A memory instrument for live audio

MISREMEMBER

Memory, made musical.

Misremember listens to what you play, keeps a history of it, and lets moments from that past find their way back into the music. Every return has a life of its own.

Windows · VST3 · currently in development
Current Misremember plugin interface showing the light main memory view and dark deeper view
Hear it

The past enters the performance.

The clearest way to understand Misremember is to hear the same source become a different recall. Audio examples are the next piece to add to this page; these three slots are ready for voice, harmony and rhythm.

Voice

Audio demo coming soon

Harmony

Audio demo coming soon

Rhythm

Audio demo coming soon
source memory
recall 01 · almost intact
recall 02 · loses its grip
recall 03 · recedes
Same memory. Different return.

The source stays recognisable. Recall stays alive.

Misremember keeps the remembered source separate from the way it is recalled. The same phrase can return almost untouched, later slow down and drift, catch on a fragment, lose definition or recede into another space.

Every Recall is a fresh encounter with something that has already happened.
Misremember deeper interface with Grip, Fidelity and Access sections
Three ways to misremember

Errors with a memory logic.

Misremember’s deeper controls are organised around three different kinds of imperfection. They can happen separately or together, so a memory can lose time without losing detail—or remain clear while feeling impossibly far away.

GRIP

Lose your place.

Change the memory’s relationship to time: shift its pace, let it drift, catch on a detail or jump inside the remembered event.

TIME SHIFT · TIME DRIFT · REPEAT · FRAGMENT

FIDELITY

Remember the shape. Lose the detail.

Let fine information dissolve while the larger identity of the source stays recognisable.

DEFINITION

ACCESS

Let the memory come from somewhere else.

Keep the remembered content intact while changing how directly it reaches the present—veiled, remote or displaced.

VEIL · REMOTENESS · POSITION
Shape the memory

Broad musical behaviour, not a rack of effects.

The main page stays intentionally spare. Five controls describe the behaviour of the memory as a whole; the deeper page decides what kinds of mistakes it is allowed to make.

REACH

Where in the remembered past Misremember is willing to search.

MISTAKES

How unreliable the act of remembering is allowed to become.

INTRUSION

How frequently memories enter the present.

PERSISTENCE

How much time a recalled memory gets to develop before it disappears.

PRESENCE

How much of the foreground belongs to recalled memory when it appears.

Misremember main interface showing Reach, Mistakes, Intrusion, Persistence, Presence and the Memory Body
A past that develops while you play

Your session becomes a memory landscape.

Recent sound is abundant and close at hand. Further into a session, some moments can remain available while others disappear. You are no longer working only with the sound entering the plugin now, but with material that has accumulated, survived and returned throughout the performance.

Beautiful errors

Sometimes very little happens.
That matters too.

Clear passages give an unexpected slip meaning. Recovery makes damage feel temporary rather than static. Misremember moves between intact, unstable, damaged and recovered instead of treating “more effect” as the only direction.

Currently in development

MISREMEMBER

you hear something you think you’ve heard before
Back to the beginning
Windows · VST3 · development build