Plonk

Intellijel 12HP
fw 1.16

Duophonic physical-modeling percussion voice built with Applied Acoustics Systems. Mallet + noise exciters drive six resonator types (string, beam, marimba, drumhead, membrane, plate). 128 presets, four CV destinations, USB SysEx.

Patch Ideas · 10

Drum kit from one voice via Preset Step
A kit preset (1, 5, 9, or 13) is a Preset Step bank: MOD CV picks kick/snare/hat per step while TRIG fires them.
Walkthrough
  1. Push LOAD, turn ENCODER to preset 1 (or 5, 9, 13), click ENCODER to load.
  2. Push MOD button, turn ENCODER to 'Preset Step', click to confirm.
  3. Click MOD button again; set Pst A:B to the kit range (e.g. 1:4).
  4. Push OBJECT, scroll to Polyphony, set to 2 so previous hit rings out.
  5. Patch CV sequencer (0-5V steps) → MOD input; set MOD attenuverter to ~3 o'clock.
  6. Patch gate sequencer → TRIG.
  7. Patch Plonk OUT → mixer/output.
Signal out OUT — mono percussion audio, line-level, sound switches per trigger.
Listen for One voice plays a full kit: low step = kick, mid step = snare, high step = hat. Tails from the previous preset ring out naturally.
Show diagram
Patch diagramPatch diagram with 4 modules and 3 connections. Modules: Plonk, CV Sequencer, Gate Sequencer, Output. Signals: 1 audio, 1 cv, 1 trigger.PlonkCV SequencerGate SequencerOutputPreset kit loaded · MOD=Preset Step · Poly=2: MODcvTRIGtrigOUTaudioCVcvGatetrigInaudio11. one voice, drum kitaudiocvtrigger
Duophonic marimba with MIDI velocity
Marimba resonator with Poly=2 plays legato melodies; VEL=dynamics makes velocity drive exciter strength.
Walkthrough
  1. Load any preset, push OBJECT, set Resonator Type to Marimba, Polyphony to 2.
  2. Push CONFIG, scroll to VEL Mode, set to 'dynamics'.
  3. Push X button, select 'M Stiffness', click; push X again, set DEPTH to MEDIUM.
  4. Push Y button, select 'R Position', click to confirm.
  5. Patch MIDI-CV pitch → PITCH; MIDI-CV gate → TRIG; velocity CV → VEL.
  6. Set X and Y knobs to 12 o'clock; sweep while playing to find a voicing.
  7. Patch Plonk OUT → VCA or mixer.
Signal out OUT — pitched mallet-on-wood audio, dynamics scale with VEL voltage.
Listen for A chromatic marimba that responds to how hard you play. X shifts hard/soft mallet character; Y moves strike from edge to center.
Show diagram
Patch diagramPatch diagram with 3 modules and 4 connections. Modules: Plonk, MIDI-CV, VCA. Signals: 1 audio, 1 cv, 1 pitch, 1 gate.PlonkMIDI-CVVCAMarimba · Poly=2 · VEL=dynamics: X=M Stiffness · Y=R Position: PITCH1v/octTRIGgateVELcvOUTaudioPitch1v/octGategateVelocitycvInaudio11. velocity-sensitive marimbaaudiocvpitchgate
Open hat choked by closed hat
A long plate preset rings as open hat; a trigger to MOD with Choke Both cuts it short like a closed hat.
Walkthrough
  1. LOAD a long-decay plate or metal hat preset; turn DECAY fully CW.
  2. Push OBJECT, set Polyphony to 1 (new TRIG chokes old note).
  3. Push MOD, select 'Choke Both', click to confirm.
  4. Patch open-hat gate from your drum sequencer → TRIG.
  5. Patch closed-hat trigger → MOD input; keep MOD attenuverter above 1 o'clock so pulses exceed 1.5V.
  6. Patch Plonk OUT → mixer.
Signal out OUT — metallic hat audio; MOD gate above 1.5V cuts the tail fast.
Listen for Classic 808 hat interaction from a single voice — the closed-hat step silences the still-ringing open hat.
Show diagram
Patch diagramPatch diagram with 4 modules and 3 connections. Modules: Plonk, Open-hat Gate, Closed-hat Trig, Mixer. Signals: 1 audio, 1 gate, 1 trigger.PlonkOpen-hat GateClosed-hat TrigMixerPlate preset · Poly=1 · MOD=Choke Both: TRIGgateMODtrigOUTaudioOutgateOuttrigInaudio11. choke-group hatsaudiogatetrigger
Morphing melodic percussion
Morph smoothly crossfades exciter and object parameters between two presets driven by a slow LFO.
Walkthrough
  1. LOAD a beam/bell preset you like.
  2. Push MOD, turn ENCODER to 'Morph', click; click again to edit the target number.
  3. Turn ENCODER to a marimba-style preset number, click to confirm.
  4. Patch slow LFO (bipolar, ~0.1 Hz) → MOD input; MOD attenuverter to 2 o'clock.
  5. Patch melodic pitch sequencer → PITCH; gates → TRIG.
  6. Patch Plonk OUT → reverb → output.
Signal out OUT — pitched percussion audio that morphs timbre over time (resonator type stays fixed on source preset).
Listen for Each hit slowly drifts from bell-like strike to woody marimba and back. Resonator type does not change, but everything else does.
Show diagram
Patch diagramPatch diagram with 4 modules and 4 connections. Modules: Plonk, Slow LFO, Sequencer, Output. Signals: 1 audio, 1 cv, 1 pitch, 1 gate.PlonkSlow LFOSequencerOutputBeam preset · MOD=Morph → Marimba preset: MODcvPITCH1v/octTRIGgateOUTaudioOutcvPitch1v/octGategateInaudio11. morphing timbreaudiocvpitchgate
Generative randomized kit
MOD = Randomize: every MOD gate re-rolls all exciter and object parameters before the next hit.
Walkthrough
  1. LOAD any preset as starting point.
  2. Push MOD, turn ENCODER to 'Randomize', click to confirm.
  3. Push OBJECT, set Polyphony to 2 (so the last random sound can tail into the next).
  4. Patch main clock → TRIG.
  5. Patch clock divider /4 output → MOD input (MOD attenuverter above noon so pulse > 1.5V).
  6. Patch Plonk OUT → reverb → output.
Signal out OUT — unpredictable percussion timbre, rerolled every 4th hit; Saturation/Bitcrusher remain fixed.
Listen for A rhythmic sound-design lottery: steady pulse, but every few hits the timbre jumps to something brand new.
Show diagram
Patch diagramPatch diagram with 4 modules and 3 connections. Modules: Plonk, Clock Source, Clock Divider, Reverb. Signals: 1 audio, 2 trigger.PlonkClock SourceClock DividerReverbMOD=Randomize · Poly=2: TRIGtrigMODtrigOUTaudioOuttrig/4trigInaudio11. periodic sound-design lotteryaudiotrigger
Resonator FM via R Pitch
R Pitch as MOD destination lets audio-rate CV FM the resonator pitch for inharmonic metallic tones.
Walkthrough
  1. LOAD a beam or string preset.
  2. Push MOD, turn ENCODER to 'R Pitch', click to confirm.
  3. Patch a VCO (audio-rate sine or triangle) → MOD input.
  4. Start with MOD attenuverter near noon; turn CW for more FM index, CCW for clean tone.
  5. Patch sequencer pitch → PITCH and gates → TRIG.
  6. Patch Plonk OUT → VCA → output.
Signal out OUT — pitched percussion with FM sidebands that shift with carrier ratio.
Listen for DX-style bells and clangs: still triggers like a drum, but each note has a metallic edge you dial in with the attenuverter.
Show diagram
Patch diagramPatch diagram with 4 modules and 4 connections. Modules: Plonk, VCO, Sequencer, VCA. Signals: 1 audio, 1 cv, 1 pitch, 1 gate.PlonkVCOSequencerVCABeam · MOD=R Pitch: MODcvPITCH1v/octTRIGgateOUTaudioOutcvPitch1v/octGategateInaudio11. resonator FMaudiocvpitchgate
Bowed string drone via AHR
String resonator with AHR noise envelope and pure-noise exciter sustains while the gate is high — a bowed drone.
Walkthrough
  1. Push OBJECT, set Resonator Type to String, Polyphony to 1.
  2. Push EXCITER, set Mallet/Noise Mix to 0:100 (pure noise).
  3. In EXCITER, scroll to Noise Envelope Type, set to AHR.
  4. Turn DECAY fully CW for a long resonant tail.
  5. Push X button, select 'R Tone', click; push X again, set DEPTH to MEDIUM.
  6. Patch a long gate (1-4 s) → TRIG — gate length = drone length.
  7. Patch slow LFO → X input for a breathing timbre.
  8. Patch Plonk OUT → reverb → output.
Signal out OUT — sustained bowed/pitched drone; gate length controls note duration.
Listen for Cello- or tanpura-like sustain that wavers as the LFO sweeps Tone. Release the gate and the string fades naturally.
Show diagram
Patch diagramPatch diagram with 4 modules and 3 connections. Modules: Plonk, Long Gate, Slow LFO, Reverb. Signals: 1 audio, 1 cv, 1 gate.PlonkLong GateSlow LFOReverbString · AHR env · Mallet: Noise=0:100X=R Tone · long TRIG gate: TRIGgateXcvOUTaudioOutgateOutcvInaudio11. bowed droneaudiocvgate
Per-hit saturation accents
X=Saturation lets a CV sequence add grit only on accented steps, without changing pitch or decay.
Walkthrough
  1. LOAD any drum preset.
  2. Push X button, turn ENCODER to 'Saturation', click to confirm.
  3. Push X again, set DEPTH to MEDIUM (±32).
  4. Patch an accent/CV sequencer → X input; X attenuverter to 3 o'clock.
  5. Patch pitch sequencer → PITCH; gates → TRIG.
  6. Set X knob to ~10 o'clock so clean hits sit below the grit threshold.
  7. Patch Plonk OUT → output.
Signal out OUT — drum audio with per-hit asymmetric saturation (0-60 dB).
Listen for Soft steps stay clean; accent steps punch through with gritty distortion. Timing and pitch are unchanged.
Show diagram
Patch diagramPatch diagram with 5 modules and 4 connections. Modules: Plonk, Accent Sequence, Gate Sequencer, Sequencer, Output. Signals: 1 audio, 1 cv, 1 pitch, 1 gate.PlonkAccent SequenceGate SequencerSequencerOutputX=Saturation · depth MEDIUM: XcvTRIGgatePITCH1v/octOUTaudioCVcvGategatePitch1v/octInaudio11. rhythmic saturation accentsaudiocvpitchgate
Polyphonic tom fills with pitch ramp
Drumhead + Poly=2 + Y=R PEnv Amnt plays overlapping toms with per-hit pitch-drop variation.
Walkthrough
  1. Push OBJECT, set Resonator Type to Drumhead, Polyphony to 2.
  2. Push Y button, select 'R PEnv Amt' (Resonator Pitch Envelope Amount), click.
  3. Push Y again, set DEPTH to HIGH (±64) for dramatic pitch drops.
  4. Patch pitch sequencer → PITCH for tom melody.
  5. Patch a second stepped CV sequencer → Y input to vary pitch-drop per step.
  6. Patch ratcheting gate sequencer → TRIG for rolling fills.
  7. Patch Plonk OUT → mixer.
Signal out OUT — polyphonic tom audio; ratchets overlap because voice 2 holds previous hit.
Listen for Rolling tom fills where each hit has its own pitch drop, and ratchets stack without choking. Fast ratchets sound natural, not glitchy.
Show diagram
Patch diagramPatch diagram with 5 modules and 4 connections. Modules: Plonk, Pitch Sequencer, Mod Sequencer, Ratchet Gates, Mixer. Signals: 1 audio, 1 cv, 1 pitch, 1 gate.PlonkPitch SequencerMod SequencerRatchet GatesMixerDrumhead · Poly=2 · Y=R PEnv Amnt: PITCH1v/octYcvTRIGgateOUTaudioPitch1v/octCVcvOutgateInaudio11. overlapping tom fillsaudiocvpitchgate
Snare with noise-density sweep
X=N Density morphs the noise exciter between granular clicks and continuous white noise across a pattern.
Walkthrough
  1. LOAD a membrane snare preset (or set OBJECT Type = Membrane manually).
  2. Push X button, turn ENCODER to 'N Density', click to confirm.
  3. Push X again, set DEPTH to FULL (±128) for full density sweep.
  4. Patch slow LFO (triangle, ~0.05 Hz) → X input; X attenuverter to 3 o'clock.
  5. Set X knob near noon so the LFO sweeps the full density range.
  6. Patch gate sequencer → TRIG; pitch sequencer → PITCH if desired.
  7. Patch Plonk OUT → compressor → output.
Signal out OUT — evolving snare audio; pitch/attack/decay unchanged, only noise texture morphs.
Listen for The snare body stays constant while its noise goes from sparse sandy clicks to thick continuous white noise, bar by bar.
Show diagram
Patch diagramPatch diagram with 4 modules and 3 connections. Modules: Plonk, Slow LFO, Gate, Compressor. Signals: 1 audio, 1 cv, 1 gate.PlonkSlow LFOGateCompressorMembrane · X=N Density: XcvTRIGgateOUTaudioOutcvOutgateInaudio11. density-morphing snareaudiocvgate

Behaviors

Two-Voice Polyphony OBJECT → Polyphony = 2

With poly=2, a new trigger allocates a new voice while the previous note rings out naturally. Modulation applied via X/Y/MOD only affects the newest note; older voices freeze at their last modulation value.

Six Resonator Types OBJECT → Resonator Type

String (plucked/bowed), Beam (bells, claves, woodblocks), Marimba (chromatic percussion), Drumhead (drums), Membrane (dissonant drums), Plate (cymbals, gongs). Inharmonicity and Tone massively reshape each type's character.

Preset Step via MOD MOD destination = Preset Step

MOD CV selects a preset in range A-B every trigger; 0V picks first, +5V picks last, linear between. Tribal kits that shift kick/snare/hat across presets 1, 5, 9, 13 (factory kits) let one voice do a drum machine. Previous sound rings out when switching.

Morph Between Presets MOD destination = Morph + target preset

MOD input crossfades exciter and object settings between current preset and a chosen destination. Resonator type does not morph — stays fixed — but every other parameter smoothly interpolates, for evolving percussive textures.

Randomize on Trigger MOD destination = Randomize

Each trigger (or encoder press) randomizes every exciter/object parameter except polyphony. Great for serendipitous sound design; Saturation and Bitcrusher are exempt so they stay consistent.

Choke Groups MOD destination = Choke Both/Res/Noise

A gate above 1.5V at MOD applies a fast envelope that kills the selected part. Designed for long-ring presets (open hats, drones) that need to be cut short by another event — classic closed-hat-chokes-open-hat pattern.

AHR Noise Envelope EXCITER → Noise Envelope Type = AHR

Adds a Hold stage that holds at peak while TRIG is high. Use long gates to sustain bowed strings, open hi-hats, or drones. In AR mode the envelope ignores gate length and fires a fixed attack/release.

Live Knob Overrides loading a preset

Unlike most synths, Plonk presets don't snap knobs — PITCH/DECAY/X/Y remain at their current physical position and modulate the loaded patch. A 'long decay' preset may sound short if DECAY is turned down. Always sweep knobs when auditioning.

VEL Mode Selection CONFIG → VEL Mode

Accent: VEL high adds a volume accent. Dynamics: VEL voltage scales exciter strength (MIDI velocity feel). Volume: VEL directly controls output level — use for external tremolo/fade envelopes.

Saturation + Bitcrusher CONFIG or X/Y/MOD destination

Asymmetric saturation (0–60 dB) and bit reduction (off → 10-bit → 1-bit) sit at the end of the audio path. Available as mod destinations for per-hit grit. Exempt from Randomize so patch sits consistently.

Controls

Display ENCODER Push-encoder for browsing menus and editing values. Context-dependent.
Turn: scroll · click: select/enter value edit
Transport TRIGGER Button Big red button manually triggers the exciter for auditioning or hand-played sequences.
Useful for previewing while browsing presets
Global PITCH Knob Tunes base pitch. Summed with PITCH CV input and offset by PITCH menu settings.
Continuous sweep ±2 oct when Quantize OFF · stepped chromatic when Quantize ON
Menu PITCH Button Opens Pitch menu: Octave and Quantize options.
Octave sets base · Quantize locks PITCH knob to semitones
Global DECAY Knob Scales overall sound decay by stretching both noise envelope decay and resonator decay.
CW=100% of preset values · summed with DECAY CV input
Menu EXCITER Button Opens Exciter parameters: mallet/noise mix, mallet stiffness, noise AHR envelope and LP/HP filters with their Qs and envelope amounts.
12+ exciter parameters · edited with ENCODER
Menu OBJECT Button Opens Object (resonator) parameters: type, decay, position, tone, inharmonicity, low-cut, pitch-env amount/decay, polyphony.
Six resonator types · polyphony 1 or 2
Menu MOD Button Assigns destination for MOD input. Includes exciter/object parameters plus special functions: Choke Both/Res/Noise, Preset Step, Randomize, Morph, R Pitch.
Depth: LOW ±16 · MEDIUM ±32 · HIGH ±64 · FULL ±128
Menu CONFIG Button Opens Configuration menu: Output Gain, Saturation, Bitcrusher, VEL Mode, Init Preset, Global Config.
Output Gain -20/+40 dB · Saturation 0-60 dB · Bitcrusher off → 10-bit → 1-bit
Preset LOAD Button Enters preset load menu. Preview with TRIGGER while browsing; click ENCODER to commit.
128 preset slots · current shown with star
Preset SAVE Button Saves current patch to a chosen slot with optional name edit.
Confirm with Y/N prompt
Modulation X Knob Bipolar manual control for the parameter assigned to the X destination.
Summed with X CV input and preset base value
Modulation Y Knob Bipolar manual control for the parameter assigned to the Y destination.
Summed with Y CV input
Modulation X Button Assigns X knob/input destination. Second press sets modulation DEPTH.
16+ destinations incl. Saturation/Bitcrusher
Modulation Y Button Assigns Y knob/input destination.
Same destination list as X
X Input X Input Attenuverter Scales and flips incoming CV at the X jack before it sums with X knob and preset value.
Noon = zero · CCW = inverted · CW = positive
MOD Input MOD Input Attenuverter Scales and flips MOD input CV. Gate-triggered destinations fire above 1.5V.
±5V range · noon = zero
DECAY Input DECAY Input Attenuverter Scales and flips CV offset added to DECAY knob.
±5V range
Y Input Y Input Attenuverter Scales and flips Y jack CV.
±5V range

I/O

IN · 7

  • X ±5V CV
    CV input for the X-assigned parameter, summed with X knob position and preset value
  • MOD ±5V GATE
    CV input for MOD-assigned destination. Gate-style targets (Choke, Preset Step, Randomize) fire above 1.5V
  • DECAY ±5V CV
    CV offset for DECAY knob
  • Y ±5V CV
    CV input for the Y-assigned parameter
  • PITCH 1V/oct GATE
    1V/oct pitch input, summed with PITCH knob. Only read while TRIG is high — use X/Y/MOD → R Pitch for real-time FM
  • TRIG gate/trigger GATE
    Fires the exciter. Requires at least 1 ms high; in AHR envelope mode the gate length sustains the hold phase
  • VEL 0–5V
    Velocity/accent input, normalized to +5V. Behavior set by VEL Mode: accent, dynamics, or volume
    NORM → +5V (so all notes are accented if nothing patched)

OUT · 1

  • OUT audio AUDIO
    Mono audio output of the physical-modeling voice