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Gathering Assets

This walkthrough needs two kinds of assets, neither of which ships with the editor:

  • Custom assets — the knobs, step buttons, and background art used throughout this walkthrough, plus the ready-made processor presets used in Sound Design. Download them here: 303-walkthrough-assets.zip
  • Wavetables — used as the sound source for the bass voice. This walkthrough uses the free Serum wavetable pack from bvker.com: bvker.com/free-serum-wavetables

Download both and unpack them into a folder of your choice — anywhere outside the project folder. Assets aren’t picked up by being copied into a project’s file structure; they’re imported explicitly from inside the editor, which is covered after the project is created below. Keeping them in a separate, plain “downloads” folder for now avoids the temptation to drop them straight into the project tree.

Open the Editor. The launch screen greets you with a list of recently opened projects and a Create New Project button.

Editor launch screen with no project open

Click Create New Project, then pick a folder and a name in the file dialog. This walkthrough uses 303-walkthrough, but the name is arbitrary — use whatever you like.

Once the project is created, the editor launches the standalone plugin automatically and shows the new project’s minimal default structure.

New project's minimal structure, standalone plugin running alongside

Back in the editor, expand the assets folder in the project’s file tree. Right-click wavetables and choose Import wavetable file(s).

Wavetable import context menu

In the dialog that opens, click Add wavetable(s).

Import wavetable dialog before adding a file

Navigate to the unpacked wavetable folder from the download step, then into Hyper, and pick Hyper 05.wav. The dialog shows an interactive preview of the wavetable’s frames.

Import wavetable dialog with interactive preview of Hyper 05

Click OK to finish the import. Hyper 05 is now available as a wavetable asset inside the project — this is the source the bass voice will play through.

In the project file tree, expand assets and right-click the images folder. Choose Import image(s).

Right-clicking the images folder to start the import

The image import dialog opens.

Image import dialog

Click Add image(s) and navigate to the unpacked asset bundle. Open the assets folder — it contains several image files and one font file (.ttf). Select all the image files and leave the font file unselected, then confirm the selection. All selected images appear in the list on the left side of the dialog.

Note: do not close the dialog yet. Some of the images are filmstrips (phase bitmaps) that need to be configured before importing — covered below.

Import dialog with all images loaded in the list

Three of the imported images are filmstrips — sequences of animation frames laid out horizontally in a single file: black_key, white_key, and led. Each must be marked as a phase bitmap before the import is confirmed, or the editor will treat them as plain images.

Work through all three in the list. For each one:

1 — Select the file in the list and tick Phase Image.

Click the image name on the left. In the top-right area of the dialog, check the Phase Image box. The preview pane activates and the editor tries to guess the filmstrip layout — it will assume vertical, which is wrong for these files.

Phase Image checkbox activated; editor defaulting to vertical layout

2 — Switch the layout to Horizontal.

In the preview pane controls, change the orientation from Vertical to Horizontal. The preview corrects immediately and the frames line up as expected.

Layout switched to Horizontal — frames now correctly separated

This is sufficient for black_key and white_key — both have 2 phases and the editor detects that correctly once the orientation is right.

3 — For led only: click Detect.

The led filmstrip has 3 phases, but the editor defaults to 2. After switching to Horizontal, click Detect to let the editor analyse the image and determine the correct phase count. The preview updates to show all three frames.

Once all three files have the Phase Image box checked, the correct orientation set, and the led phase count corrected, click OK to confirm the import. All images are now available as project assets.

In the project file tree, right-click the fonts folder under assets and choose Import font file(s). The dialog works the same way as the image import: click Add font file(s), select the .ttf file from the asset bundle, then click OK. No additional configuration is needed.

  • Licensing/usage note for the bundled custom graphics (if applicable)