ChucK definitely has all you need! ChucK is “DSP Complete” (like Turing Complete for computational engines/languages), because since ChucK allows for single-sample connections and manipulations, then we don’t provide lots of flavors of things. You can build from primitives. Like a RISC computer. Some things you mentioned are available: First and 2nd order AllPass are available via the PoleZero (1st) and BiQuad (2nd) UGens. You just need to set the coefficients explicitly. Tapped Delay lines can be implemented using multiple Delay elements. Yea it wastes some memory, but not too much, and works just great: // Taps.ck Tapped Delay via separate delays // by Perry R. Cook, 2015 // Caution about adc => dac!!! Use headphones Delay taps[10]; Pan2 pans[10]; for (int i; i < 10; i++) { adc => taps[i] => pans[i] => dac; Math.random2f(-1.0,1.0) => pans[i].pan; // stereo early reflections Math.random2(20,200) => int tapMs; // random path lengths tapMs :: ms => taps[i].max => taps[i].delay; 10.0/tapMs => taps[i].gain; // 1/distance gain } 10*second => now; AllPass CombFilter can be accomplished with a single delay line and one Gain connecting input to mix with output, and another Gain mixing output back into input. You might want to be cautious about the extra sample gained when feeding back, but for long delays, it doesn’t really make much difference. If you strictly want a true allpass comb, then one extra sample of delay from inlet to your main delay, feeding the fbGain back into the 2nd delay line rather than the first, should take care of it. For reverb purposes, this super simple AllPassComb might do: // Simple AllPassComb.ck by Perry R. Cook, 2015 // NOTE: this has one sample different delay forward vs. back // Easily fixed, but really doesn’t much matter for long enough delays public class AllPassComb extends Chubgraph { inlet => Delay dl => outlet; outlet => Gain fb => dl; inlet => Gain ff => outlet; 0.5 => coeff; 50::ms => delay; fun float coeff(float c) { -c => fb.gain; c => ff.gain; return c; } fun float coeff() { return fb.gain(); } fun dur delay(dur d) { d => dl.max => dl.delay; } } // Noise n => AllPassComb ap => dac; adc => AllPassComb ap => dac; // caution here, use headphones!!! 10*second => now; END