Mantice is a free, open-source online ambient drone synthesizer and procedural sound generator that runs in your browser. The name comes from the Italian word
for organ bellows — the invisible breath engine that gives life to the pipes. Like a mantice,
this tool provides the continuous, living airflow beneath your sound.
Unlike sample-based instruments or DAW plugins, Mantice generates audio from mathematical
processes — every sound is computed in real-time from oscillators, noise, and grain clouds.
No two renders are ever exactly alike (unless you lock the seed).
Architecture
Layers
A Mantice preset consists of 1–5 independent layers, each with its own
frequency, timbre, spatial position, and movement. Layers are mixed together to create
complex, evolving textures. Think of layers as individual instruments in an ensemble —
each contributes a different voice to the whole.
FM Synthesis Engine
Each FM layer uses Frequency Modulation synthesis as its core.
Multiple detuned voices per layer create rich, beating textures. The FM index controls
harmonic complexity — low values produce pure tones, higher values create metallic,
bell-like timbres.
Subtractive Synthesis Engine
Subtractive layers use classic waveform oscillators — sawtooth, square, or triangle —
instead of FM. Two detuned oscillator pairs (±detune cents) create the thick, beating quality
of a Reese bass. A third sub-oscillator one octave below adds weight. The output is then
shaped by the per-layer filter for the full subtractive sound design workflow.
Per-Layer Filter & LFO
Every layer has five filter modes: LP (low-pass), HP (high-pass),
BP (band-pass), Comb, and Formant.
LP/HP/BP are biquad filters with resonance and optional LFO modulation (sine/triangle/square) on the cutoff.
Comb creates metallic ringing via feedforward delay — the Cutoff sets the delay frequency, Feedback controls resonance intensity.
Formant shapes the sound into vowel resonances (A, E, I, O, U) using three parallel bandpass filters at human vocal formant frequencies — ideal for chant-like and throat-singing textures.
Harmonics & Noise
On top of FM, each layer can add harmonic overtones (up to 16 partials
with configurable decay) and filtered noise (white, pink, or brown)
for breath-like textures and organic warmth.
Granular Clouds
Layers can also be granular — extracting tiny overlapping slices
(grains) from real audio recordings. The included samples (singing bowls, gongs,
bowed glass, throat singing, water, wind) become raw material for evolving textures
impossible with pure synthesis. Control grain size, density, pitch spread, and
read position to sculpt the cloud.
Wavetable Synthesis
Wavetable layers scan through imported WAV tables as a fourth sound source.
Frame position, scan range and scan speed turn a single table into a slowly evolving drone.
Imported tables are stored with shared presets so the same sound can be reconstructed elsewhere.
Spatial Motion
Each layer has a position in 3D space — horizontal (left/right, front/back)
and vertical (elevation). Layers can move through space using trajectories: orbit, drift,
bounce, or random. This creates an immersive, living soundfield — especially powerful
with headphones.
Chorus
A per-layer chorus effect adds width and shimmer through modulated
delay copies. Slow rates create gentle swaying; faster rates add vibrato-like movement.
Flanger
A per-layer flanger modulates a short delay (comb filter) with an LFO,
creating the classic jet-plane sweeping sound. Rate controls sweep speed, Depth controls
modulation intensity, Feedback controls resonance. Runs sample-by-sample for artefact-free
audio. Applied after Chorus in the per-layer chain.
Phaser
A per-layer phaser uses cascaded all-pass filter stages to create
notch sweeps through the spectrum. Center Hz sets the sweep range, Stages controls the
number of notches (more stages = deeper effect), Feedback adds resonance.
Applied after Flanger in the per-layer chain.
Layer Sub-tabs & Global FX
Layer parameters are organised into four sub-tabs: Synth (oscillator type and tuning),
Filter (filter type + LFO), Space (quadrant, trajectory, elevation),
and FX (chorus → flanger → phaser, distortion). Global processing lives in the
Global FX card below the layers, ordered by signal chain:
Reverb → Shimmer → Earth & Air → Binaural.
A master soft saturation stage using 4× oversampled tanh waveshaping.
Running internally at 4× the output sample rate eliminates aliasing artefacts on harmonically
rich material. Adds analog tape-like warmth and gently compresses peaks. At low values it's
transparent; higher values add harmonic richness and density.
Reverb (FDN + IR)
An 8-line Feedback Delay Network with Hadamard mixing matrix,
per-line damping, and stereo decorrelation. Choose from algorithmic spaces (cathedral, cave, hall,
chamber, plate) or switch to IR mode — real impulse responses convolved
with the signal for authentic acoustic spaces. The reverb glues layers together
into a unified acoustic space.
Shimmer FX
A global pitch-shifted feedback tail applied after the reverb.
The reverb output is pitch-shifted (by a selectable interval — octave up, fifth, fourth, etc.),
then fed back into the reverb input, creating an ethereal upward bloom.
Feedback controls how long the tail sustains. Works best with reverb enabled.
Binaural Beats
Optional binaural entrainment creates a perceived beat frequency
by slightly detuning left/right channels. Frequencies correspond to brainwave bands:
Delta (0.5–4 Hz, sleep), Theta (4–8 Hz, meditation), Alpha (8–13 Hz, focus),
Beta (13–30 Hz, alertness). Requires headphones.
Earth & Air
Earth adds sub-bass tectonic rumble (10–40 Hz) — felt more than heard.
Air adds high-frequency breath and wind turbulence. Together they
extend the frequency range beyond what the layers provide, grounding the drone
in physical space.
Parameter Automation
Any global or per-layer parameter can evolve over the duration of a render or stream.
Open the Automation card and enable any parameter with the toggle.
Each row shows a compact inline breakpoint editor — up to three nodes,
each with a timing position (t%), a value, and a curve shape.
Click the shape label between nodes to cycle through lin (linear),
exp (exponential), and S (S-curve). + mid inserts
a midpoint at the largest gap; − mid removes it. Values before the
first node and after the last node are held constant.
Five global templates — Journey, Arc, Breathe, Meditate, Sunrise —
appear as quick-set pills at the top of the card. One click wires up a coherent
multi-parameter automation so you don't have to start from scratch. Use
✕ clear all to reset.
Automation only runs when a duration is set (Render or timed Stream).
It has no effect in open-ended infinite playback.
Just Intonation (JI)
Enable JI mode in the Synth tab to switch from 12-TET layer roots
to exact rational-fraction tuning. All layer frequencies are derived
from a single tonic via pure intervals (e.g. 3/2 for a perfect fifth, 5/4 for a major
third), so intervals between layers beat at zero — the defining quality of sustained
sacred drone music.
A small ● dot in the layer header confirms JI is active on that layer.
Existing presets with decimal ratios load without change.
Workflow
Preview streams audio in real-time via WebSocket — tweak parameters
and hear changes instantly. Render computes the full duration at high
quality for export. Use the seed to reproduce exact results, or leave
it random for variation.
The Generator creates one random preset biased by Dark, Bright, Cinematic,
Minimal, Industrial, Nature or Classic. Classic makes warm, stable FM drones
inspired by the Essential preset library. FM/Sub/Granular/WT switches constrain the available layer engines;
explicitly enabled Granular and WT engines are guaranteed to appear;
Generate loads the result and starts previewing it immediately. Mutate varies
the current settings across pitch,
timbre, motion, space and effects rather than mainly changing pitch.
Presets are stored as YAML files — human-readable, version-controllable, and shareable.
Website-exported YAML, including modern layer types and master/tuning settings, can be loaded
directly by Python without rebuilding the file.
Comb: feedforward FIR comb — metallic ringing and spectral combing. Formant: 3-band vowel resonance (A=800/1200/2500, E=400/2000/2800, I=270/2300/3000, O=570/850/2500, U=380/950/2200 Hz). Filter is applied after synthesis, before chorus/flanger/phaser on all layer types.
Layer — Distortion
Setting
Range
Default
Description
Drive
0.0–5.0
0.0 (off)
Waveshaping intensity — 0 bypasses the stage
Type
soft / hard
soft
Soft = tanh (warm, analog-like); Hard = hard clip (aggressive)
Applied after the filter stage. Adds harmonic saturation; at high drive values creates heavy distortion. Keep Drive below 1.0 for subtle warmth.
Layer — Harmonics
Setting
Range
Default
Description
Harmonics
1–16
4
Number of overtone partials per voice
Harmonic Decay
0.0–1.0
0.7
Amplitude decay per harmonic (0.7 = each partial 70% of previous)
Mantice interpolates within each waveform and between neighboring frames to avoid stepping during slow drone scans. Imported WAVs remain local until sharing; shared presets publish one SHA-256-addressed copy that can be reused safely by multiple presets.
How long the shimmer tail sustains — higher = longer bloom
Pitch-shifted feedback tail fed after reverb — creates an ethereal upward bloom. Works best with Reverb enabled. Applied in the global chain after Reverb, before Earth & Air.
Binaural Beats
Setting
Range
Default
Description
Method
detune / carrier
detune
Detune splits voices L/R; Carrier adds a sine pair
High-pass cut-off — removes sub-rumble below this frequency
Bass Gain
−12–+12 dB
0
Low-shelf boost/cut around Bass Freq
Bass Freq
40–500 Hz
100
Low-shelf transition point (visible when Bass ≠ 0)
Lo Mid Gain
−12–+12 dB
0
Bell boost/cut in the low-mid range
Lo Mid Freq
100–1000 Hz
250
Bell centre frequency (visible when Lo Mid ≠ 0)
Lo Mid Q
0.3–5.0
1.0
Bell width — higher Q = narrower, more surgical (visible when Lo Mid ≠ 0)
Hi Mid Gain
−12–+12 dB
0
Bell boost/cut in the high-mid range
Hi Mid Freq
500–8000 Hz
2500
Bell centre frequency (visible when Hi Mid ≠ 0)
Hi Mid Q
0.3–5.0
1.0
Bell width (visible when Hi Mid ≠ 0)
Air Gain
−12–+12 dB
0
High-shelf boost/cut for presence and sparkle
Air Freq
2000–16000 Hz
10000
High-shelf transition point (visible when Air ≠ 0)
5-band master EQ. Bass and Air are shelving filters (±6 dB/oct). Lo Mid and Hi Mid are constant-Q peaking (bell) filters — same formulas used in professional DAW EQs (Audio EQ Cookbook). Freq and Q sub-controls are hidden when a band's gain is at 0 to keep the UI clean. Filters run in series: Low Cut → Bass → Lo Mid → Hi Mid → Air.
Master Compressor
Setting
Range
Default
Description
Threshold
-40–0 dB
−18
Level above which compression begins
Ratio
1–20
2.5
Compression ratio (e.g. 4:1)
Attack
1–500 ms
50
Time to reach full compression
Release
10–2000 ms
200
Time to recover after signal drops
Knee
0–12 dB
3
Soft-knee width for gradual onset
Makeup Gain
-6–12 dB
+4
Gain after compression
Output Gain
-6–12 dB
0
Final master gain; 0 dB preserves headroom
These defaults are shared by website and Python, including older presets with no master block. Offline exports finish with a non-boosting 4× oversampled true-peak check at −1 dBFS: hot renders are attenuated uniformly, while quiet renders are not raised.
Transport
Key
Action
A
Start/stop playback
S
Stop all audio
R
Render full audio (offline)
Layers
Key
Action
1–5
Switch to layer 1–5
File Operations
Key
Action
Ctrl+S
Save preset (overwrite)
Ctrl+Z
Undo parameter change
Ctrl+Shift+Z
Redo parameter change
View
Key
Action
Ctrl + / Ctrl -
Zoom in / out
Ctrl 0
Reset zoom to 110%
Tips
Tip
Description
🔒 Lock seed
Click the lock icon next to seed to get reproducible results across previews
📁 File menu
Click "File ▾" at the bottom of the sidebar for Save, Save As, Restore, Export
🎛 Collapse cards
Click any section header (Settings, Binaural, Reverb, Earth&Air) to collapse/expand
📱 Mobile
Use the ☰ hamburger menu on small screens to toggle the sidebar
Privacy
The public MANTICE website uses Umami for anonymous, aggregate usage statistics. Umami does not use cookies, fingerprint visitors, or track people across websites.
MANTICE records only predefined actions and coarse categories: for example starting audio, reaching listening milestones, loading a preset category, completing or failing a major workflow, opening the gallery, first using a major feature, or completing a render. Performance and failure data is bucketed; exact timings and error messages are not sent. MANTICE does not send preset names, creator names, sound parameters, imported filenames, search text, audio, samples, wavetables, or free-form user content.
Analytics runs only on the official bassimatte.github.io website. Local browser and Python installations, repository forks, and preview deployments are not tracked. URL query strings and fragments are excluded, and browser Do Not Track preferences are respected.
The official website keeps a small support-reminder state in your browser after substantial hosted playback or rendering. That state stays on your device, is never sent to analytics, does not identify you, and can be disabled permanently with Don’t ask again.
Community & Feedback
Special thanks to CAT-FOX_ALEX on Freesound for ongoing feedback, suggestions and feature ideas that have shaped Mantice.
Wavetable Library
Special thanks to CarveToy and its creators for the tools and shared wavetables used to shape Mantice’s wavetable drones.
Pitch-shifted feedback tail — best with Reverb on. Wet 0 = bypassed.
Master
0.30
EQ
20 Hz
0.0 dB
100 Hz
0.0 dB
250 Hz
1.0
0.0 dB
2500 Hz
1.0
0.0 dB
10000 Hz
Compressor
0 dB
2.0
50 ms
200 ms
0.0 dB
0.0 dB
0.0 dB
1.0 s
Automation
Morphing
About the instrument
A generative ambient drone synthesizer for evolving sound.
What Mantice creates
Mantice is a free, open-source ambient drone synthesizer that runs directly in the browser. It creates slowly evolving soundscapes by combining FM, subtractive, granular and wavetable synthesis.
How it works
Each preset is built from independent layers with their own pitch, timbre, movement and spatial position. Filters, modulation, effects and parameter automation allow the sound to keep changing without relying on a conventional musical sequence.
What you can use it for
Mantice can generate material for ambient composition, installations, meditation, cinematic backgrounds and experimental sound design. Explore existing presets, create new variations and render the results as audio files.
Streaming and rendering audio use a paid server. If Mantice has been useful to you, a small contribution helps cover those costs and keeps it freely available to everyone.
Supporting is entirely optional. Nothing is locked, and your completed action is never interrupted.
You can render directly from the hosted website. For longer sessions, install Mantice: its local web interface and command-line renderer have no artificial high-resolution duration limit.
Hosted website22.05 kHz / 16-bit standard 48 kHz / 24-bit Hi-Res up to 30 seconds
Local appUnrestricted web and CLI rendering 48 kHz / 24-bit Hi-Res