Introduction
What is Stellarr?
Stellarr is an open-source signal processing application for musicians. It lets you build custom audio chains using your existing VST3 and Audio Unit plugins, arranged on a visual grid with flexible routing, states, scenes, and MIDI control.
Think of it as a virtual pedalboard and amp rack that you design yourself, using any plugins you already own.
Philosophy
Stellarr was made by an AI and a human, together. It is free and open, forever. For the love of all human expression.
We believe:
- Musicians should own their signal chain. Your plugins, your routing, your presets. No vendor lock-in.
- Simplicity enables creativity. A clean, focused interface that gets out of your way so you can focus on your sound.
- Live performance matters. Scenes, states, and MIDI control are first-class features, not afterthoughts.
Core Concepts
Blocks
Everything in Stellarr is a block. There are three types:
- Input — receives audio from your audio interface
- Output — sends audio to your speakers or headphones
- Plugin — hosts a VST3 or Audio Unit plugin (amp sim, effect, etc.)
Blocks live on a grid and are connected by wires that carry audio and MIDI.
States
Each plugin block can save up to 16 states. A state is a snapshot of:
- The plugin’s internal settings (knobs, switches, presets)
- The block’s parameters (mix, balance, level, bypass, bypass mode)
Switch between states to instantly recall different configurations of the same plugin.
Scenes
A scene is a preset-level snapshot of which state is active on every block, plus each block’s bypass status. Use scenes to switch your entire rig between verse, chorus, solo, or any configuration — in one click.
Presets
A preset is a complete session file (.stellarr) containing:
- All blocks and their positions on the grid
- All connections between blocks
- All states per plugin block
- All scenes
- MIDI CC mappings (preset-level)
MIDI Control
Map any MIDI CC to any parameter: block bypass, mix, balance, level, scene switching, and more. Use MIDI Learn to auto-detect your controller’s CCs, or assign them manually.