FEVERDREAM™

Ten machines for drums · Fireball Audio

Every other saturator is one machine with a drive knob. This one is ten machines, and each brings its own controls.

Fever Dream is a saturation plugin for drums. MODEL picks the machine: two tape decks, two preamps, three compressors, a console channel with its limiter, a passive program EQ and a valve distortion unit. The panel then changes to that machine's own controls — tape formula and speed on a deck, stepped gain and an inductor EQ on a preamp, release and ratio on a limiter. Ninety-two controls across the ten machines, none shared, because a tape machine and a limiter have nothing in common.

Each machine is voiced against published measurements of the circuit it is modelled on, and where that research found something the folklore misses, that is what the machine does. The preamp's transformers distort more the lower the note, so a kick saturates while the snare stays clean. The FET limiter's grit on drums comes from its release, not its attack. The passive EQ's low boost sits before its output transformer, so a boosted kick saturates at its fundamental.

And drive is colour, not loudness. Every drive control is level-compensated, fitted per machine against the machine itself, so turning RECORD or DRIVE up changes what you hear rather than how loud it is. The controls whose job is to reduce — thresholds, ratios — are left alone: a limiter is supposed to limit. For the rest there is MATCH.

The panel

One panel, ten machines behind it

The machine keys at the top, the active machine's plate in the middle, and the controls every machine shares along the bottom. Values read off lit amber windows, the same as below.

The Fever Dream panel: a brushed-aluminium face in a walnut case, with the wordmark and a thermometer, a preset strip, a RANDOMIZE button with section keys, a row of ten machine keys, the TAPE 800 plate with its knobs and switches beside a VU meter, and INPUT, MIX, OUTPUT, MATCH and QUALITY along the bottom.
Machine10 keys across the top. Pick one and the plate below it is replaced by that machine's own controls, tinted in its own colour.
The plateOnly the active machine's controls are shown. Every one is covered, machine by machine, further down this page.
MeterChanges with the machine: a VU on the tape decks and preamps, gain reduction on the compressors, plate current on the valve unit, a live curve on the EQ.
Presets120 factory presets in 12 categories. EDIT lights once the panel no longer matches the name.
RandomizeRolls the sections you tick: MODEL, DRIVE, TONE, MOTION. AMOUNT sets how far it strays; the seed is shown so a roll can be found again.
LevelINPUT, MIX and OUTPUT sit under every machine. The padlock beside MIX keeps it put through presets and RANDOMIZE.
Match & qualityMATCH holds the output at the input's loudness; CORRECTION shows how much it is doing. QUALITY sets the oversampling.

The global chain

Six controls that sit around every machine

Whichever machine is selected, the drums take the same route through it. The dry signal is delayed by exactly the machine's latency, so MIX blends like with like and parallel drums never comb.

  1. INyour drums
  2. INPUThow hard the machine is hit
  3. MACHINEone of ten, oversampled
  4. COMPENSATIONdrive changes colour, not level
  5. MIXblended with the time-aligned dry
  6. MATCHoptional: back to input loudness
  7. OUTPUTfinal level
MODELTAPE 800
TAPE 800 … CARRION · 10 steps

Which machine the drums go through. Each one brings its own controls.

INPUT0 dB
−24 … 24 dB

Level into the machine. 0 dB puts −18 dBFS RMS at the machine's operating level.

OUTPUT0 dB
−24 … 12 dB

Final level, after MIX and after MATCH.

MIX100%
0 … 100 %

Dry/wet. The padlock keeps it put through preset loads and RANDOMIZE.

MATCHOFF
OFF · LOUDNESS

Holds the output at the same loudness as the input, so you hear the colour and not the level.

QUALITYHIGH
ECO · HIGH · ULTRA

Oversampling. HIGH is what each machine was voiced at; ECO for big sessions; ULTRA for final bounces.

Drive is colour

INPUT and every machine's drive controls change how hard the machine is hit. The wet path is brought back down afterwards, so the level stays put and the character moves.

Switch mid-playback

Changing machine or QUALITY while the track plays crossfades to the new one over 30 ms, pre-rolled so it arrives already warmed up. No click, no gap.

Latency that never moves

The same latency at every machine and every QUALITY setting, so switching never shifts your host's delay compensation and dry and wet always line up.

A randomiser with manners

MIX, OUTPUT, INPUT, MATCH, QUALITY are never rolled. MIX lock holds MIX through presets as well. Every roll is level-checked and re-drawn if it lands far from the input's loudness.

120 factory presets in 12 categories

KICKweight, knock, sub control
SNAREcrack, body, fizz
TOMSbody and sustain
OVERHEADScymbal taming, width
ROOMpump, bloom, trash
DRUM BUSglue at every depth
BREAKSsampled breaks: boom bap, jungle, dusty loops
PARALLELMIX < 100 %, crushed under the dry
LO-FIslow tape, telephone, worn
MOTIONtempo-synced wow, pump, sputter
SUBTLEunder 1 dB of change you can still hear
DESTROYpast the point of taste

The ten machines

Each machine's controls are grouped the way RANDOMIZE rolls them — drive, tone and motion. The value in the lit window is the default.

01

TAPE 800

9 controls · oversampling 2× / 4× / 8× · tempo sync 1/16 … 4 BARS · 10 factory presets

Multitrack tape: the rounded, glued kick with the head bump under it.

Meter · VUVU of the output. 0 VU = -18 dBFS RMS, the machine’s operating level.

Drive

RECORD0 dB
−12 … 18 dB

How hard the drums hit the tape. Colour, not loudness: the output is compensated.

FORMULACLASSIC
EARLY · CLASSIC · HOT · MODERN

Which tape. EARLY breaks up soonest and grittiest; MODERN takes the most level and clips hardest.

BIAS0 dB
−3 … 3 dB

Under-bias: brighter and grainier. Over-bias: darker, smoother, more glue.

Tone

SPEED15 IPS
7.5 IPS · 15 IPS · 30 IPS

Tape speed. Slower = bigger low bump, earlier top-end squash, more wobble.

EQNAB
NAB · CCIR

Recording curve. NAB saturates the kick first; CCIR saturates the snare and cymbals first.

BUMP100%
0 … 150 %

The low-end bump tape puts under a kick. 0 = flat, 150 = exaggerated.

Motion

WOW/FLUTTER100%
0 … 400 %

How much the transport wobbles. 100 % is a healthy machine; 400 % is a tired one.

WOW RATEtempo0.8 Hz
0.1 … 4 Hz

Speed of the slow pitch sag. With SYNC on it snaps to a note length, so the sag lands on the beat.

SYNCtempoOFF
OFF · ON

Locks WOW RATE to the host tempo.

02

TAPE 102

9 controls · oversampling 2× / 4× / 8× · tempo sync 1/16 … 4 BARS · 8 factory presets

The mastering deck: harder, later knee than TAPE 800, flatter bump, less wobble.

Meter · VUVU of the output. 0 VU = -18 dBFS RMS, the machine’s operating level.

Drive

RECORD0 dB
−12 … 12 dB

How hard the drums hit the tape. Colour, not loudness.

FORMULACLASSIC
VINTAGE · EARLY · CLASSIC · MODERN

Which tape. VINTAGE is soft and early; MODERN is clean with a hard knee.

BIAS0 dB
−3 … 3 dB

Under: brighter and grittier. Over: darker, rounder, more compressed.

IRONIN
OUT · IN

The deck's transformers. IN adds low-end weight and saturation; OUT is the transformerless mod.

Tone

SPEED30 IPS
3.75 IPS · 7.5 IPS · 15 IPS · 30 IPS

3.75 is lo-fi and squashed on top; 30 is the open, modern master.

WIDTH1/2"
1/4" · 1/2" · 1"

Tape width. Wider = flatter, deeper low end and less hiss.

Motion

WOW/FLUTTER100%
0 … 400 %

Transport wobble. 100 % is spec.

WOW RATEtempo0.5 Hz
0.1 … 4 Hz

Speed of the slow pitch sag; snaps to note lengths with SYNC.

SYNCtempoOFF
OFF · ON

Locks WOW RATE to the host tempo.

03

PRE 73

11 controls · oversampling 2× / 4× / 8× · tempo sync 1/64 … 1/4 · 15 factory presets

Class-A preamp and inductor EQ. The iron distorts more the lower the note: kicks saturate, snares stay clean.

Meter · VUVU of the output. 0 VU = -18 dBFS RMS, the machine’s operating level.

Drive

GAIN+10 dB
-10 dB … +40 dB · 11 steps

The stepped preamp gain. Compensated, so each click is more colour, not more level.

LEVEL0 dB
−20 … 10 dB

Into the output stage. Above 0 it clips harder and brighter; below 0 is 'gain hot, level down'.

IRON35%
0 … 100 %

How much the transformers saturate. The lows go first.

Tone

LOW FREQ60
35 · 60 · 110 · 220

Low shelf frequency (Hz): kick weight at 35/60, tom body 110, snare body 220.

LOW0 dB
−16 … 16 dB

Low shelf boost/cut. Boost here and the iron saturates the fundamental.

MID FREQ3.2k
360 · 700 · 1.6k · 3.2k · 4.8k · 7.2k

Presence band: snare crack 3.2k/4.8k, kick beater 1.6k/3.2k, box cut 360/700.

MID0 dB
−18 … 18 dB

Presence boost/cut.

HIGH0 dB
−16 … 16 dB

12 kHz shelf for overheads and room air.

HPFOFF
OFF · 50 · 80 · 160 · 300

18 dB/oct high-pass. With LOW boosted it gives the resonant, tightened kick.

Motion

BLOOMtempo80 ms
10 … 500 ms

How long the preamp 'breathes' back after a hit drives it into clipping.

SYNCtempoOFF
OFF · ON

Locks BLOOM to a note length, so it recovers just before the next hit.

04

VARI-MU 670

8 controls · oversampling 1× / 2× / 4× · tempo sync 1/32 … 1 BAR · 8 factory presets

Variable-mu tube limiter: gain reduction that thickens, with a fast-then-slow release network.

Meter · Gain reductionGain reduction. The needle falls to the left as the machine squeezes.

Drive

INPUT0 dB
−20 … 10 dB

Drive into the tubes: more limiting and more third harmonic with it.

THRESHOLD4
0 … 10

How much it limits at every level.

KNEE35%
0 … 100 %

Soft and gentle at 0, near brick-wall at 100.

BALANCE0
−100 … 100

Push-pull imbalance: adds second harmonic and a 'thump' on each hit.

Tone

STEREOLINK
L/R · LINK · MID/SIDE

MID/SIDE limits the centre harder than the sides, which widens overheads and rooms.

SC HPF20 Hz
20 … 500 Hz

Stops the kick driving the whole bus. Fully down = off.

Motion

TIME CONSTANTtempo2
1 · 2 · 3 · 4 · 5 · 6 · SYNC

1–2 punch and pump, 3 general, 4 slow glue, 5–6 auto-levelling. SYNC times the release to the tempo.

DIVISIONtempo1/8
1/32 … 1 BAR · 12 steps

Note length the release recovers over when TIME CONSTANT is on SYNC.

05

FET 76

9 controls · oversampling 2× / 4× / 8× · tempo sync 1/64 … 1/4 · 13 factory presets

FET limiter. On drums the distortion comes from the release, not the attack.

Meter · Gain reductionGain reduction. The needle falls to the left as the machine squeezes.

Drive

INPUT24
0 … 48

Drive into the FET and preamp. Fixed threshold, so this is also how much it compresses.

LINE24
0 … 48

The line amp after the FET. Near the top it clips, like the hardware's output stage.

RATIO4
OFF · 4 · 8 · 12 · 20

OFF keeps the amps in the path with no compression: colour only.

NUKE0%
0 … 100 %

Morphs toward the all-buttons-in destruction. About 60 % is the two-button trick.

Tone

REVISIONBLACK
BLUE · BLACK · SILVER

BLUE is the earliest and most programme-dependent; BLACK the classic; SILVER the cleanest.

SC HPFOFF
OFF · 60 · 100 · 150

Keeps the kick from pumping the whole kit.

Motion

ATTACK3
1 … 7

1 slow (800 µs) to 7 fast (20 µs).

RELEASEtempo250 ms
50 … 1100 ms

How fast it lets go. Fast release is where the drum grit lives.

SYNCtempoOFF
OFF · ON

Locks RELEASE to a note length (86 % recovered by the next division).

06

TUBE 72

9 controls · oversampling 2× / 4× / 8× · tempo sync 1/64 … 1/8 · 15 factory presets

Broadcast tube preamp: fixed gain, so the only question is how hot you hit it.

Meter · VU and overload lampVU of the output; the lamp lights when the tubes clip or choke.

Drive

DRIVE6 dB
−12 … 36 dB

How hot the drums hit the tubes. Compensated.

IRON40%
0 … 100 %

Input transformer sag on the kick before the tubes clip.

BIAS25
−100 … 100

0 is symmetric and edgy; positive is thick and even.

Tone

VARIANTHOT
STANDARD · HOT · CASCADE

STANDARD, HOT (6 dB more gain, heavier load) or CASCADE (darker top, bigger bass).

LOW CUT40
FULL · 40 · 80 · 300 · 80+300

Low roll-off options, from none to the cascade's shelving.

HIGH CUTFULL
FULL · 15k · 3k

Broadcast top limit, or a heavy 3 kHz for a telephone kit.

Motion

BLOCK30%
0 … 100 %

How much the tubes choke after a loud hit.

BLOCK TIMEtempo100 ms
20 … 300 ms

How long the choke takes to clear.

SYNCtempoOFF
OFF · ON

Locks BLOCK TIME to a note length for rhythmic gated crunch.

07

OPTO 2A

7 controls · oversampling 1× / 2× / 4× · tempo sync 1/64 … 1 BAR · 8 factory presets

Optical leveller: slow, programme-dependent, and the tube output stage is where the colour lives.

Meter · Gain reductionGain reduction. The needle falls to the left as the machine squeezes.

Drive

PEAK REDUCTION35
0 … 100

How much it levels. 30–50 is the useful zone.

GAIN40
0 … 100

Drive into the output tube and transformer. The top third is where it saturates. Compensated.

MODECOMPRESS
COMPRESS · LIMIT

COMPRESS ≈ 3:1 and programme-dependent; LIMIT is near brick-wall.

Tone

EMPHASIS0%
0 … 100 %

Makes it react more to snare and cymbals and leave the kick alone.

CELLLATE
EARLY · MID · LATE · WORN

The light cell's age. LATE is fastest and best on drums; WORN floats the most.

Motion

MEMORY100%
0 … 200 %

The cell remembers how hard it worked. 0 = tight single release; 200 = a floating leveller.

RELEASE SYNCtempoOFF
OFF … 1 BAR · 15 steps

Times the fast release stage to the tempo. The slow tail still floats.

08

TG DESK

11 controls · oversampling 2× / 4× / 8× · tempo sync 1/32 … 1 BAR · 13 factory presets

Transistor console channel and its limiter: germanium or silicon, and a squash that breathes.

Meter · LimitGain reduction on the desk’s own +10 … -10 scale.

Drive

AMPSILICON
GERMANIUM · SILICON

GERMANIUM is round and even; SILICON is open with an odd-harmonic fizz.

DRIVE6 dB
0 … 24 dB

Into the amp and limiter. Compensated.

DYNAMICSLIMIT
OUT · COMP · LIMIT · COMP FAST · LIMIT FAST

COMP 2:1, LIMIT 7:1. The FAST versions clamp the transient; the normal ones let the snare crack through.

SQUEEZE40%
0 … 100 %

How deep the squash goes.

Tone

BASS FREQ50
50 · 90 · 150

Bass shelf frequency (Hz).

BASS0 dB
−10 … 10 dB

Bass boost/cut in 1 dB steps.

PRESENCE FREQ2.8k
500 … 10k SHELF · 8 steps

Broad presence band: snare crack 2.8k/4.2k, overhead sheen 10k.

PRESENCE0 dB
−10 … 10 dB

Presence boost/cut in 1 dB steps.

PUMP FOCUSOFF
OFF · 90 Hz

OFF lets the kick drive the pump (the classic sound); 90 Hz stops it.

Motion

RECOVERYtempo2
1 · 2 · 3 · 4 · 5 · 6 · SYNC

How fast the squash breathes back. SYNC makes it breathe in time.

DIVISIONtempo1/4
1/32 … 1 BAR · 12 steps

Note length the squash recovers over when RECOVERY is on SYNC.

09

PASSIVE 1A

9 controls · oversampling 1× / 2× / 4× · nothing to sync · 15 factory presets

Passive program EQ and tube make-up. The low boost sits before the output iron, so a boosted kick saturates at its fundamental.

Meter · Live EQ curveThe EQ as set, live. A shaded dip means the boost-and-cut trick is on.

Drive

TUBE DRIVE6 dB
−6 … 24 dB

Pushes the make-up tubes and output iron. Compensated.

Tone

LOW FREQ60
20 · 30 · 60 · 100

Low frequency (Hz) for both BOOST and ATTEN.

LOW BOOST3
0 … 10

Low shelf boost.

LOW ATTEN2
0 … 10

Low cut. With BOOST it makes the famous shelf-plus-dip.

HIGH FREQ10k
3k · 4k · 5k · 8k · 10k · 12k · 16k

High boost frequency: snare crack at 4–5k, air at 10–16k.

HIGH BOOST0
0 … 10

Resonant high boost.

BANDWIDTH5
0 … 10

Sharp to broad. Broader also lowers the peak, as on the hardware.

ATTEN SEL20k
5k · 10k · 20k

High cut frequency.

HIGH ATTEN0
0 … 10

Gentle top roll-off to tame cymbals after drive.

10

CARRION

10 controls · oversampling 2× / 4× / 8× · tempo sync 1/32 … 4 BARS · 15 factory presets

Dedicated valve destruction: fat, edgy, or starved until it gates and octaves.

Meter · Plate currentPlate current of the distortion valve — bias, sag and bias mod as they move.

Drive

VALVETRIODE
TRIODE · PENTODE · OCTAVE

TRIODE is fat and even (kick, bus); PENTODE is edgy and odd (snare, rooms); OCTAVE gates and doubles (effects).

DRIVE4
0 … 11

How hard the valve is driven. Goes to 11. Compensated.

OVERDRIVEOFF
OFF · ON

+20 dB and the input valve distorts too.

BIAS0.35 mA
0.05 … 0.8 mA

The valve's operating point, on the mA meter. High is round and loud, 0.25–0.3 cleanest, below 0.15 it starts to gate.

OUT DRIVE8.5
0 … 11

The output valve. Past 9 it clips a second time, a glue on the bus. Compensated.

Tone

FILTER7k
OFF · 4k · 5k · 7k · 9k

Low-pass after the distortion to turn fizz into something musical.

Motion

SAG40 ms
5 … 500 ms

How long the valve takes to recover after a hit starves it. Short = gritty chatter; long = pumping.

BIAS MODtempo0 mA
0 … 0.3 mA

Sweeps BIAS in time with the track: stuttering, sputtering drums.

MOD RATEtempo1 BAR
1/32 … 4 BARS · 14 steps

Note length of one BIAS MOD cycle. Always in time.

MOD SHAPESINE
SINE · RAMP · SQUARE · S&H

Shape of the bias sweep.

Specifications

FormatsAudio Unit and VST3
PlatformmacOS 10.15+, universal
ChannelsMono or stereo, in = out
Machines10, each with its own controls
Parameters98: 6 global + 92 across the machines, all automatable
Factory presets120 in 12 categories
OversamplingECO / HIGH / ULTRA, 1× to 8× by machine
LatencyConstant at every machine and QUALITY setting
Loudness matchBS.1770 short-term, ±24 dB range
Tempo syncOn 9 of 10 machines
Version0.1.0