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Audio input rigs (guitar, bass, vocals, winds)

💭 v2.0+

Pit’s day-one audience is keyboardists. But the same Show / Song / Patch model that organizes a keys book applies just as cleanly to any live audio source: guitar, bass, vocals, winds with pickup systems, electronic percussion, even live Foley. The architectural pivot is to model Pit not as a “synth host” but as a realtime performance graph engine where the input source is one of several types.

The shift

Today: MIDI in → Plugin instrument → FX chain → Output
v2.0+: Source (MIDI | Audio in | Bus | Network) → Processing graph → Output

A patch becomes a graph of sources flowing through processing to outputs, with the same cascading-settings, transition, and cue-advancement semantics. Whether the source is a MIDI keyboard hitting a sampler or a guitar DI hitting an amp sim, the patch model is the same.

Why it fits theatre

Pit’s competitors in the audio-input space — Helix, Quad Cortex, AxeFX, Gig Performer — are guitarist-first tools that bolt on basic switching. Theatre rigs need different things:

  • Cue-aware patch changes. A guitarist in a show changes tone at the downbeat of “Stars and the Moon”, not at preset 12.
  • Song-structured rigs. Patches live inside Songs which live inside Shows. The MD’s score and the keyboardist’s rig speak the same vocabulary.
  • Doublers. Reed books with clarinet → flute → EWI, guitar → mandolin, bass → upright. Each doubled instrument needs its own chain; the cue drives which one is active.
  • Conductor and MD integration. Long-term, this opens cue followers, tempo sync, score-linked automation, and cross-pit coordination.

The result is a category that doesn’t currently exist: a theatre-first live audio processing environment that’s as much pit-rig as it is pedalboard.

Use cases

Guitarist in a pit

Song 1 (Skid Row): clean jazz tone → spring reverb → pit-safe EQ
Song 2 (Feed Me): distorted rock → delay → IR cab sim
Song 3 (Suddenly): acoustic DI → compression → subtle reverb

Patches advance with the show. Spillover handles delay/reverb tails across transitions.

Reed player

A single performer with three instruments and four mics:

Clarinet mic → EQ + subtle hall reverb
Flute → compression + HPF
EWI → synth layer via plugin
Bass clarinet → EQ + low-end-safe compressor

Patches per song, with the active chain swapping based on which instrument the book calls for.

Bassist with electric + upright switching

DI for electric, mic for upright. Patches manage both signal paths and which is monitored.

Vocalist FX (small productions)

A solo performer running their own vocal processing: harmonizer for one song, big plate reverb for another, dry for spoken-word sections — all advanced by footswitch.

What we host (not build)

Pit hosts plugins; it does not aim to be an amp modeler. The plugin hosting model already handles VST3, CLAP, and AU (macOS), so the existing ecosystems all light up:

  • NAM (Neural Amp Modeler) — open-source, excellent, huge model library
  • Guitarix — Linux-first guitar processing
  • AIDA-X — neural amp ecosystem
  • Neural DSP, STL Tones, Helix Native — commercial offerings
  • Any IR loader, any cab sim, any FX chain

Stardust’s value is the orchestration layer: cue-aware switching, theatre vocabulary, reliable patch changes, doubler-friendly rig modeling.

Engineering challenges

This is harder than MIDI hosting in real ways:

  • Lower latency tolerance. A keys player can survive 6 ms round-trip; a guitarist monitoring their own attack cannot. Pit’s audio engine has to be tighter for these workflows.
  • Patch transitions without dropouts. Spillover on reverb/delay tails, gain-matched crossfades, gapless plugin chain switching. Getting this wrong produces clicks and dead air mid-song — show-killing for guitarists in a way that’s tolerable for keys players.
  • CPU budgeting. Guitar rigs chain many nonlinear plugins. Per-source DSP budgeting matters.
  • Sample-accurate plugin parameter automation across the audio-in → effects boundary.

These are all addressable with disciplined engineering on top of the same out-of-process plugin sandboxing model (see Plugin Crash Isolation). They just have to actually work, which means dedicated engineering time post-v1.

What this enables long-term

  • Pit-wide patch coordination — MD triggers a cue, every musician’s rig advances together
  • Conductor sync — cue followers, tempo-locked effects, score-driven automation
  • Production bundles — a Show file ships guitar tones + keyboard patches + vocal chains + routing for the whole pit
  • Cross-instrument doublers — a single Sound that’s a MIDI keyboard with an audio sidechain from a guitar

These build naturally on the source-abstraction model; they don’t require separate products.

Order of operations

Realistically:

  1. Pit v1.0 ships (keyboard rigs solid)
  2. v1.x adds the source abstraction internally without exposing it (keyboards continue to work; audio-input is wired up but hidden)
  3. v2.0 surfaces audio-input as a real, supported source type with the full UX
  4. v2.x+ adds the theatre-specific automation (cue followers, conductor sync, pit-wide coordination)

The architectural pivot doesn’t break the keyboard workflows. It generalizes them.