Knock is a circuit-accurate TR-909 bassdrum synthesizer with six transient types, body waveshaper, Punch FX, allpass dispersion, 50-sample layer, Mackie strip EQ, per-hit Mod Ring modulation, nine reverb modes, and Clip 0dB output limiting. Software Download (NO HARDWARE INCLUDED)
$79.31
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SKU
XCH-RVG-1540-1018
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Welcome to Knock : Ultimate Techno Bassdrum Synthesizer built on circuit-accurate TR-909 analog modeling with six transient characters, independent pitch sweep depth, a continuous body waveshaper, a 50-sample layer, an allpass dispersion engine, a full Mackie-style strip EQ, and a per-hit Mod Ring modulation system. From classic house kicks to hard-hitting gabber bassdrums - one plugin, endless punch.
Knock is the evolution of BDX-909, expanding the proven 909 core with deep transient shaping, harmonic body control, a layerable sample engine for extra attack character, an allpass cascade dispersion effect for laser sweeps, studio-grade channel EQ, and per-hit tonal modulation via the Mod Ring system. Designed for electronic music producers who need a kick drum that cuts through any mix without reaching for external processing.
Hardware-measured TR-909 bassdrum with triangle oscillator, LFSR noise click, diode clipping, transistor VCA, and RC envelopes.
Dual oscillator modes
Classic (authentic 909 triangle with asymmetry and rounding) and ALT (SVF bridged-T network for a cleaner, resonant tone). Both respond to the same pitch, sweep, and waveshaping controls.
Independent Sweep Depth
Separate control over pitch sweep amount (0-600 Hz), independent from sweep time. At 0% there is no pitch drop (pure sub). At 33% it matches the original 909. Crank it for laser territory.
Body Waveshaper
Continuous waveshaper that morphs the oscillator from pure sine to parabolic, adding warm even harmonics (2nd harmonic) that fatten and thicken the kick body without adding the mud of a standard saturator.
Six tick transient types
Classic (2kHz sine burst), FM (metallic FM impulse), Noise (filtered noise burst for airy presence), HP (highpass-filtered), Chirp (fast pitch-swept electronic zap), and Metal (inharmonic bell partials for industrial texture).
Dedicated Punch FX section
Time-windowed transient processor with four filter types (LP/HP/BP), four distortion algorithms (Tube/Tape/Clip/Fold), tone shaping, and a wet/dry mix - all applied only to the transient zone of the kick for surgical attack control.
Sample Layer
One-shot sample player with 50 embedded samples (attacks, clicks, punches) for layering on top of the synthesized kick. Includes pitch shifting (±24 st), decay envelope, highpass and lowpass filters, timing offset, phase flip, velocity sensitivity, and a pitch bend (pogo) envelope. Configurable Strip EQ routing lets the sample bypass, share clean EQ, receive modulated EQ, or pass through the full gain + EQ chain.
Disperse
Allpass cascade engine with up to 256 second-order allpass filter stages for transient smearing and laser sweep effects. Controls for center frequency (20-5000 Hz), stage count, pinch (Q), frequency spread, and dry/wet mix. Selectable Pre or Post signal chain position - Pre for smoother musical sweeps, Post for grittier dispersion after drive.
Strip EQ
Full channel strip with 0-40 dB gain (with analog console saturation), dual parametric mid bands with adjustable frequency and Q, high and low shelving EQ (±15 dB), and an 18 dB/oct highpass filter with adjustable frequency (5-200 Hz) and selectable Pre/Post gain routing.
Mod Ring
Per-hit envelope modulation system that dynamically shapes the Strip EQ and reverb send on every trigger. Five envelope shapes (Exp, Lin, Log, Bump, Sine) with independent depth controls for Lo-Mid gain, Hi-Mid gain, Lo-Mid frequency, Hi-Mid frequency, strip gain, send level, high shelf, and low shelf. Create transient EQ sweeps, per-hit gain boosts, and rhythmic tonal movement without automation.
One-knob output drive
Warm tube-like saturation with asymmetric soft clipping, plus independent HI MID and HIGH coloration controls for final tonal sculpting.
Built-in reverb send
Nine reverb modes (Room, Hall, Plate, Multi-Tap, Gated) with pre-delay, tone shaping, drive on the wet signal, and three tail modes: Off (natural ring), Reset (clean per hit), or Duck (sidechain pumping effect).
Clip 0dB protection
Two-stage soft-knee limiter + hard clip for transparent output limiting without audible artifacts.
CORE Section
TUNE : Controls the pitch sweep time. Higher values produce a longer, more pronounced pitch drop. Works together with SWEEP to shape the attack character.
SWEEP : Controls the pitch sweep depth - how far the frequency drops. 0% = no sweep (pure sub), 33% = 909 default, 100% = laser/Simmons territory.
ATTACK : Controls the initial transient loudness (909 click level).
DECAY : Controls how long the bassdrum rings out.
HOLD : Sets the hold time (0-100 ms) before the decay begins for a fatter, more sustained body.
BODY : Adds weight and low-end presence by boosting the oscillator body gain.
SNAP : Controls the snap transient - a fast 400 Hz pitch burst at the start for extra cut-through.
LEVEL : Master velocity/level control for the bassdrum output.
OSCILLATOR : Classic (909 triangle) or ALT (SVF bridged-T).
CLICK : Classic (original 909 click) or ALT (punchier, harder-edged).
MIDI : Toggles chromatic MIDI note tracking for melodic/chromatic playing.
TUNE X2 : Doubles the tuning range for higher-pitched kicks.
DECAY X2 : Doubles the decay time range for longer, boomy kicks.
PUNCH Section
TICK : Controls the tick transient level.
TIME : Sets the duration of the punch envelope window.
FREQ : Sets the frequency for the punch filter.
RESO : Filter resonance amount.
GRIT : Controls the distortion intensity within the punch section.
TONE : Shapes the tonal balance of the punch effect.
MIX : Blends the punch-processed transient with the dry transient signal.
TICK TYPE : Selects the tick transient character - Classic, FM, Noise, HP, Chirp, or Metal.
FILTER : Selects the punch filter type - Off, LP, HP, or BP.
ALGO : Selects the punch distortion algorithm - Tube, Tape, Clip, or Fold.
TONE Section
SHAPE : Body waveshaper - morphs the oscillator from sinusoidal to parabolic, adding warm even harmonics.
DRIVE : One-knob distortion with warm, tube-like character. Smoothly goes from clean to crunchy.
HI MID : Adds or removes midrange presence around 2.4 kHz.
HIGH : Brightens or darkens the overall tone by adjusting high-frequency content.
HP FREQ : Sets the highpass (lo-cut) filter frequency from 5 Hz to 200 Hz. Only active when HP POSITION is enabled in the Strip EQ.
VOLUME : Master output level control.
CLIP 0dB : Enables transparent 0 dB output limiting.
DISPERSE Section
FREQ : Center frequency of the allpass filter chain (20-5000 Hz). Lower values create deeper, sub-heavy dispersion sweeps. Sweet spot for bassdrums is typically 50-500 Hz.
AMOUNT : Number of cascaded allpass filter stages (0-256). More stages create a longer, more pronounced laser sweep. High values (150+) with high Spread can create resonant tail effects.
PINCH : Controls how tightly the phase rotation concentrates around the center frequency. Low values = cleaner, broader effect. High values = narrower, more aggressive resonant sweep.
SPREAD : Distributes the allpass stages across a frequency range. At 0 all filters share the same frequency. Higher values create richer, more complex smearing with logarithmic distribution.
MIX : Dry/wet blend (0-100%).
POSITION : Selects where the dispersion sits in the signal chain - Pre (before tone/drive, smoother sweeps) or Post (after drive, grittier character).
STRIP EQ Section
GAIN : Input gain with analog console saturation (0-40 dB).
HI SHEL / LO SHEL : High and low shelving EQ (±15 dB).
HI MID / LO MID : Dual parametric mid-band EQ (±15 dB) with adjustable frequency and Q.
HP POSITION : Enables the highpass filter and selects its position - Off, Post (after gain), or Pre (before gain, prevents low-frequency resonant slamming at extreme settings).
EQ IN : Enables or disables the EQ section. Note: when HP POSITION is set to Pre, the highpass remains active even with EQ IN off.
SAMPLE Section
LEVEL : Controls the mix level of the sample layer into the kick signal.
PITCH : Pitch shift in semitones (-24 to +24).
DECAY : Amplitude decay envelope for the sample. Lower values create shorter, tighter transients; higher values let more of the sample tail through.
HPF : Highpass filter for the sample signal. Removes low-frequency content to avoid muddying the sub.
LPF : Lowpass filter (tone control) for the sample. Shapes brightness from dark to bright.
OFFSET : Sample timing offset in milliseconds (0-10 ms). Controls when the sample triggers relative to the kick. Default is 1.2 ms (aligned with the kick transient).
SAMPLE : Selects which sample to layer from the 50 included samples. The first option (Off) disables the sample layer entirely.
STRIP EQ : Controls how the sample is routed through the Strip EQ - Off (bypasses strip entirely), EQ (kick gets full strip, sample gets a clean copy of the EQ without gain or mod), EQ+Mod (kick gets gain first, then sample mixed in for modulated EQ together), or EQ+Gain (sample goes through entire strip with kick).
PHASE : Flips the polarity of the sample signal for phase alignment.
VEL : Velocity sensitivity for the sample layer. At 0, the sample plays at full volume regardless of MIDI velocity.
POGO : Pitch bend envelope in semitones (-24 to +24). Sweeps the sample pitch up or down at the start of each hit.
MOD RING Section
MOD DECAY : Shared envelope decay time for all Mod Ring targets. 0 = snappy (15 ms), 0.5 = medium (50 ms), 1.0 = slow (100 ms).
MOD SHAPE : Envelope shape for all targets - Exp (exponential decay, peak on beat), Lin (linear ramp), Log (holds high, drops fast at end), Bump (smooth half-sine hump), or Sine (full cosine LFO cycle, resets on trigger - flip depth sign to invert).
MOD LO MID : Modulation depth for Strip EQ Lo-Mid gain (±15 dB).
MOD HI MID : Modulation depth for Strip EQ Hi-Mid gain (±15 dB).
MOD LO FRQ : Modulation depth for Strip EQ Lo-Mid frequency (±10).
MOD HI FRQ : Modulation depth for Strip EQ Hi-Mid frequency (±10).
MOD GAIN : Modulation depth for Strip EQ gain stage (±40 dB). Creates transient gain boosts or dips on each hit.
MOD SEND : Modulation depth for reverb send level (±100%).
MOD HI SHEL : Modulation depth for Strip EQ high shelf (±15 dB).
MOD LO SHEL : Modulation depth for Strip EQ low shelf (±15 dB).
SEND FX Section
PRE-DLY : Pre-delay time before the reverb effect begins.
TIME : Reverb decay time (stepped 0-15).
TONE : Shapes the reverb tone from dark (left) to bright (right).
DRIVE : Adds saturation to the reverb wet signal.
SEND : Reverb send level (additive - dry signal always passes through at full level).
REVERB : Selects the reverb algorithm - Room 1/2, Hall 1/2, Plate 1/2, M Tap 1/2, or Gated.
TAIL : Controls reverb behavior on each trigger - Off (natural ring), Reset (clean per hit), or Duck (sidechain pumping).
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