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Element Split


1. Overview

Element Split is Mantrika Tools' "sound element splitting" tool for media items. Its purpose is "select an item → extract a specific element from that sound".

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What it does: for each selected audio item, it splits the sound into two layers using an algorithm (e.g., attack vs. tail, tonal vs. noise), optionally renders one or both layers as new files, and automatically creates one or two output tracks directly below the original track to place the results. The original item is left completely untouched.

It has two usage modes:

  • Quick mode: 5 rows × 2 columns = 10 "goal-oriented" buttons (Punch / Body / Drone / Rhythm / Center / Width / Tonal / Noise / Event / Bed). Click the one you want and parameters use defaults. Single click starts processing immediately.
  • Algorithm mode: manually pick an algorithm, adjust parameters, and preview a single item for both layers before clicking Process to batch.

All processing is batched and parallel — many items can run at once.


2. How to Open

Menu entry:

Extensions → Mantrika Tools → Element split

Action (search in Action List for "Element Split"):

Action namePurpose
mantrika : Process - Element SplitOpen / close the Element Split window

3. Main Window Overview

After opening, a Quick / Algorithm toggle button appears in the top-right corner of the window:

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AreaDescription
Top-right Quick / Algorithm buttonSwitches between the two UIs; state persists and is reused next time
⟳ Refresh button (Algorithm mode)Refreshes preview-button availability after the current selection changes (single-item preview requires ≥1 selected item)
Mode drop-down (Algorithm mode)Choose one of five algorithms, detailed in §5
Progress bar / status textShows progress count during processing; turns green on completion (success) or red (failure / cancellation)
ProcessRuns batch processing; while processing the button becomes Cancel and can be interrupted at any time
Cancel (Algorithm mode)Closes the window (also automatically cancels any running processing or preview)

Algorithm mode window height adjusts automatically with the Mode; Transient mode with Show Advanced open becomes significantly taller.


4. Quick Mode — One-Click Element Extraction

Quick mode is the shortcut for "I don't want to tweak parameters, I just want punch / body / center, etc."

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1. Select one or more media items
2. (If not already in Quick) press [Quick] in the top-right
3. Click the button you want
4. Wait for the progress bar to finish

Meaning of the 10 buttons:

ButtonExtracted contentAlgorithmBest for
PunchTransient / attackTransientDrum attack, weapon firing head
BodySustain / tailSustainDrum body resonance, action tail
DroneSustained tonal contentHPSS harmonicDrones, hums, resonance
RhythmPercussive / rhythmic contentHPSS percussiveRhythmic passages (removes sustained tones)
CenterCenter / mono contentMidMain source, dialogue
WidthStereo width / ambienceSideSpace, reverb, wide resonance
TonalNarrow peaks / pure tonesTonalNoise tonalSingle-frequency whistles, whistling, electrical hum
NoiseBroadband / noise textureTonalNoise noiseWind, electrical floor noise, hiss
EventContent above ambient floorForeground/Ambient fg"Actions" in a scene, accents
BedSustained ambient padForeground/Ambient ambConstant bed in location recordings

Center / Width require the item to be stereo, otherwise they fail. Other buttons also work on mono items.

Quick mode has no Preview and no Process / Cancel buttons— pressing a button processes immediately; closing the window cancels.


5. Algorithm Mode — Five Algorithms Explained

After switching to Algorithm mode, choose an algorithm from the Mode drop-down. Each algorithm outputs two layers (Layer 1 / Layer 2). You can preview each layer separately for a single item, then decide whether to Process.

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5.1 Transient / Sustain

Purpose: Separate the "hit" from the "tail" of a sound. Most commonly used for drums, weapons, footsteps, impacts.

ModeControlDescription
Simple (default)Trans StrengthAttack capture strength. Higher = more aggressive transient extraction
Trans TailTail length. Lower = transient layer keeps only a clean attack
Advanced (check Show Advanced)Fast Attack (0.5–5 ms)Fast envelope attack time. Smaller = catches sharper transients
Slow Attack (10–50 ms)Slow envelope attack time. Larger = transient layer carries more sustain
Release (10–100 ms)Envelope release time. Larger = smoother transient tail
Smoothing (1–20 ms)Mask smoothing, suppresses artifacts
Sensitivity (1–15)Detection sensitivity. Higher = more aggressive
CommonStereo Link (default ON)Multi-channel uses the same mask to avoid stereo image drift

When Show Advanced is checked, the 5 Advanced parameters are initialized from the current Simple sliders as a starting point, after which you can fine-tune them individually.


5.2 Mid / Side

Purpose: Separate the "center component" and "side component" from a stereo signal. Meaningless for mono items.

ControlRangeDescription
Mid Gain-12 ~ +12 dBGain offset when outputting the Mid layer
Side Gain-12 ~ +12 dBGain offset when outputting the Side layer

5.3 Harmonic / Percussive (HPSS)

Purpose: Separate "by direction" in the spectrogram. The harmonic layer keeps content that is stable over time and narrow in frequency (tones, drones); the percussive layer keeps content that is brief in time and wide in frequency (transients, clicks, noise).

ControlRangeDescription
Harmonic Len3–31 frames (odd)Temporal median filter length. Larger = purer harmonic layer, but may lose short sounds
Percussive Len3–31 frames (odd)Frequency median filter length. Larger = catches wider-frequency transients
Mask Power1–8Wiener mask sharpness. 1 = soft (more residue), 2 = default, higher = closer to hard cut

Best for: separating "sustained tones" from "rhythm / percussion" in music or composite sounds.


5.4 Tonal / Noise

Purpose: Separate "clear frequency peaks" from "broadband noise". Unlike HPSS, this looks at whether peaks in a single frame of the spectrum stand out above the local noise floor.

ControlRangeDescription
Peak Width3–31 bins (odd)Frequency neighborhood width used to estimate the local noise floor. Wider = better exclusion of wide peaks; narrower = higher resolution
Peak Threshold0–30 dBHow many dB above the local noise floor a bin must be to count as tonal. Higher = stricter, lower = more leakage
Mask Power1–8Mask sharpness; 1 = soft / 4 = default / higher = closer to binary

Best for: extracting a 50 Hz hum or whistle from a recording, or conversely leaving pure noise for wind/floor-noise material.


5.5 Foreground / Ambient

Purpose: Use a longer time window to estimate an "ambient floor", then extract anything significantly above it as foreground and leave the rest as ambient. Unlike HPSS, this discriminates in the time dimension.

ControlRangeDescription
Ambient Time0.5–10 sTime window used to estimate the ambient floor. Longer = stricter (only truly steady-state content counts as ambient); shorter = closer to HPSS
Threshold0–30 dBHow many dB above the ambient floor a frame must be to count as foreground
Mask Power1–8Mask sharpness

Best for: picking out interesting "events" (bird calls, passing cars, voice fragments) from location recordings, or conversely leaving a clean pad for ambience.


6. Single-Item Preview (Algorithm Mode Only)

In Algorithm mode, two preview buttons appear below the status bar. Their labels change with the algorithm (e.g., ▶ Transient / ▶ Sustain, ▶ Mid / ▶ Side, …).

1. Select exactly 1 audio item (multiple or zero selections are rejected)
2. Choose algorithm and adjust parameters
3. Click [▶ Layer1] or [▶ Layer2] to hear that layer
4. Click the same button again to stop; click the other button to switch layers
OptionBehavior
Route to Track (toggle, persistent)Off: preview goes to REAPER's main output, you hear the dry sound
On: preview routes through the item's track FX chain / routing, making it easier to compare against the post-plugin-chain sound

Preview is only temporary synthesis —no files are rendered, no item is modified. If you change parameters and want to hear the new result, just click the button again. When you press Process after previewing, the preview is automatically stopped before processing begins.


7. Processing Results and Output

After pressing Process, one or two output tracks with matching naming rules are automatically created below each original track, with suffixes such as Punch / Body / Drone / —

  • The two layers produced for each selected item are placed on the corresponding output tracks at the original item's time position
  • Preserved: original item fade, take volume / pan, channel mode, item volume
  • Original item is untouched and can be compared with the output layers at any time
  • In Quick mode, if you press multiple buttons, each press is an independent batch— pressing several times creates several sets of output tracks
  • After processing, focus automatically returns to the main REAPER window so you can keep working

8. Status Feedback

The status bar reports results:

Display textMeaning
Select an item to processIdle
Ready to preview / Select 1 item to previewPrompt after switching mode or refreshing selection
Starting... / Processing N/M items...Running (multi-threaded parallel processing)
Split complete: K/N itemsComplete, K items succeeded
Processing cancelledYou clicked Cancel or closed the window
No audio items selected / No valid audio itemsNo valid audio items in the selection
No elements selectedQuick mode triggered without pressing a button
Processing preview... / Previewing... / Preview ended / Preview stoppedPreview states
Failed to read audio / Preview failedPreview preparation / processing failed

9. Preference Persistence

A few choices persist across sessions:

ItemPersistent?
Quick / Algorithm mode
Algorithm selected in Algorithm mode
Route to Track toggle
Knob values per algorithm❌ (back to default each time the window opens)
Show Advanced checkbox❌ (back to default each time the window opens)

To quickly reset a parameter —right-click / double-click a knob usually returns it to default.


10. Keyboard / Mouse Quick Reference

OperationBehavior
Process button (during processing)Becomes Cancel; click to abort
Close window (X / Cancel)Automatically cancels running processing and preview
Click preview button for same layer againStop
Click preview button for the other layerSwitch to that layer

11. Typical Workflows

Workflow A: Get clean attacks from a batch of impact SFX

1. Select the items
2. Switch to Quick mode → click [Punch]
3. Wait for the batch to finish
4. A new track named "Punch" appears below the original track, containing the transient layer of each item

To also get the tail: click [Body] again — another "Body" track will appear.

Workflow B: Extract interesting events from a location recording

1. Select the location-recording item, switch to Algorithm mode
2. Mode → Foreground / Ambient
3. Preview [▶ Foreground] to check whether desired events are audible
4. Not satisfied → adjust Ambient Time / Threshold and preview again
5. Satisfied → Process

Good for mining material from long recordings.

Workflow C: Remove whistle squeals from mono dialogue

1. Select the target item, switch to Algorithm mode
2. Mode → Tonal / Noise
3. Preview [▶ Tonal] to hear how pure the captured squeal is
4. Adjust Peak Threshold to catch only the most obvious peaks
5. Process → the "Noise" layer is the de-whistled version you want

Workflow D: Extract sides from a stereo environment for reverb material

1. Select a stereo environment item
2. Quick mode → [Width]
3. The Side layer on the output track can be dropped into a reverb as an IR or pad layer

12. Troubleshooting

SymptomCauseFix
Preview buttons gray and unclickableNot exactly 1 item selectedSelect 1 item, or click ⟳ Refresh
Status shows Select 1 item to previewSame as aboveSame as above
Status shows No audio items selectedSelection contains only MIDI / video / empty takesTry with an audio item
Quick mode Center / Width produces no resultItem is monoUse a stereo item, or use a different button
Fewer items than expected on output tracksSome items failed (success K/N count shown)Check whether source files are readable; confirm the algorithm is suitable for the item
Process does nothingStill finishing Cancel, or no item selectedWait for status to return to Ready; confirm ≥1 audio item is selected
Preview sound differs from final Process resultPreview does not go through REAPER's main-output FX; when Route to Track is off it also bypasses track FXTurn on Route to Track to compare, or listen after Process
Want to undo the whole batchCtrl+Z onceThe whole batch is one undo block

13. Relationship with Other Modules

Related moduleDescription
Spectral ForgeSpectral editing tool for fine spectrogram modifications; complements Element Split— Spectral Forge changes the spectrum, Element Split separates layers.