Slursh runs two engines in series. Slush is a soft-clip saturator that rounds the waveform toward a sine as you push it, for thick harmonic colour rather than hard digital clipping. Collapse tracks the low-frequency energy of the signal and, when it crosses a threshold, ducks the low and high bands independently, producing a rhythmic pump that follows whatever you feed it.
A threshold network keeps quiet detail clean while louder material saturates, and the dry path stays phase-clean, so at 0% wet the plugin nulls to silence and the Null button leaves only what Slursh is adding.
Saturate with Slush, duck the low and high bands on transients with Collapse, and audition the difference with Null.
Two stages in series explain almost everything Slursh does: the Slush saturator, the Collapse ducker, and a phase-clean dry path that ties them together.
Signal flow. Input gain feeds the Slush saturator, whose output passes into the Collapse ducker before the output stage. Dry/Wet blends the whole chain against the clean input.
Slush pushes the signal into a tanh soft-clip. As Drive rises the waveform is rounded further toward a sine, giving thick, even saturation instead of the brittle edges of hard clipping. A threshold network blends the dry signal back in below a level you set, so quiet passages stay clean while louder material is driven into colour. Floor sets the minimum saturation allowed under that threshold, and Knee sets how soft the transition into saturation is.
Collapse follows the low-frequency energy of the signal. When that energy crosses the Collapse Threshold, the effect engages and ducks two bands split at a sweepable crossover: the low band and the high band, each with its own duck depth, attack, and release. The result is a rhythmic pumping and de-pumping that locks to the transients of the source. As the low band collapses it can also be driven toward a squared-off fundamental with Squarify.
Slursh keeps the unprocessed signal phase-aligned with the processed one. At 0% Dry/Wet the two cancel to silence, which means parallel blends stay tight with no comb filtering. The Null button subtracts the dry signal from the output so you hear only the saturation and collapse movement Slursh is adding.
Collapse is driven by low-frequency energy, not full-band level, so kicks and low transients set the rhythm of the pump. Lowering the Collapse Threshold keeps the duck engaged on steadier material.
Slursh runs on Windows in VST3 and CLAP hosts. Installation places the plugin in the standard system folders that compatible DAWs scan automatically.
When prompted, enter the license key from your purchase confirmation. Once accepted, your license is written to %APPDATA%\Slursh\license.json and applies to every instance on that machine. When unlicensed, Purchase and Authorize pills appear in the top bar. If you rebuild or replace a system drive you will need to reactivate, since activations are not part of a normal file backup; this is expected.
Slursh can check for new versions from the Settings panel. When a newer build is available, an Update Available badge appears in the top bar. Updates install over the existing version; your saved presets and project state are preserved.
The window is 760 by 400 pixels and scales to 100, 150, or 200 percent. Open Settings by clicking the round logo mark at the top right, then choose the UI size that suits your display and save it as part of your default state.
A top bar with the wordmark and utility buttons, two metering flanks, the Slush and Global knobs and envelope display up top, and the Collapse row along the bottom.
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Every control, grouped as it appears in the plugin. Defaults follow the in-app values.
| Control | Range · Default | Behavior |
|---|---|---|
| Input | -24 to +12 dB · 0 | Input gain applied before saturation. Drives how hard the signal hits the Slush stage. |
| Dry / Wet | 0 to 100% · 100% | Blend between the dry input and the processed signal. The dry path is phase-clean, so 0% nulls to silence. |
| Output | -24 to +12 dB · 0 | Output gain applied after processing. |
| Control | Range · Default | Behavior |
|---|---|---|
| Drive | 1 to 10 · 1 | How hard the signal is pushed into the tanh saturator. Higher values round the waveform further toward a sine. |
| Threshold | low to high · ~0.3 | Level below which the dry signal is blended back in, so quiet detail stays clean while louder material saturates. |
| Floor | 0 to 1 · 0 | Minimum amount of saturation blended in below the threshold. 0 is fully clean under threshold. |
| Knee | 0 to 1 · 0.5 | Softness of the transition into saturation. 0 is hard, 1 is gentle. |
The left meter shows the amount of saturation being applied, not just output level. Watch it fill from green into amber and red to judge how hard Slush is working, then use Output to set the level it leaves at.
| Control | Range · Default | Behavior |
|---|---|---|
| Amount | 0 to 100% · 100% | Overall depth of the collapse effect. 0 is off. |
| Xover | 100 to 1000 Hz · 600 | Crossover frequency splitting the duck into a low and a high band. |
| Threshold | 0 to 1 · 0.3 | Low-energy level at which the collapse engages. |
| Lo Duck | 0 to 48 dB · 6 | How far the low band drops when engaged. |
| Hi Duck | 0 to 48 dB · 12 | How far the high band drops when engaged. |
| Lo Atk | 1 to 500 ms · 10 | Attack time of the low-band gate. |
| Hi Atk | 1 to 500 ms · 5 | Attack time of the high-band gate. |
| Lo Rel | 10 to 2000 ms · 120 | Release time of the low-band gate. |
| Hi Rel | 10 to 2000 ms · 80 | Release time of the high-band gate. |
| Squarify | 0 to 1 · 1 | How much the low band is driven toward a squared-off fundamental as the collapse engages. |
| Control | State | Behavior |
|---|---|---|
| Bypass | on · off | Hard bypass. Processing halts and the input passes through unchanged. |
| Null | on · off | Subtracts the dry signal from the output so you hear only what Slursh is adding. Useful for auditing the effect in isolation. |
| Readout | Shows | Behavior |
|---|---|---|
| Drive | left flank | Saturation amount — how much the waveform is being bent by the Slush stage. Fills bottom-up, green to amber to red. |
| Collapse | right flank | How far the Collapse stage has engaged. Fills top-down, teal to pink. |
| Envelope | upper right | Live attack and release position for the HI and LO bands, drawn as travelling balls. |
| Engaged LED | collapse header | Lights teal to pink with collapse activity. |
Collapse is two independent gates sharing one trigger. Reading the envelope display makes the rest of the controls intuitive.
Schematic of the envelope display. Each band ducks down on attack when the collapse engages, holds while the trigger persists, then releases back up. The travelling balls show where each band currently sits. The HI band typically uses a faster attack and shorter release than the LO band.
The Collapse Threshold listens to low-frequency energy. When that energy crosses it, both gates fire. Xover decides where the signal is split: everything below it is the low band, everything above is the high band. Each band then has its own depth — Lo Duck and Hi Duck — so you can pump the lows hard while barely touching the highs, or the reverse.
Attack sets how fast a band drops once triggered. Short Hi Atk values give a sharp, clicky duck; longer values soften the onset. The defaults attack the high band faster than the low band.
Release sets how long a band takes to return after the trigger falls away. Long releases give a slow breathing pump; short ones give a tight, rhythmic chop. Watch the travelling balls to dial the feel by eye.
As the low band collapses, Squarify drives it toward a squared-off fundamental. At higher settings the ducked lows take on a harder, fundamental-heavy character rather than simply dropping in level, which is useful for carving space while adding weight under a transient.
Pair Squarify with a higher Lo Duck and a crossover set around the bass and low-mid split to reshape a bass line as the transients hit.
Starting points, not rules. Adjust to the material and watch the meters and envelope display.
Insert on the drum bus and raise Drive for rounded saturation. Set Collapse Amount around 50% and lower the Collapse Threshold until the kick and snare transients trigger the duck. A low Xover, roughly 150 to 300 Hz, lets the low band pump with the kick while the highs stay present.
On a held pad or synth, lower the Collapse Threshold so steady energy keeps the duck engaged. Shape the movement with Lo and Hi Release: longer releases give a slow breathing pump, shorter ones a tighter chop. Use the travelling balls in the envelope display to dial the feel.
Pull Dry/Wet below 100% to blend the saturated and collapsed signal under the dry. Because the dry path is phase-clean, the blend stays tight with no comb filtering, so you can drive Slush hard and dial in only as much as the part needs.
Raise Lo Duck and Squarify, and set Xover around the bass and low-mid split. As transients hit, the low band ducks and squares off, carving space and adding a fundamental-heavy character under the hits.
Enable Null and solo the track to hear only the delta — the saturation plus the collapse movement — in isolation. It is the quickest way to confirm the effect is doing what you intend before committing it to the mix.
Use of Slursh is governed by the end user license agreement included with the distribution as license.txt. Please refer to that file for the full terms. Your purchase authorizes installation under the conditions described there. After activation, your license is stored at %APPDATA%\Slursh\license.json.
The distribution archive contains the installer along with readme.txt for installation notes, changelog.txt for version history, and license.txt for the agreement. The readme is the canonical source for installation details.
Including your DAW, its version, your Windows version, and the plugin format you are running helps support resolve issues faster.
Saturator with a transient-triggered Collapse stage · Windows · VST3 and CLAP