Three panes, one selection model. A chain on the left, a canvas in the middle, and an inspector on the right that always shows exactly what you’ve selected. It borrows the muscle memory of Figma, After Effects, and modern DAWs — tools people already know how to drive.
Click a layer, edit it on the right. Click empty space, edit the source. One mental model scales from a two-effect sketch to a twenty-effect chain without new UI.
Tone.js and SoundTouch layers live in the same reorderable list, tagged but equal. Drag a SoundTouch pitch shift above or below an EQ — the order is the signal flow, exactly as the engine renders it.
Fine separators, small type, precise readouts, keyboard shortcuts. It trades the warmth of the hardware variants for speed and information density — built for people who go deep.
Power users and pros managing complex sounds. The trade-off is approachability: there’s no hand-holding here. It’s the opposite end of the spectrum from the Guided and Prompt-First variants.
Mocked engine · selection state lives in the shared StudioController · real Tone.js · SoundTouch · lamejs swap in later