Collider VST
Bounce: Energy retention after wall hit
Decay: Velocity reduction per bounce
Velocity: MIDI note velocity control
Gravity: Downward pull strength
Time: Physics simulation speed
Sequence: Note pattern movement
Key: Root note for generated notes
Collisions: Ball-to-ball interactions
Patterns: Note set selection
Scale: Musical scale/mode
Mod Wheel: Modulation assignments
Max Bounces: Bounce limit per note
Walls: Enable/disable wall bouncing
Mode: Polyphonic or Mono operation

Collider

Midi In Motion

Collider turns MIDI notes into bouncing balls whose motion generates new MIDI notes. The pitches follow the Pattern, Bounce Order, Root Key, and Scale Mode you select; the timing and feel come from the physics — gravity, bounce, time, wall shape, collisions, decay, and the number of bounces before each ball disappears.

Collider creates MIDI patterns driven by motion, not the grid.

Collider works best when it has access to all 16 MIDI channels. It uses separate channels to manage overlapping bounce notes cleanly. Collider will still work with fewer available MIDI channels, but dense or long-bouncing patterns may be more limited.

Installation

Close your DAW. Install Collider.

Start DAW. Rescan plugins if Collider does not appear automatically.

Notes:
On a Mac you will find the plugin in your Library/Audio/Plugins folder.

Collider in Ableton Live

In Ableton Live, Collider needs its own MIDI track. Its MIDI output is then routed to an instrument on another MIDI track. On the other track you have to set the "MIDI From" selector to "Collider", in the second routing dropdown below "MIDI From", select Collider. (Depending on your Ableton version and routing setup, this dropdown may show options such as Pre FX, Post FX, or Collider. Choose the option that receives Collider's generated MIDI output.)

Set other track's monitor to In, so it can receive MIDI.

Ableton MIDI Configuration

Collider in Logic Pro

In Logic Pro you first need to create a loaded midi instrument track, and then run "Standalone" Collider. You need to set the right midi inputs and outputs in Collider. (MIDI IN/OUT panel is accessed by clicking the piano icon at the top left). Select your Midi Controller for input. On a mac, generally the best choice for midi output is automatically set (IAC Driver works). The Midi input and output selection panel can be opened by clicking on the piano icon at the top left.

Collider in other DAWs

Collider has not been tested in other DAWs.Try the above methods. I'd appreciate your feedback: Send Email

Understanding How Collider Works

The basic idea is simple:

A note travels into space. Gravity pulls it down. It hits a tilted wall and bounces. With each bounce the note can be changed based on settings in the Sequence and Pattern dropdown buttons. It acts like a sequencer where physics controls the timing.

Controls

  • Gravity: Controls the downward pull on the balls. Higher Gravity makes balls fall faster and bounce more quickly. Lower Gravity creates slower, floating movement. Use Gravity to shape the overall energy and pace of the physics system.
  • Bounce: Controls how much energy a ball keeps after hitting a wall. (Hacky sack or golf ball)
  • Decay: Controls how much the MIDI velocity is reduced with each bounce. Higher Decay values keep bounce notes longer. Lower Decay values make notes fade faster.
  • Velocity: Controls how fast the balls fire. Setting the lower button to Dynamic make the balls fire faster or slower depending on how hard the key is pressed while the knob then controls the amount of influence.
  • Time: Controls the speed of the physics simulation. Use Time to slow down or speed up the colliders physics world.

Musical Controls

  • Sequence button: Determines how Collider moves through the notes in the selected Pattern each time the ball bounces.
  • Pattern: Selects the ordered set of notes available to the Sequencer.
  • Root Key: Sets the root note used for generated notes.
  • Scale Mode: Sets the scale or mode used to interpret the Pattern.

Physics and Performance Options

  • Collisions: Turns ball-to-ball collisions on or off. When Collisions are enabled, balls can interact with each other, creating more complex and unpredictable motion. When Collisions are disabled, balls move independently.
  • Mod Wheel Function: For even more expressive control, Collider allows easy reassignment of MIDI Modulation Wheel Collider parameters, including Walls, Gravity, Time, Decay and Patterns.
  • Max Ball Bounces: Sets how many times a ball can bounce before it disappears.
  • Polyphonic / Mono Mode: Polyphonic mode allows multiple balls to exist at the same time. Mono mode keeps the behaviour focused on one active note or ball at a time. This can be useful for bass lines, leads, and tighter rhythmic control.
  • Walls Turns walls on or off. You can use this to stop all bouncing and let the balls clear away. It's also a "panic" button.

Moving Wall Corners

The wall handles shape the funnel that the balls bounces through. Moving the top corners changes the wall angle. Moving the bottom corners changes distance between walls. The little triangle to the left of the wall shows where the balls launch from. You can drag this up or down.

Loading Presets

Use the preset menu to load saved or factory Collider settings. Presets may include physics settings, musical settings, wall positions, bounce behaviour, mod wheel assignments, and performance options.

Saving Presets

After creating a sound or behaviour you like save it with a new name. Even tiny changes can produce very different music: save it!