RigSuite 0.98 Release Notes

RigSuite 0.98RigSculpt 0.110.20RigSculpt Workshop 1.1.191 Open the full field guide

Hey everyone, 0.98 is here, and the whole round is aimed at one thing: making RigSculpt better for playing live. The biggest change is smoother preset switching, so you can move between sounds in the middle of a song without the sound cutting out. Around that: snapshots, a looper built into the end of the chain, more thoughtful MIDI control, an AFTERGLOW hold you can treat as its own instrument, and, for the Mac players who were waiting on it, graphics-card acceleration on Apple Silicon.

A quick word on snapshots, since they can look like presets: under the hood they are the same thing, a complete rig. The way I use them is to name a preset after a song, then keep that song's different sounds, its clean, its lead, its heavy section, as the snapshots inside it. That workflow will keep getting refined in the updates ahead.

If you already have RigSuite installed, "Check for updates" will tell you a new build is available once this is live, at the same Ko-fi download.

Nothing changes in the system requirements. 0.98 runs on the same machines as 0.97 (the Windows build still needs an AVX-capable processor, which is any mainstream Intel or AMD CPU from 2011 on). Presets saved by 0.97 load unchanged, and a preset saved by 0.98 still opens in an older build (the snapshots it carries are stored on the end, where an older RigSculpt simply stops reading). Nothing about the Workshop changes this round.

The headlines

The changes most likely to matter to you. Everything else is in the full lists below.

  • Smoother preset switching. Change sounds in the middle of a song without the sound cutting out: the amp cross-fades, and the delay and reverb keep ringing into the new preset.
  • Graphics-card acceleration on Apple Silicon. The GPU option, on Windows since 0.97, now runs on Apple Silicon Macs through Metal.
  • Snapshots. Keep several complete rigs inside one preset and switch between them from a footswitch.
  • A looper at the end of the chain. Record, overdub, undo and clear from mapped switches, with the loop playing straight through a preset change.
  • AFTERGLOW everywhere, as its own instrument. The freeze hold works on every delay mode now, held at its own steady level.

Work completed: RigSuite 0.98

RigSculpt

  • Snapshots (four scenes per preset): a preset can hold four complete rigs, A through D, reachable from the preset menu's "Snapshots" item and from four MIDI actions. Recall only rebuilds what changed between the scene you are on and the one you pick, so a switch that keeps the same amp and swaps a pedal or an effect is quick. Snapshots save with the preset and travel with it.
  • Import a preset as a snapshot: "Import a preset into A" (through D) in the Snapshots menu reads any preset file's whole rig into that scene without loading it, so you can assemble a performance preset from sounds you already have.
  • The looper: an end-of-chain loop recorder, up to sixty seconds of stereo, with REC (record, then close and play, then overdub, then play), STOP, UNDO (removes overdub layers one at a time, newest first, keeping the last four passes as separate layers) and CLEAR, each a MIDI action of its own. It records the finished rig and keeps playing through preset and snapshot changes, unducked, so a loop laid down on one sound plays on over the next.
  • The looper footswitch layer: a LOOPER MODE action that, while it is on, hands your mapped footswitches to the looper's transport and returns them when it is off, so a board with no spare switches can still drive the looper. A switch mapped straight to a looper action (not sharing its trigger with another mapping) fires on its own, with no layer to arm.
  • The looper transport strip: the MIDI CONTROL panel gains a strip along the top that shows the looper's state (a colored indicator and a REC / PLAY / DUB / STOP label), the loop length and a moving position bar, with on-screen REC, STOP, UNDO and CLEAR buttons that do the same as the mapped switches.
  • The looper pad window: a draggable on-screen pedalboard that appears while looper mode is on (or while a loop is running) and hides itself when you leave. Four clickable pads mirror the transport and flash when their MIDI switch fires; a lamp shows looper mode and can be clicked to enter or leave it; the loop's state, length and playhead read out along the top.
  • Looper MIDI SETUP: a button in the transport strip walks the assignment control by control, LOOPER MODE, then REC / PLAY / DUB, STOP, UNDO and CLEAR; at each step, the next press of a footswitch on your controller is the assignment. During setup you can click a pad on the pad window to pick which control your next press assigns, so the physical layout can match the screen. Steps can be skipped, and the walkthrough can be cancelled.
  • One-switch looping, and ways back out: a switch carrying both LOOPER MODE and REC enters the looper on its first press and drives record, play and overdub from then on. STOP doubles as PLAY: pressed on a stopped loop it relaunches it from the top. Holding a REC switch about a second clears the loop and leaves looper mode; holding a STOP switch does the same but keeps the loop playing.
  • Preset changes cross-fade the amp and keep the trails: a preset or snapshot recall no longer cuts the sound. The delay and reverb are left running, so their tails ring into the new preset, and the amp, cabs and drive fade from the old rig into the new one over a short window rather than switching in one step. A preset that turns an effect off still lets its tail ring out; a preset that changes the delay or reverb type lets the old engine's tail finish while the new one takes over your live playing.
  • Loads run in the background: when you change presets, the new rig's models and cabs build on a background thread while the current rig keeps playing, and the switch happens when they are ready, so a heavy amp no longer freezes the sound as it loads. Stepping to the next or previous slot in a MIDI bank warms the neighbors ahead of time, so live stepping is quick.
  • The graphics-card option no longer waits to switch: with GPU inference on, a preset change used to hold the sound while the card built the new model. It now commits the switch immediately on the processor and upgrades to the card a moment later in the background, so the change is heard at once. The same applies to changing the oversampling rate while the GPU option is on.
  • Graphics-card acceleration on Apple Silicon: the GPU option, on Windows since 0.97, now also runs on Apple Silicon Macs through Metal, with the same commit-now, upgrade-after behavior and the same automatic fall back to the processor if the card is busy. It is a setting of the machine, never saved into a preset or project.
  • AFTERGLOW on every delay mode: the freeze drone is its own voice and does not depend on the delay's routing, so its controls (FREEZE, the four voices, SHEEN, SWELL, LEVEL and MELT | STACK) now appear and work in every delay mode, not only Reverie. On the bounce modes the held pad sits centered under the delay rather than being pulled into the bounce. The held pad is also a session instrument now: it plays at one steady volume set by LEVEL (0 dB is the ceiling; the default leaves headroom), the whole AFTERGLOW section keeps your settings through preset changes instead of taking the preset's, and it stays held through preset switches, even switching to a preset whose delay is off. Only your own FREEZE release or CLEAR ends the hold.

RigSculpt Workshop

  • No changes this round. 0.98 is a RigSculpt release; the Workshop is unchanged from 0.97 and does not need reinstalling.

Full details: RigSculpt

Snapshots: several rigs inside one preset

A preset and a snapshot are the same thing under the hood, a complete rig, so it helps to say plainly how they differ in use. A preset is the file you save, name and share; it is what you load. A snapshot is a whole rig kept inside a preset. Every preset now holds four of them, A through D. The point of a snapshot is speed and grouping: the four scenes of a preset switch faster than loading four separate files, and they travel together as one thing. A useful way to think about it: a preset is a song, and its snapshots are the handful of sounds you move between while you play it.

The controls live in the preset menu, under Snapshots. You save the rig you have set up into a slot ("Save current rig to A"), and you recall a slot to bring that rig back. Recall is built to be quick: it compares the scene you are on with the one you pick and rebuilds only the parts that actually changed, so a snapshot that keeps the same amp and only swaps a pedal, an effect or a knob setting comes up almost at once, while one that changes the amp takes the time an amp change takes. The rig each scene stores is complete: both amp slots, both cabs, the drive pedal, the reverb, and every knob, mode and toggle.

  • Footswitch access. Four MIDI actions, Snapshot A through D, sit in the MIDI CONTROL action list next to the preset-bank actions, so a scene recall maps to a switch exactly as a preset recall does.
  • They save with the preset. The four scenes are written into the preset file, on the end, so an older RigSculpt that does not know about them simply reads the preset without them and a newer one restores all four. A new blank preset starts with no snapshots.

Import a preset into a snapshot

You do not have to build a preset's four scenes by hand. The Snapshots menu carries an "Import a preset into A" row for each of the four slots. Pick one and a second list opens with every preset you have; choose a preset there and its entire rig, the amps, cabs, pedal, effects, modes and knobs, is read into that scene. You never leave the preset you are on, and the preset you imported from is not touched.

So the natural way to build a live preset is to make each sound you want as an ordinary preset first, get it right, then start a new preset and import your four favorites into A, B, C and D. A song's worth of sounds becomes one preset with four footswitchable scenes in about a minute. The imported scenes save with the preset like any other, so do a normal preset save once you have them the way you want.

The looper

The looper sits at the very end of the signal chain, after the amp, the cabs and every effect, which is the important part: it records and plays the finished sound, and it keeps playing when you change presets. Lay a rhythm part down on your clean, then switch to your lead and solo over the loop; the loop holds its level straight through the change instead of ducking or cutting. It gives you up to a minute of stereo, set aside when the plug-in loads so nothing is allocated while you play.

Every function is a MIDI action, mapped in the MIDI CONTROL panel like any other:

  • REC is the classic single-switch cycle: the first press records, the next closes the loop and plays it, the next overdubs a layer, the next drops back to play, and so on. Stopped, a press of REC starts a fresh recording.
  • STOP stops playback, and doubles as PLAY: pressed on a stopped loop, it relaunches the loop from the top. Pressed while recording, it discards the take.
  • UNDO removes overdub layers one press at a time, newest first. Each overdub pass, from the moment you punch in to the moment you let go, is kept as its own layer, and the last four are held; a press peels the top one off, the next press peels the one under it, down to the base recording. Pressed while you are still overdubbing, it cancels the pass you are playing.
  • CLEAR wipes the loop.

The record and overdub edges get short ramps and the loop's seam is smoothed, so starting, stopping and layering are clean rather than clicky.

The looper's controls live in the MIDI CONTROL panel: a transport strip with the state indicator, loop time, position bar, and clickable REC / STOP / UNDO / CLEAR, plus the MIDI SETUP button that walks the mapping.
The looper's controls live in the MIDI CONTROL panel: a transport strip with the state indicator, loop time, position bar, and clickable REC / STOP / UNDO / CLEAR, plus the MIDI SETUP button that walks the mapping.

The looper footswitch layer

Most boards do not have four switches to spare for a looper on top of the ones already driving your rig. The LOOPER MODE action solves that: map it to one switch, and while it is armed the switches you already use become the looper's transport, REC, STOP, UNDO and CLEAR, taking over from whatever they normally do; let the mode go and every switch is back to its day job. You loop with the board you have, and step out of the layer to play.

The rule for what a switch does is simple and needs no setup beyond the mappings themselves. A mapping that carries a looper action and shares its trigger with a normal mapping is treated as a layer override: it stays quiet until LOOPER MODE is armed, so the switch keeps its normal job until then. A mapping you dedicate to a looper action, with nothing else on that trigger, has no normal job to protect, so it fires on its own whether or not the layer is armed. In other words, a spare switch mapped straight to REC just records; a busy switch you also want for the looper only takes on that role while you hold the mode.

One switch can run the whole looper. Put LOOPER MODE and REC on the same switch, on one mapping or as two, and it works in phases: with the looper off, a press only enters looper mode; with it on, presses drive record, play and overdub. Two long presses are the ways back out. Hold a REC switch about a second to clear the loop and leave looper mode in one gesture, or hold a STOP switch to leave looper mode with the loop still playing, so your switches return to their day jobs while the loop rolls on.

A strip along the top of the MIDI CONTROL panel shows the looper at a glance: an indicator that lights for REC (red), PLAY (green) and DUB (amber), the loop's length in seconds, a position bar that tracks the playhead, and REC, STOP, UNDO and CLEAR buttons you can click on screen, which do exactly what the mapped switches do.

Entering looper mode also brings up the pad window, a small pedalboard you can drag anywhere on the interface. Its four pads mirror the transport and are clickable, a lamp shows looper mode and toggles it when clicked, and the loop's state, length and playhead read out along the top. Whenever a mapped switch fires, its pad flashes, so you can watch your controller land on the right function. The window follows the looper: it appears when looper mode arms or a loop is running, and puts itself away when you are done.

The looper pad window: a draggable four-pad board with the state readout on top and the lamp that enters or leaves looper mode. Each pad flashes when its mapped switch fires.
The looper pad window: a draggable four-pad board with the state readout on top and the lamp that enters or leaves looper mode. Each pad flashes when its mapped switch fires.

Setting the looper up on a controller is walked for you. The MIDI SETUP button in the transport strip goes control by control, LOOPER MODE first, then REC / PLAY / DUB, STOP, UNDO and CLEAR; at each step, the next press of a footswitch on your controller becomes that control's assignment, and the pad being assigned is highlighted on the pad window. Click a different pad there to assign that one instead, so you can lay your board out to match the screen. Any step can be skipped, and the walkthrough can be cancelled at any point.

The same pad window during MIDI SETUP: the control being assigned is ringed and named in the prompt (step 1 of 5, LOOPER MODE), and the next footswitch press on your controller becomes that assignment.
The same pad window during MIDI SETUP: the control being assigned is ringed and named in the prompt (step 1 of 5, LOOPER MODE), and the next footswitch press on your controller becomes that assignment.

Preset changes carry their trails

Until now, changing a preset cut the sound for an instant while the new rig took over. In 0.98 the change is a cross-fade rather than a cut, and, just as important, the effects that were ringing keep ringing.

  • The trails ring through. The delay and reverb are not rebuilt when you change presets; only their settings move. So a chord you let ring before you stomp keeps decaying into the new preset instead of being chopped off. This is what makes changing sounds mid-phrase feel musical rather than abrupt.
  • The amp cross-fades. The amp, cabs and drive of the old rig are held for a short window and mixed into the new rig's, so the amp voice morphs from one to the other rather than switching in a single step. The still-ringing delay and reverb sit over the top of the morph, so the transition lands inside the space you were already in.
  • Effect and mode changes ring out too. A preset that turns the delay or reverb off lets its tail decay rather than cutting it. A preset that changes the delay or reverb type, say a ping-pong delay to a dissolving one, or one reverb to another, lets the old engine's tail finish while the new engine takes your live playing, so even a type change does not clip the trail.

This is an area still being tuned by ear across the full range of rigs; if you hear a level change on a particular pair of presets, that is on the list, and a note about which two presets helps.

Loads run in the background

A neural amp model has to be read and prepared before it can play, and at high oversampling, or on the graphics card, that preparation takes long enough to notice. Before, it happened while you waited. In 0.98 the current rig keeps playing while the new preset's models and cabs are built on a background thread, and the switch happens the moment they are ready, so a heavy amp no longer freezes the sound as it loads.

  • The set steps quickly. When you move to the next or previous slot in a MIDI preset bank, RigSculpt prepares the neighboring slots ahead of time, so stepping through a set finds the work already done.
  • The graphics card switches at once. With GPU inference on, a preset change used to hold the sound while the card built the new model, which was the slowest case of all. It now makes the switch immediately on the processor, correct and at the right level, and upgrades to the card a moment later in the background, so you hear the new sound right away and the card catches up unheard. Changing the oversampling rate with the GPU option on works the same way, and no longer mutes the amp for the length of the rebuild.
  • The graphics card on Apple Silicon. Running the amp models on the graphics card arrived on Windows in 0.97 (Direct3D 12). In 0.98 it comes to Apple Silicon Macs through Metal: the same GPU option in Settings, the same behavior on a preset or oversampling change, and the same fall back to the processor if the card cannot keep up. Like the Windows option, it is a property of the computer, remembered between sessions and never written into a preset or project.

AFTERGLOW on every delay mode

0.97 rebuilt the freeze drone as its own voice, a held pad captured at the press and sustained without loss while the delay keeps echoing your live playing over it. It shipped on the Reverie delay, because that is where the hold was designed. In 0.98 the whole AFTERGLOW section, FREEZE, the four voices (Vapor, Vesper, Vault, Waver), SHEEN, SWELL, LEVEL and MELT | STACK, appears and works on every delay mode: Stereo, Dual, Ping-Pong and Slap as well as Reverie.

The AFTERGLOW row runs along the bottom of the AFTERECHO panel, the same in every delay mode: FREEZE, the four voices, SHEEN, SWELL, LEVEL, and MELT or STACK.
The AFTERGLOW row runs along the bottom of the AFTERECHO panel, the same in every delay mode: FREEZE, the four voices, SHEEN, SWELL, LEVEL, and MELT or STACK.

0.98 also finishes the idea that a held pad is an instrument, not an effect setting. Its volume is set by LEVEL in the AFTERGLOW row and stays put: it no longer changes with the delay's Mix or mode, and it holds through preset switches, so a pad you set at a comfortable level stays there as you move around. LEVEL now runs from a 0 dB ceiling down to quiet, with the default at -8 dB so a held pad leaves headroom, and the rest of the AFTERGLOW section (the voice, SHEEN, SWELL, MELT or STACK) carries across preset changes the same way, even onto a preset whose delay is off. Only your own FREEZE release, or CLEAR, ends the hold.

The drone was always independent of the delay's routing, so this is mostly a matter of showing the controls in every mode. The one place the routing mattered is the two modes that build a stereo image from a single line, Ping-Pong most of all: there the held pad now sits centered beneath the delay, rather than being pulled into the bounce and smeared, so a freeze on Ping-Pong holds a steady pad the way it does on Dual and Slap. The interval-shift character (the octave and fifth) still lives with the Reverie controls at the top of the delay, so a held pad takes its color from the mode you are in.