Trying Airteq on the Wersi Pergamon – Designing My Own Pipe Organ
The most interesting question Airteq has given me is not, “Which organ stop shall I use?” It is, “What sort of pipe would I like to invent?”
Over the past few days I have been experimenting with Airteq from MODARTT on my Wersi OAX 1000 Pergamon, and I have a feeling this may develop into a much bigger project than simply installing another software instrument.
I already use Organteq, also from MODARTT, and I think it is excellent. Organteq approaches the pipe organ through physical modelling rather than relying on recordings of individual notes. The sounds are generated in real time, with the model taking account of such things as the behaviour of the air jet, pipe resonance, attack characteristics and other aspects of real organ pipes.
Airteq starts from some of that same underlying world of air, pipes and resonance, but goes in a rather different direction.
MODARTT describes it as a physically modelled sound-design instrument rather than an attempt simply to imitate another existing instrument. Its model is rooted in organ-pipe physics but has been developed to allow much greater control over the air feeding the virtual pipes—what MODARTT calls Dynamic Aerophone Modeling.
That changes the way I find myself thinking about it.
With a conventional organ, I might ask:
Which stop should I select?
With Airteq, I can begin asking:
What happens if I change the pipe itself?
And that is where things become fascinating.
From Organist to Organ Builder
Most organists spend their time working with an instrument somebody else has designed.
An organ builder has already decided:
- what pipes will be fitted;
- their dimensions;
- their construction;
- their voicing;
- how much wind they receive;
- how the different ranks relate to one another;
- and ultimately what character the finished instrument will have.
The organist then combines those available stops to produce different registrations.
That alone can provide an almost endless range of possibilities.
But Airteq introduces another level.
Instead of merely selecting from the pipes provided by the organ builder, I can begin experimenting with the virtual equivalent of the pipe construction itself.
That turns the exercise from registration into something closer to instrument design.
I may begin with something recognisable.
Then change a parameter.
Play it.
Listen.
Change something else.
Play it again.
And suddenly the sound may begin to move away from the familiar organ stop I started with.
The important point is that I am not simply applying an audio effect to a recording.
The sound itself is being generated from the model.
What Does Physical Modelling Actually Mean?
This distinction is important.
Many virtual instruments are based on samples.
Somebody records a real instrument, often extremely carefully, note by note and sometimes at several different dynamics. When you press a key, the software plays the appropriate recording.
Modern sample libraries can sound spectacular.
But fundamentally, you are replaying something that was previously recorded.
Physical modelling takes another approach.
Instead of storing the sound, the computer stores a mathematical model describing aspects of the physical system that creates the sound.
For an organ pipe, that means modelling behaviour associated with air flow, excitation and resonance.
MODARTT's explanation of its organ modelling describes a pipe as a self-sustaining acoustic system. Air supplies energy; the air jet or reed provides excitation; the pipe acts as a resonator; and the interaction develops into the sound we recognise as an organ pipe.
So when I press a key, the computer is effectively calculating what its virtual pipe should do.
That also means that changing the virtual construction can change the resulting sound.
And that is exactly the part I find interesting.
A Virtual Pipe Does Not Have to Obey the Organ Builder's Workshop
A real organ builder has some rather significant restrictions.
A pipe must actually be possible to manufacture.
It has to fit inside the organ.
It needs a practical wind supply.
Materials cost money.
Thousands of pipes occupy enormous amounts of space.
Someone has to voice them.
Someone eventually has to maintain them.
And if an experimental pipe turns out to sound dreadful, replacing an entire rank is rather more complicated than clicking Undo.
A virtual organ does not have quite the same constraints.
That means experimentation becomes much easier.
I can alter something simply to discover what happens.
Perhaps I produce a beautiful new sound.
Perhaps I produce something completely unusable.
Both results are useful.
One gives me a possible new stop.
The other teaches me something about how the model behaves.
Sometimes the Wrong Sound Is the Most Interesting Sound
This is one of the things I enjoy about experimentation in general.
If you already know exactly what result you want, you tend to change parameters until you obtain it.
But if you are exploring, something apparently going wrong can be much more interesting.
Suppose I am trying to make a gentle flute-like sound.
I alter a parameter too far.
Instead of becoming softer, the sound develops an unexpected breathy or unstable quality.
My first reaction might be:
That isn't what I wanted.
But then I play something different with it.
Perhaps it works wonderfully as a slow background texture.
So the question changes.
Instead of:
How do I fix this?
it becomes:
What could I use this for?
That is the difference between reproducing an existing instrument and exploring a sound-design environment.
Organteq and Airteq – Similar Foundations, Different Destinations
It would be easy to assume that Airteq is simply another version of Organteq.
I do not think that is the most useful way of looking at it.
Organteq starts with the pipe organ.
Its purpose is very much connected with constructing and playing virtual pipe organs. It provides extensive control over the organ composition and allows individual stops and even individual pipes to be adjusted. MODARTT's current Organteq system includes thousands of modelled pipes and extensive voicing controls.
Airteq starts with the physics and asks where else they might lead.
MODARTT explicitly describes Airteq as being about exploration rather than imitation.
That can lead towards recognisable organ sounds.
But it can also take you towards:
- evolving pads;
- airy textures;
- cinematic sounds;
- rhythmic pulses;
- strange hybrid sounds;
- atmospheric backgrounds;
- and sounds that are difficult to put into any traditional instrumental category.
MODARTT launched Airteq on 15 September 2026 with more than 170 presets intended to demonstrate this range.
For me, however, the presets are really the beginning rather than the destination.
Presets Are Examples, Not Answers
More than 170 presets give you plenty to explore.
They are particularly useful when learning an unfamiliar instrument because they show you what is possible.
I can select one.
Play it.
Then ask:
How did they create that?
I can alter it.
Save another variation.
Alter that again.
Soon I am no longer simply browsing factory sounds.
I am learning how the instrument responds.
There is an important lesson here that applies to synthesisers generally.
A preset can be used in two ways.
The first is:
I like that sound. I will use it.
The second is:
I like something about that sound. I wonder what happens if I change it.
The second approach is much more interesting to me.
The Instruction Manual Cannot Tell You What You Want to Invent
At the moment, I would describe the available guidance as rather limited compared with the number of possibilities presented by the instrument.
Initially that can feel slightly intimidating.
There are controls.
There are parameters.
There are unfamiliar relationships between them.
And there isn't necessarily a tutorial saying:
Turn this control to exactly 37% and you will produce a perfect new organ stop.
I am beginning to think that may actually be part of the attraction.
Perhaps the best Airteq tutorial starts with four instructions:
Change something.
Play something.
Listen carefully.
Change it again.
That process is far more educational than blindly copying settings from somebody else.
You begin developing an understanding of cause and effect.
A Practical Experiment: Designing One Stop
One of the projects I want to try is deliberately simple.
Rather than attempting to build an entire organ immediately, start with one stop.
Begin with a broadly familiar pipe character.
Play a short passage repeatedly so that I have a constant musical reference.
Then change only one significant parameter at a time.
Listen particularly to:
- the attack;
- brightness;
- harmonic richness;
- breathiness;
- stability;
- response to different notes;
- response across the keyboard;
- behaviour as the sound develops;
- and whether it blends with another stop.
If I find something interesting, save it.
Then continue.
Eventually I could end up with several related sounds:
Experimental Flute 1
Experimental Flute 2
Experimental Flute – Airy
Experimental Flute – Dark
Experimental Flute – Solo
The names do not particularly matter.
What matters is that I begin building a personal library rather than simply selecting somebody else's.
Then Try to Break the Rules
Once I understand what produces a plausible conventional stop, the next experiment becomes more interesting.
Deliberately move beyond it.
What happens if I make the attack unusually pronounced?
What happens if the airflow behaves differently?
What happens if I push a parameter far beyond the point where a traditional organ builder might consider the result desirable?
Can I create something that begins like a pipe organ but develops into a pad?
Can I make something that works beneath strings?
Could I produce an atmospheric sound for film music?
Could I create a solo voice that sounds vaguely familiar but cannot quite be identified?
These are no longer purely questions about organ registration.
They become questions about sound design.
The Pergamon Makes This Particularly Interesting
This is where installing Airteq on the Wersi OAX 1000 Pergamon becomes particularly attractive.
The Pergamon is already an enormous sound platform.
The OAX system provides organ sounds, orchestral sounds, synthesis, accompaniment facilities, MIDI, audio and extensive performance controls. Wersi describes the OAX instruments, including the Pergamon OAX1000, as sharing the same core range of sounds and functions across the OAX family.
So Airteq does not have to operate in isolation.
A sound I design can potentially become one component of something much larger.
For example, I might combine:
- an Airteq pipe-based texture;
- a Wersi string sound;
- another orchestral voice;
- a conventional organ registration;
- and perhaps another software instrument.
That creates another question:
What happens when an instrument I have designed myself becomes part of a larger registration?
That is much more exciting than simply adding another preset to a list.
Building My Own Virtual Pipe Organ
The longer-term project I am considering is more ambitious.
Rather than trying to reproduce a particular cathedral organ, church organ or theatre organ, I would like to try constructing an original virtual organ for the Pergamon.
Not a copy.
Not:
"Here is my virtual version of Organ X."
Instead:
"Here is an organ that exists only because I decided what it should sound like."
That would mean gradually designing its identity.
Perhaps it could have several divisions.
Great
Strong principal choruses, foundation sounds and brighter ensemble voices.
Swell
More expressive sounds, strings, flutes, reeds and atmospheric colours.
Choir or Positive
Smaller, clearer or more intimate voices.
Solo
Distinctive sounds deliberately designed to stand away from the rest of the instrument.
Pedal
Enough foundation to support everything else, together with a few more unusual possibilities.
But there is absolutely no reason I have to stop there.
Why not add an:
Atmospheric Division
A set of sounds derived from pipe physics but designed specifically for pads, cinematic textures and slow-moving backgrounds?
Or perhaps:
Experimental Division
The sounds that traditional organ builders would probably never build.
That is where Airteq could become especially interesting.
Designing an Organ With a Character
A real pipe organ is much more than a collection of individual stops.
A great organ has a character.
Its stops belong together.
A flute may sound beautiful on its own, but it also needs to blend appropriately with other parts of the instrument.
So creating a virtual organ raises some fascinating design questions.
Should every stop be individually spectacular?
Probably not.
Some of the most useful organ stops are valuable precisely because they support other sounds.
How should the Principal blend with the Octave?
How powerful should the reeds be?
How quickly should the ensemble become bright?
Which sounds should dominate?
Which should disappear gently into the registration?
At what point does a collection of separate sounds become one instrument?
That could turn this into a substantial project.
Why the Pergamon Is Becoming More Than an Organ
This also connects with something I find increasingly interesting about the Pergamon.
A modern electronic organ does not have to be treated simply as an electronic imitation of an older instrument.
It can be a control surface.
A performance instrument.
A MIDI system.
A synthesiser platform.
A software-instrument host.
A compositional tool.
A sound laboratory.
And, increasingly in my case, an experimental musical workstation.
I recently replaced the conventional music-rest arrangement with a large screen and moved much of my music library into digital form.
Now I am experimenting with physically modelled instruments.
The instrument continues changing because I keep finding different things I want it to do.
That is probably one of the reasons I enjoy this technology so much.
There Is Also Quite a Lot of Science Hiding Inside the Music
Airteq appeals to another side of my interests as well.
A pipe organ is an extraordinary combination of music, engineering and physics.
Questions about pipe dimensions lead immediately into resonance.
Airflow leads into fluid dynamics.
Pipe shape influences the harmonic spectrum.
Enclosures influence radiation and acoustics.
Multiple pipes introduce tuning and interference.
The building itself becomes part of the instrument.
MODARTT's modelling work explicitly deals with such phenomena as aero-acoustics, pipe resonances, sound radiation and room acoustics.
So experimenting with a virtual pipe is also, indirectly, experimenting with a model of physics.
That makes the process even more appealing to me.
Could I Design a Stop No Real Organ Has Ever Had?
This is probably the question I am most interested in answering.
There is little point having this sort of technology if I use all its flexibility merely to recreate exactly what already exists.
Of course I want convincing Principals, Flutes, Strings and Reeds.
They provide a musical reference point.
But eventually I want to move beyond them.
Suppose a sound has the recognisable attack of an organ pipe but develops into something completely unexpected.
Suppose it behaves like an acoustic instrument but occupies a musical space that no acoustic instrument occupies.
Suppose it works beautifully alongside conventional organ stops despite being something that could never realistically be constructed from metal, wood and leather.
What would I call it?
Perhaps that is when I will know that the experiment has really worked.
The First Rule: Save Everything Interesting
There is one very practical lesson I have already learned from working with synthesisers and sound design.
If you discover an interesting sound:
save it.
Do not assume you will remember exactly how you made it.
You won't.
Sometimes the best sounds come from a sequence of tiny changes that would be extremely difficult to reproduce later.
I therefore expect my Airteq library eventually to contain plenty of experimental versions.
Some will probably never be used again.
Others may become favourites.
That is simply part of the process.
What Comes Next?
I am still very much at the experimental stage.
I am not yet going to claim that I have built Philip Russell's Grand Virtual Organ.
At present I am learning.
Listening.
Altering parameters.
Creating variations.
Occasionally producing something wonderful.
Occasionally producing something that perhaps ought never to be heard again.
But that is what makes experimentation worthwhile.
The next stage will be to begin documenting some of the sounds properly and creating examples.
I would like to compare:
- the starting pipe model;
- one or two intermediate versions;
- and the final sound.
That should make it possible not only to hear the result but also to understand how the sound developed.
Eventually I would like to build complete groups of related stops and begin assembling them into divisions.
And after that?
Perhaps a completely original virtual pipe organ designed specifically around the Pergamon.
Conclusion – The Organist Can Now Become the Organ Builder
Traditional pipe organs represent centuries of extraordinary craftsmanship, acoustics and musical development. I have no desire to replace that tradition.
Quite the opposite.
Understanding something about how pipes work makes real organs even more fascinating.
But technologies such as physical modelling allow us to ask questions that previous generations simply could not explore so easily.
Instead of only asking:
Which stop shall I use?
I can ask:
What should my stop sound like?
Instead of only choosing a registration:
I can design one of the instruments that makes up that registration.
And instead of trying to reproduce somebody else's organ:
perhaps I can create one of my own.
That is why Airteq interests me.
Organteq gives me a remarkable physically modelled pipe organ.
Airteq seems to offer something slightly different.
The opportunity to become the organ builder as well as the organist.
And if some of my virtual pipes turn out to be things that no sensible traditional organ builder would ever have attempted to construct?
That may be where the most interesting sounds begin.
I will post some audio and video examples as the experiments develop.



