Earthquake Distortion Device — Quick Start

Memory multiband saturator · VST3 · AU · AAX · macOS & Windows


The idea

Earthquake Distortion Device splits your signal into frequency bands and drives each through a saturation model. What sets it apart is memory: a clay terrain accumulates the spectral energy of your signal over time and fractures where energy piles up. That damage gates how hard each band is driven — so an identical input saturates differently depending on what came before. The distortion has a memory (hysteresis), like real material fatiguing under stress.

Transparent at rest — by design. The output is dry + distortion deltas, so an un-fractured terrain is bit-close to your input. Out of the box Reactivity is 0 — raise it first, or the plug-in stays clean and you'll "hear nothing".

Install & activate

1. Run the installer (macOS .pkg / Windows). It installs VST3, AU (mac) and AAX. 2. Open the plug-in in your DAW — it's fully featured for 14 days. 3. To activate: click the gear iconImport License… → select the .license file from your purchase email. Unlocks instantly, offline.

The interface

Earthquake Distortion Device interface

This is a visualisation, not a control — read it to see what the memory is doing.

Controls

ControlWhat it does
ModelThe saturation character — 12 models (see below).
GeologyThe ground material — it doesn't replace your knobs, it modulates the terrain laws (fracture threshold, heal/fracture speed, how far shocks spread). See the four grounds below.
ReactivityHow easily the terrain fractures — turns energy sensitivity up and the fracture threshold down (things break sooner). Starts at 0: raise it to wake the plug-in up. Not a speed control.
MemoryHow long damage persists (the hysteresis) — this is your time-evolution / character knob.
PropagationHow far a fracture spreads to neighbouring bands. Low = localised; high = the whole spectrum reacts together.
TiltWeights where the action lands along the spectrum (bass-weighted ↔ treble-weighted); centre is neutral.
AmountDrive into the saturation — the main "how much".
ToneBrightens/darkens only the added harmonics (never the dry) — lighten the distortion without thinning the fundamental.
Bias / SymmetryShape the curve's asymmetry — they add even-harmonic content and set how symmetric the clipping is (analog-style thickness).
FreezeLocks the current terrain so it stops evolving — for a fixed texture.
Ext SCFracture the terrain from an external sidechain instead of the input.
Oversampling2× / 4× for cleaner highs on aggressive settings.
MixDry/wet (parallel saturation). Auto-gain is on by default (gear menu) — that's why level stays steady as you push Amount.

The four grounds (Geology)

The 12 models

Quick recipes

Tips

Specs & support

VST3 · AU · AAX — macOS & Windows. 14-day full trial. Questions? See the contact page on harmonicodsp.com.