MURMUR 1.6.1 — Real-Time Safety & Performance
Customer-ready build for Apple Silicon Macs (M1/M2/M3/M4/M2 Ultra), macOS 13+, Logic Pro.
Install (Ben)
- Download
MURMUR-1.6.1-macOS-arm64-full.dmgfrom GitHub Releases - Open the DMG → double-click
Install MURMUR.pkg - If Gatekeeper blocks it: right-click → Open → Open
- Quit Logic completely, reopen
- Settings → Plug-in Manager → Reset & Rescan Selection
- Software Instrument track → AU Instruments → Murmur → MURMUR
- Click the preset name in the header → Preset Explorer → load a factory patch
Optional: drag MURMUR.app from the DMG to Applications to test standalone (no Logic required).
What's included
| Item | Path after install |
|---|---|
| Audio Unit (Logic) | ~/Library/Audio/Plug-Ins/Components/MURMUR.component |
| Standalone app | /Applications/MURMUR.app (full installer only) |
| VST3 | ~/Library/Audio/Plug-Ins/VST3/MURMUR.vst3 (full installer only) |
| Factory presets (1,129) | ~/Library/Application Support/MURMUR/Presets/factory/ |
| Wavetables | ~/Library/Application Support/MURMUR/Wavetables/ |
| Design FX presets | ~/Library/Application Support/MURMUR/design-fx/ |
What's new since 1.6.0
A behind-the-scenes real-time-safety and performance pass — no new UI, no new engines. Everything below was verified end-to-end (real before/after audio diffs, not just "tests pass").
- Live parameter updates are now genuinely event-driven. Previously, every audio block rebuilt every operator/LFO/envelope/filter's live parameters regardless of whether anything actually changed — a real (if usually inaudible) CPU cost, worse the more voices are sounding. Automation and knob changes now only trigger work for the parameter groups that actually changed.
- Lower average CPU load, most noticeable on patches using master-bus effects, active modulation, or granular textures — internal benchmarks measured a real ~17% reduction on the core per-voice render path and ~2-5% on full-patch rendering.
- Fixed a real pitch-independent tuning inconsistency: the Classic engine's Triangle waveform and the Phase/Shape engine's Wavefold amount both had a subtle character that shifted slightly with project sample rate (44.1kHz vs. 48kHz vs. 96kHz) — the same patch could sound very slightly different depending on your session's sample rate. Both now render consistently across sample rates.
- Granular engine's grain envelope now uses a precomputed lookup table instead of a live trig calculation per grain per sample — measurably cheaper with no audible difference (verified to a fraction of a millionth of full scale).
Troubleshooting
| Problem | Fix |
|---|---|
| Logic says "incompatible" | Delete old MURMUR.component, reinstall 1.6.1 pkg, rescan |
| Blank plugin window | Reinstall pkg (content missing); try Standalone app first |
| A saved project sounds slightly different after updating | Only affects Triangle/Wavefold-heavy patches rendered at a non-48kHz sample rate — the new render is the more correct one; if you need the exact previous character, contact support and mention this release note. |