
Enhance Your Sounds with an Enhancer
Last Edited: Oct 27, 2023
A wide range of creative audio effects are at our disposal, and they are introducing new ways of manipulating audio. These effects are most commonly multi-effect processors containing multiple effects, ranging from reverbs and dynamic effects to pitch manipulation. Pursuing this further, we came across an exciting effect that can fall into the enhancers category. The name of this effect is Texture, and Devious Machines create it. Texture, in its essence, is a type of effect that manipulates audio dynamically in real-time. It is not quite an automatic effect, but it can operate in that way, too. Furthermore, it has multiple stages, and everyone brings a different processing modulation.
Texture by Devious Machines
In the following tutorial, I will guide you through its interface and show you a few practical audio examples. Previously, we have made a short loop in the SoundBridge: DAW, which contains elements like Kick Drum, Snare Drum, Hi-Hats, and Bassline. I will add a new instance of Texture on some channels to show you different ways of utilizing it.

The Interface
So, in my opinion, the Texture interface is clean and straightforward. First of all, the middle part includes a visual analyzer, where you can see what the waveform of your audio looks like, and this is the dynamic window.
Modulation
By clicking on the modulation tab, a new window opens. Consequently, here, you can set the LFO and envelope modulation to just about any parameter included in the VST.
EQ's
Next to the modulation, there is a section with two independent EQ's. Specifically, one is reserved for EQ-ing the sounds coming from the Texture itself, and the other for the original sound that Texture is applied to.
Presets
We should mention that Texture comes with more than 340 presets suitable for enhancing just about any sound, ranging from Kickdrums, Hi-hats, Snare drums, Synths, and so on.
X/Y pads
At the bottom of the interface, we can see two X/Y pads controlling the side chain and filter. Moreover, there are Attack, Hold, and Decay controls followed by Gate and Limit. On the left side of the interface, we can see controls for Pitch and Density, while on the right, we can see Gain, Mix, and Master controls.
Audio Examples
In the following audio examples, I will show you how the Kick Drum sounds unprocessed and then processed with the Texture; the same goes for the Snare Drum and Hi-Hat Loop. Ultimately, we will listen to the entire loop, unprocessed and then processed.
~Kick Drum - Unprocessed
~Kick Drum - Processed with Texture
~Snare Drum - Unprocessed
~Snare Drum - Processed with Texture
~Hi-Hat Loop- Unprocessed
~Hi-Hat Loop- Processed with Texture
~Full Mix - Unprocessed
~Full Mix - Processed with Texture
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