GIG ecosystem overview

GIG

A complete musician environment

A player walks in, opens their Rig, joins the other musicians, rehearses with in-ear monitoring, talkback, sheet music, wireless instruments, then records through Cube or System Q analog racks and plays the finished mix through Venue.

00 — Modular musician environment

One environment for the entire creative process.

GIG starts with the musician's personal Rig, moves into Cube or professional System Q racks for recording, gives the software the same editing language as the hardware, then plays the finished mix back through Venue at the levels the artist prefers.

Step 01

Rig

The personal musician workspace: IEMs, wireless guitar, wireless mics, sounds, pedal-board controls, sheet music, playback, and personal mix.

Step 02

Cube

The compact record path for rehearsal, capture, and software-based sessions without the full professional rack system.

Step 03

Racks

The professional path: input cards, preamp cards, dynamics, EQ, output cards, tube color, and tape before conversion.

Step 04

Software

System Q gives the same channel, dynamics, EQ, aux, timeline, routing, and mix sections a visual editing surface.

Step 05

Venue

When the mix is done, play it back and translate it live at the preferred level relationships.


01 — Rig

The musician's personal workspace.

Rig is where the session starts. It contains the musician's in-ear monitor mix, wireless guitar input, wireless vocal or instrument mics, sounds, playback, patches, sheet music, talkback, and pedal-board style control. It is the player's instrument interface and personal mix station.

When other musicians plug in, their Rigs join the same session. Players can hear each other, talk to each other, share charts or sheet music, rehearse parts, and keep their own personal monitoring without leaving the creative flow.

Pedal render
Rig — musician endpoint for IEM, wireless inputs, talkback, sheet music, playback, recording, and performance control.

02 — Cube

The compact recording path.

Cube is the fast modular I/O path into GIG. A musician can rehearse, monitor, play back, and record through the software without bringing the full System Q rack system online.

This is the lightweight path for writing, rehearsal, smaller capture, or direct software sessions. It keeps the same musician workflow as the rack system, so a session can start simple and move up to the professional path when the sound needs analog cards, tape, or dedicated output color.

Cube render
Cube — modular entry I/O node for fast rehearsal, capture, and software recording.

03 — Professional recording path

System Q Racks.

After rehearsal, the band can leave the simple Cube path and hit the studio-grade analog core. The racks split into input rack and output rack, so the source can be captured through one identity and played back or printed through another.

Both racks are card frames: every slot ships with an analog PCB card, and every card pulls and swaps. The input side is the capture chain: preamp cards, dynamics cards, console EQ cards, tone cards, and tape hit. The output side is the analog playback chain: a 32-to-12 converter returns the mix to 12 analog channels, those channels hit the output cards, and the rack mixes down to the stereo two-bus so monitoring stays analog.

Input rack render
Input rack — preamp, dynamics, EQ, and tone cards per channel.
Output rack render
Output rack — bus comp, master EQ, summing color, monitor & Venue handoff.

03a — Input and output cards

Available as input or output cards.

The rack can carry different recording worlds as swappable cards. Use a model on the way in to shape capture, or use it on the way out to print, monitor, and reference through a different analog identity.

Input Cards

Choose the capture world before tape and conversion: preamp identity, dynamics culture, EQ behavior, tone, and drive.

Output Cards

Choose the playback and print world after the 32-to-12 return: bus identity, master tone, summing color, and Venue handoff.

Same Models

The same named model can exist as an input card, an output card, or both, depending on whether it is shaping capture or print.

Mix And Match

Track through one world, play back through another, then decide what the final reference should feel like.

Input & Output Cards — available models
Model
Abbey
Road
British studio classic
Model
Zeppelin
Mobile
Road-case rock capture
Model
Dark Side
Moon
Wide prism print path
Model
Sausalito
Record Plant
West coast console
Model
Zappa
House
Experimental home lab
Model
Tom Scholz
Basement
DIY arena-rock lab
Model
Muscle
Shoals
Southern soul room
Model
United
Recorders
Putnam studio lineage
Model
RCA
Studio B
Nashville room polish
Model
Sun
Recorders
Memphis slapback energy
Model
Record
Plant
Big-room rock print
Model
Clean
Reference
Transparent utility card

Card names are illustrative voicings. References identify historic recording worlds and circuit behaviors that inspire each profile, not licensed clones or literal reproductions.

03b — Studer

Studer puts tape behavior before conversion.

Studer is where the analog-first path becomes the record path. Input cards feed bias/profile cards, the magnetic converter stage, repro electronics, and the 12-channel A/D path into Console. On playback, the 32-to-12 output converter brings the mix back through 12 analog channels before the stereo two-bus.

System Q Studer tape converter unit
Studer — System Q backplane, bias/profile cards, magnetic converter bay, and A/D path in the rack.
01
Input cardsAnalog capture cards set the source identity before the magnetic stage.
02
Bias cardsPCI-style profile cards shape record drive, bias, and magnetic behavior.
03
Magnetic converterThe signal hits the head block and magnetic surface before A/D.
04
System QRecord through 12-channel A/D, then play back through 32-to-12 conversion into the analog two-bus.

04 — Console Software

Console software is the operating surface for System Q. Active desktop build

This is not a separate DAW metaphor sitting beside the hardware. It is the screen version of the System Q console: channel targets, group targets, aux returns, master, preamp, filter, dynamics, EQ, tube, tape, routing, sends, automation, transport, timeline, and monitoring in one shared control language.

A musician can start in Rig, capture through Cube, or record through the System Q racks, then move into this console surface without changing how the signal path is understood. The software follows the same order as the rack: input, tone, dynamics, EQ, tape/tube color, routing, analog return, two-bus, reference, and Venue playback.

The current build uses target banks for CH / GRP / AUX / MST. Each target exposes the active stage grid, so the operator can move from channel capture to group shaping, aux effects, master output, and the 32-to-12 analog return path without leaving the same visual and tactile system.

System Q Console desktop application with active Tube stage, target banks, stage grid, polar editor, transport, timeline, aux returns, and stereo master bus
System Q Console Software — active desktop build. The current model includes target banks, stage grids, transport/timeline editing, sends, groups, aux returns, master, generators, and polar DSP editing.
System Q Console Mic Pre stage with polar editor, channel strips, insert matrix, and transport
Stage 01

Mic Pre

The source enters here. Mic Pre handles the first electrical decisions: gain staging, 48V, polarity, high-pass, low-pass, and cleanup before the rest of the strip touches the sound.

TBE · LPF · 48V · PHS · HPF

System Q Console Harmonics stage with harmonic controls on the polar editor
Stage 02

Harmonics

Harmonics adds identity after the preamp: second, third, fifth, and higher-order color for density, analog character, saturation, and source-specific tone.

H1 · H2 · H3 · H4 · H5

System Q Console Gate stage showing threshold, depth, attack, release, gain, frequency, width, and band controls
Stage 03

Gate

The gate stage controls bleed, noise, decay, and spill. It is built for drums, amps, vocals, and any source where the room or noise needs to be shaped before compression.

THR · DEP · ATK · RLS · GAN · FRQ · WDT · BND

System Q Console Compressor stage with threshold, ratio, attack, release, gain, frequency, width, and band controls
Stage 04

Compressor

Compression is the control and glue stage. It levels vocals, holds bass, pushes drums forward, and gives groups or the mix bus movement without leaving the console view.

THR · RAT · ATK · RLS · GAN · FRQ · WDT · BND

System Q Console EQ stage with frequency, gain, shape, and band controls
Stage 05

EQ

EQ is the main tone-shaping view. Frequency, gain, shape, and band selection stay inside the same polar editor, so the engineer is not jumping between detached plugin windows.

FRQ · GAN · SHP · BND

System Q Console Transient stage with frequency, attack, sustain, drive, and band controls
Stage 06

Transient Designer

Transient shaping controls the front edge and body of the sound. It adds punch, trims sustain, focuses attack, or changes impact without rebuilding the chain.

FRQ · ATK · SUT · DRV · BND

System Q Console Exciter stage with frequency, attack, sustain, drive, and band controls
Stage 07

Exciter

Exciter is the clarity and presence stage. It brings air, bite, lift, and detail forward when the source needs to cut through without just turning it up.

FRQ · ATK · SUT · DRV · BND

System Q Console Tube stage with tube drive and frequency focus
Stage 08

Tube

Tube is the final analog-color stage inside the software path. It adds drive, density, warmth, and source weight before routing, print, analog return, or Venue playback.

FRQ · DRV · BND


05 — Console

Console

Console is the physical command surface once the session moves from musician Rigs into recording, playback, and mix decisions. Its 6‑DOF SpaceMouse-style edit control lets the operator select directionally and turn values without jumping across unrelated knobs, plugin windows, and menus.

It is the shared tactile layer across the whole ecosystem: touch focus, transport, monitoring, faders, and parameter editing in one surface.

Console render
Console — touch focus + 6‑DOF parameter edit + monitoring and transport.

06 — Venue

Playback at the preferred levels.

Venue is where the finished mix becomes the playback target. The artist can listen back at the level relationships they prefer, then let Venue translate that balance into the room.

The goal is simple: finish the mix, play it back, hear it at the intended levels, and let the system help carry that reference into live playback.

Venue render
Venue — live output, monitoring, and translation to the room.

Start Fast

Walk in with Rig, connect the band, open the session, monitor, talk, and rehearse without building a separate headphone world.

Record Two Ways

Use Cube and GIG software for the compact path, or route through System Q cards and Studer for the analog-first path.

Reference The Take

Play back the finished recording as the shared reference before the mix decisions drift away from the performance.

Carry It Live

Console and Venue keep the recorded balance connected to the room, so the live system starts from the finished session.


07 — The Engine

Business for the sake of humanity

Read Foundation Briefing