +12 dBLevel of this gesture in the mix.
Low−12 … +12 dBCut or boost the low band.
Mid−12 … +12 dBCut or boost the mid band.
High−12 … +12 dBCut or boost the high band.
Send−96 … 0 dBHow much of this gesture is sent to the room reverb.

Mix changes are heard immediately — they are applied during playback and never trigger a re-render.

Master

The room's output: what every gesture is mixed into.

Trimming a sound

The trim editor is an overlay opened from the trim button in the Source panel. It picks the part of the imported sound the gesture actually plays, and its fades.

The trim overlay: a stereo waveform with a highlighted selection whose two ends taper as fade ramps, a navigator strip below showing the whole file, and Trim and Cancel buttons.
The trim overlay. The lit region is what the gesture will play; the two diagonals sloping in from its edges are the fade in and fade out, dragged from the triangles at the top. The strip beneath is the whole file, with the kept part marked and the zoom buttons either side.
ElementWhat it does
WaveformDrag to pick the part of the sound to keep. Drag its edges to resize the selection, its middle to slide it along, and the triangles to set the fade in and fade out.
Navigator stripThe whole sound file, with the part you are keeping marked along the bottom. Drag the lit band to move what is shown above; drag its edges to zoom.
− / + buttonsShow more of the sound, or less of it in more detail.
Play / stopHear the selected part with its fades applied, before committing.
TrimReplaces the gesture's sound with the selected part. The gesture is re-rendered.
Cancel / ×Closes without changing the sound.
Non-destructive

The imported file is never modified: SGD keeps the full import and writes the trimmed result alongside it. The Source panel always shows the untrimmed file, so you can come back and trim differently.

Observe view

The eye button in the header swaps the whole body for a 3D scene: the room seen from outside, with every sounding gesture drawn along its path in its own colour and a source marker walking it.

The observe view: the room drawn as a wireframe box with a floor grid, the listener at the centre, and the orbit gesture's path traced in orange with its source markers.
The observe view while orbit sounds. Its path is traced in the gesture's own colour and named at the node, the two markers are the left and right sources of a stereo gesture held apart by its width curve, and the ellipse beneath is the source's shadow on the floor. The listener stands at the centre; the gizmo bottom-right names the axes.

The observe view is a monitoring view, not an editing one: play keys (from the keyboard or your DAW) and watch. It is the quickest way to check that a gesture goes where you think it goes, and to see several gestures interact in the same space.

Overlays and 3D

The 3D views draw on a native surface that sits above ordinary widgets. This is why SGD prints tooltips in the header status line, and why the room preview steps aside when a confirmation question appears over it.

Playing & MIDI

A gesture is triggered by its key. There are two sources of keys, and they behave the same:

The on-screen keyboard

MIDI from the host

SGD accepts MIDI note on and note off from the DAW. A note on starts the gesture on that key; a note off stops it. Notes are placed sample-accurately — a note that arrives in the middle of a buffer starts at exactly that frame, and host frame positions are converted to engine frames on the way in, so timing is correct at any host sample rate.

Incoming DAW notes light up the on-screen keyboard exactly as clicks do, so you can see what the sequencer is playing.

Note on the note

Velocity and pitch bend are not used: a gesture plays back at its own level, set by the Mix panel's Gain. Which note you send selects which gesture, not how loud or how high it is.

Audio, files & sessions

Sample rates

SGD's engine runs at a fixed 48 kHz — the rate the binaural (HRTF) data exists at. Two conversions bridge that to the outside world:

The practical upshot: your session rate does not change how anything inside SGD sounds, and a project moved between a 44.1 kHz and a 96 kHz session behaves identically.

Where things are stored

Rooms live in SGD's own application data folder, not next to your DAW project:

macOS ~/Library/Application Support/Radical Process/SGD/ Windows %APPDATA%\Radical Process\SGD\ <room-uuid>/ room.json the room: name, size, acoustics, every gesture samples/ imported sound files, converted to 48 kHz dry/ trimmed sounds, with fades applied binauralized/ the offline-rendered binaural result per gesture

A room folder is self-contained: it can be copied to another machine, and the room will open there with its sounds intact.

What the DAW saves

Your DAW session stores only the identifier of the room that was open. The room's own contents are saved into its room.json whenever the host asks the plugin for its state — that is, when you save the session — and whenever you press Save in the room editor.

Consequence

A session file alone is not a backup. To archive a project, keep the matching room folder from the application data directory alongside it. Equally, two sessions that refer to the same room share it: a change made in one is visible in the other.

Reference

Parameter ranges

ParameterWhereRangeDefault
GainMix−24 … +12 dB0 dB
Low / Mid / HighMix−12 … +12 dB0 dB
SendMix−96 … 0 dB0 dB
Master gainMaster−24 … +12 dB0 dB
DopplerRender0 … 100 %100 %
Width / Height / DepthRoom1 … 30 m12 m
AbsorbRoom0 … 10.20
DampingRoom0 … 10.40
ScatterRoom0 … 10.50
RT60Room0.1 … 10 s1.5 s
Stereo widthEditor−180 … +180°0°
Gesture keyGesture card0 … 127 (C-1 … G9)from A4
Gesture nameGesture card≤ 20 characters—

Room size presets

Thirteen presets set Width, Height and Depth to a typical space. Any manual change to a slider deselects the preset, which then reads Custom.

PresetWidthHeightDepth
Booth1.5 m2.2 m1.5 m
Car1.8 m1.2 m3.0 m
Bathroom2.0 m2.4 m2.5 m
Bedroom3.0 m2.4 m3.2 m
Small room3.5 m2.4 m4.0 m
Kitchen4.0 m2.5 m3.5 m
Studio6.0 m3.0 m5.0 m
Large room10.0 m3.5 m8.0 m
Corridor2.0 m2.6 m20.0 m
Live venue20.0 m8.0 m25.0 m
Church15.0 m12.0 m25.0 m
Cathedral25.0 m22.0 m30.0 m
Station30.0 m15.0 m28.0 m

Wall materials

Seven presets set Absorb, Damping, Scatter and RT60 to a rough reference for a surface, ordered here from most reflective to most absorbent:

MaterialAbsorbDampingScatterRT60
Glass0.050.050.053.0 s
Brick0.040.150.403.5 s
Concrete0.050.100.104.0 s
Wood0.150.300.301.8 s
Carpet0.400.700.200.8 s
Curtain0.500.800.300.6 s
Acoustic foam0.850.900.250.3 s

Concrete rings longest and scatters least; brick is the same hardness with rougher walls, so it diffuses more. Wood is the middle ground. Carpet, curtain and foam swallow progressively more and take the highs first, so the tail shortens and darkens together.

Mouse & keyboard

WhereActionResult
Top viewClick empty spaceAppend a trajectory node
Top viewDrag node / handleMove the node / curve the segment
Top viewShift-click nodeRemove the node
ElevationDrag node up / downRaise or lower the path there
ElevationDrag node sidewaysSlide the node across the room
ElevationShift-click nodeRemove the node
Motion / WidthClickAdd a node
Motion / WidthDragMove a node
Motion / WidthShift-clickRemove an interior node
Any knobDouble-clickReturn to its default value
Gesture cardClickSelect the gesture
Gesture cardClick the colour stripeOpen the colour palette
Gesture cardClick the nameRename the gesture
Gesture cardDrop a fileImport it as this gesture's sound
KeyboardClick a keyPlay the gesture on that key
KeyboardShift-click a keySelect that gesture
3D viewsDragOrbit the camera
3D viewsScrollZoom in / out
Trim waveformDragSelect the part to keep
Trim waveformDrag the trianglesSet fade in / fade out
AnywhereHoverRead the description in the header status line

Troubleshooting

The plugin opened with a room dialog I cannot close

That is by design: SGD needs a room before it can do anything, and no room exists yet. Name it, press Save, and Cancel becomes available from then on.

I pressed a key and heard nothing

Check, in order: the gesture has a sound (the card shows a file name, not a Load button); the card is not still showing Qd or a spinner; its Mix Gain is not at the bottom of its range; the Master gain is up and the meters move. Also confirm you are sending the note the card's key chip names.

My edit did not change what I hear

Edits to the path, motion, width, trim or render options need a re-render. Watch the status badge on the card and the Render panel; when it reads READY, play again. Mix, master and the room's acoustics, by contrast, are heard immediately.

The spatial effect is weak or confusing

Listen on headphones — the render is binaural. Then check the Direct toggle is on, that the path actually moves away from the centre (see Path length in Stats), and that the room is big enough for the movement to mean anything.

A moving sound warbles or sweeps in pitch

That is the Doppler shift of a fast source. Flatten the motion curve, lengthen the path, or turn the Render panel's Doppler knob down.

My file was refused

SGD accepts a single mono or stereo .wav / .aiff file. Multi-channel files, other formats, and multi-file drops are rejected.

Rendering is slow

Render time grows with the length of the sound and with each reflection order enabled. Turn 3rd off while designing, and switch it on for the final pass.

I opened an old session and the room is empty or missing

The session stores only the room's identifier; the room itself lives in the application data folder. If that folder was cleared, or the session was opened on another machine, copy the room folder across (see Where things are stored).

SGD is slightly late against the rest of the session

SGD reports its output-conversion latency to the host. Make sure delay compensation is enabled in your DAW. Running the session at 48 kHz removes the conversion — and the latency — entirely.

Glossary

TermMeaning
BinauralRendered for two ears over headphones, using head-related transfer functions, so sounds appear at real positions around the listener.
DryThe trimmed sound without spatialisation. It is what feeds the reverb send.
Early reflectionsThe first few bounces off the walls, rendered per gesture and selected by the Render panel's order toggles.
GestureA sound plus the path it travels, its timing, its mix and its key.
Key / slotThe MIDI note a gesture is bound to. 128 exist per room; no two gestures share one.
Motion curveThe map from playback time to position along the path.
RoomThe space, its acoustics, and everything inside it. One is open at a time.
RT60The time the reverb tail takes to fall by 60 dB.
TrajectoryThe curved path through the room, with a height at every node.
TrimThe excerpt of the imported file the gesture plays, with fades.

Acknowledgements

SGD's binaural rendering is built on measured hearing, not a synthetic model. The head-related impulse responses it convolves every gesture with come from a published research dataset:

The SADIE II Binaural Measurement Database, AudioLab, Department of Electronic Engineering, University of York — the KU100 head-and-torso simulator set, at 48 kHz. It is used here under the Apache License, Version 2.0, and is compiled into the plugin; there is nothing to download or install separately. The project is at york.ac.uk/sadie-project.

If you publish work made with SGD, please cite the database as its authors ask:

C. Armstrong, L. Thresh, D. Murphy and G. Kearney, “A Perceptual Evaluation of Individual and Non-Individual HRTFs: A Case Study of the SADIE II Database”, Applied Sciences, vol. 8, no. 11, 2018.

The KU100 is a dummy head: its ears are not yours. That is why the sense of elevation and of front-versus-back varies from listener to listener, and why the manual keeps recommending you judge a gesture on headphones rather than on paper. It is also why SGD's engine is fixed at 48 kHz — see Sample rates — since that is the rate the measurements exist at.

SGD User Manual · RadicalProcess.
Behaviour described here matches the shipped build; hover any control to read its own description in the header status line.