What Sieve Does
Sieve is a real-time digital signal processing algorithm that isolates natural harmonics from audio signals using spectral masking. It does not generate new pitched content. It extracts harmonics already present in the signal.
Every pitch and harmony effect on the market today (octave pedals, pitch shifters, harmony generators) creates new signal content by transposing or synthesizing new pitches. None of them analyze and selectively extract the existing harmonic partials from the source audio. Sieve does.
The result is a new class of audio effect with a sound character that has never existed in a commercial product: the natural bell-like quality of acoustic string harmonics, available electronically, in real time, on any instrument, controlled by an expression pedal.
The Physics Behind It
When a guitarist lightly touches a vibrating string at a node point (a position where a specific standing wave mode has zero displacement), only the harmonic modes that have a natural node at that position can survive. All other modes are physically damped. This is how natural harmonics work on any string instrument.
The position of the touch determines which harmonics survive. Touching at the midpoint (12th fret, L/2) kills all odd harmonics and leaves the even ones: 2nd, 4th, 6th... Touching at one-third of the string length (7th fret, L/3) leaves only multiples of 3: 3rd, 6th, 9th...
Figure 6. Standing wave modes of a vibrating string. Touching at position L/n damps all modes that do not have a node at that point. Only harmonics whose numbers are multiples of n survive. Sieve simulates this electronically.
| Pedal | Divisor (n) | Guitar Fret | Surviving Harmonics | Dominant Tone |
|---|---|---|---|---|
| 0.0 | 1 (dry) | Open | All harmonics intact | Fundamental |
| 0.2 | 2 | 12th fret | 2, 4, 6, 8, 10... | Octave above (bell-like) |
| 0.4 | 3 | 7th fret | 3, 6, 9, 12... | Octave + fifth (flute-like) |
| 0.6 | 4 | 5th fret | 4, 8, 12... | Two octaves up (crystalline) |
| 0.8 | 5 | ~4th fret | 5, 10, 15... | Two octaves + major third |
| 1.0 | 6 | ~3rd fret | 6, 12, 18... | Two octaves + fifth (sparse) |
Between pedal positions, the algorithm interpolates continuously between adjacent node divisors. The transition between nodes produces a smooth spectral morphing effect as harmonics gradually fade in and out.
How It Works
The algorithm consists of five stages applied to each audio frame in real time at 44.1 kHz. The total pipeline latency is approximately 46ms (4096-sample window at 44.1 kHz), which is within the acceptable range for live performance effects.
Figure 1. System block diagram. Audio flows from input through pitch detection, STFT analysis, spectral mask construction, mask application, and inverse STFT back to output. The expression pedal controls the node position parameter that drives mask construction.
Pitch Detection
Autocorrelation-based pitch detection with parabolic interpolation for sub-sample precision. Window size: 4096 samples. Frequency range: 55 Hz to 1000 Hz. Confidence threshold: 0.25 (rejects noisy frames). Temporal smoothing: if the new estimate differs by more than 15% from the previous, a weighted average (0.7 previous + 0.3 new) is applied to prevent pitch jumps between frames.
Short-Time Fourier Transform (STFT)
Hann window (4096 samples), hop size 1024 samples (75% overlap). Produces a complex-valued frequency-domain representation at 2049 bins covering 0 to 22.05 kHz. Phase information is fully preserved through this stage.
Spectral Mask Construction
The node position parameter P (0.0-1.0) maps to a harmonic divisor D via a piecewise linear function. For integer divisor D, the mask assigns gain 1.0 to frequency bins corresponding to harmonics h where h mod D = 0, and gain 0.003 (~-50 dB) elsewhere. Between two node positions, the gains are interpolated linearly. Each harmonic peak uses a flat-top mask window with tapered edges, width constrained to less than 35% of the inter-harmonic bin spacing to prevent adjacent mask overlap.
Mask Application and Reconstruction
The mask is exponentially smoothed across frames (alpha = 0.4 for new frame, 0.6 for previous) to prevent audible discontinuities. Applied by element-wise multiplication to the STFT: Y[k] = X[k] * M[k]. Inverse FFT produces the windowed output frame. Overlap-add synthesis with a normalization floor of max(norm, 0.5) to prevent edge artifacts. The full phase relationship of surviving harmonics is preserved.
Wet/Dry Mix
Output = wet_mix x processed + (1 - wet_mix) x dry. Default wet_mix: 0.85. Allows blending processed harmonics back with the original signal for subtle or dramatic effects.
The Mask in Detail
The spectral mask is what makes this invention work. It is a frequency-domain gain function built from the detected fundamental frequency and the user's node position selection. Each surviving harmonic gets a narrow peak at its exact frequency; all other bins are attenuated to near silence.
Figure 2. Spectral masks for node positions 2, 3, and 4 applied to a guitar signal at A110 Hz. Each row shows the mask gain (0 to 1) across the frequency axis. Peaks appear only at the surviving harmonic frequencies. All other energy is suppressed to the floor value (~0.003).
Critical Implementation Constraint
The peak window half-width must be less than 40% of the inter-harmonic bin spacing, or adjacent mask peaks overlap and the filtering breaks down entirely. At 110 Hz with a 4096-sample window (10.77 Hz per bin), adjacent harmonics are separated by approximately 10 bins. The implementation uses 35% of this spacing as the mask half-width.
This constraint tightens at lower frequencies (bass guitar at 41 Hz is at the edge of reliable resolution with 4096-sample windows) and relaxes at higher frequencies. A bass-optimized implementation would use an 8192-sample window at the cost of higher latency (~186ms).
What It Sounds Like
These demonstrations use synthesized guitar audio (Karplus-Strong model at A110 Hz). The algorithm produces the same effect on real instrument recordings. Real guitar validation is in progress.
Dry Reference (A110)
Unprocessed synthesized guitar. All harmonics intact. Use this as the reference for all comparisons below.
Node 2 (12th fret)
Even harmonics only. The fundamental is removed. Bell-like, pure octave character.
Node 3 (7th fret)
Multiples of 3 only. Sparse, hollow tone. Flute-like, slightly nasal.
Node 4 (5th fret)
Multiples of 4 only. Two octaves up. Thin, crystalline, almost pure sine tones.
Expression Pedal Sweep
Continuous sweep through all node positions. Harmonics appear and disappear as the node changes.
Figure 3. Spectrogram comparison: dry signal (top) vs. node 2 output (bottom). Odd harmonics are cleanly suppressed. Even harmonics are preserved at their original amplitude and phase relationships.
Figure 4. Spectrogram of the expression pedal sweep. As the node position changes over time, the surviving harmonics visibly shift. Watch harmonic lines fade in and out as the pedal moves from node 2 through node 6.
Dual-Bus Effects Demonstrations
Distortion on Harmonics Only
Heavy distortion applied exclusively to the harmonic bus. The fundamental stays clean underneath. A sonic texture that has never existed before.
Reverb on Harmonics Only
Long reverb on the harmonic bus, dry fundamental. Dry attack, lush overtone tail. Clarity and space simultaneously.
The Platform Opportunity
The single-effect harmonic isolation is the entry point. The real invention is the dual-bus architecture it enables: separating any audio signal into a harmonics bus and a fundamental bus, routing each through independent effects chains, and recombining.
Once you can do that, every existing audio effect becomes two new effects: one applied to harmonics only, one applied to the fundamental only. Distortion, reverb, delay, compression, chorus, tremolo, filtering, panning, ring modulation — all become new effects when applied selectively to harmonic content. The combination space is essentially unlimited.
Figure 5. Dual-bus architecture. The spectral mask routes harmonic content to the harmonics bus and residual (fundamental + non-harmonic) content to the fundamental bus. Each bus passes through an independent effects chain before recombination. Both chains are user-configurable.
Fundamental Bus Derivation
The fundamental bus is derived by two equivalent methods: (a) applying the inverse mask (1 - M[k]) to the STFT and reconstructing, or (b) subtracting the harmonic bus output from the original dry signal. Method (b) is simpler to implement and has lower computational cost. Method (a) preserves better phase coherence in the residual.
Commercially Novel
No existing commercial product or published academic system implements this dual-bus harmonic separation architecture for real-time musical instrument processing with expression pedal control. The closest academic work (HPSS, SMS) targets offline analysis and does not produce the split-bus output structure described here.
What Is Claimed
A U.S. provisional patent application has been filed covering the following independent claims. The application further includes fourteen dependent claims specifying preferred embodiments. Claim 4 (dual-bus platform) is the broadest and most commercially significant claim.
Claim 1 (Method):
A method for processing an audio signal, comprising:
(a) receiving an audio input signal containing one or more harmonic
partials of a fundamental frequency;
(b) detecting the fundamental frequency of the audio input signal;
(c) computing a frequency-domain representation of the audio input signal;
(d) constructing a spectral mask based on the detected fundamental
frequency and a user-controlled node position parameter, wherein
the spectral mask assigns a first gain value to frequency bins
corresponding to harmonic partials that are integer multiples of
a harmonic divisor determined by the node position parameter,
and a second, lower gain value to other frequency bins;
(e) applying the spectral mask to the frequency-domain representation;
(f) reconstructing a time-domain output signal from the masked
frequency-domain representation.
Claim 2 (Apparatus — Hardware Pedal):
An audio effects apparatus comprising:
(a) an audio input for receiving an audio signal from a musical instrument;
(b) an analog-to-digital converter;
(c) a digital signal processor configured to perform pitch detection,
spectral analysis, spectral mask construction, mask application,
and signal reconstruction as described in Claim 1;
(d) a digital-to-analog converter;
(e) an audio output;
(f) a user control interface comprising at least one of: a knob,
an expression pedal input, or a footswitch;
wherein the user control interface controls the node position parameter
of the spectral mask.
Claim 3 (Software — Plugin): A non-transitory computer-readable medium storing instructions that, when executed by a processor, cause the processor to perform the method of Claim 1, the instructions being packaged as an audio plugin conforming to at least one of the VST3, Audio Unit, or AAX plugin interface standards.
Claim 4 (Platform — Dual-Bus Selective Processing):
A method for selective audio processing, comprising:
(a) performing the method of Claim 1 to produce a harmonics signal;
(b) computing a fundamental signal by subtracting the harmonics signal
from the original audio input signal, or by applying an inverse
spectral mask;
(c) independently processing the harmonics signal through a first
audio effects chain;
(d) independently processing the fundamental signal through a second
audio effects chain;
(e) combining the independently processed harmonics signal and
fundamental signal to produce a final output signal;
wherein the first and second audio effects chains apply different
audio processing operations.
Licensing and Partnership
Three paths are available depending on your use case and organization.
Hardware License
License the DSP algorithm for integration into an effects pedal. You provide the hardware platform, enclosure, brand, and distribution. Reference implementation is available in Python; C/C++ port is in development. Target platforms: Daisy Seed, STM32H7, Electrosmith.
Plugin SDK
License the algorithm for integration into a DAW plugin or effects suite (VST3/AU/AAX). JUCE-based C++ implementation planned. Available for exclusive or non-exclusive plugin licensing. Well-suited for production, mixing, and sound design tools.
Open Source
The inventor is inclined toward open source release under AGPL with a dual-license option for commercial use. If you are interested in sponsoring open source development or building a commercial product on an open source foundation, let's talk.
Current Status
A working Python prototype exists and has been validated on synthesized instrument audio. Real guitar recording validation is the immediate next step. The patent covers the algorithm independent of implementation language or platform. Patent filing establishes priority; hardware and plugin development can proceed in parallel.
Full Patent Application
Download the complete patent specification and figures as filed with the USPTO.
Get In Touch
If you have questions about the technology, are interested in licensing, or want to discuss partnership, reach out directly.
Or email directly: walter@sieveaudio.com