Edison, New Jersey, USA
vector granulator
StoreTags: granular, patch
Author: flies on October 17 2008
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--> I'm listening to mr tim hecker's first (eponymous) album, and I thought a vector granulator would be pretty cool.

basically, pick 4 (N) sounds to granulate, put them in a diamond with a joy stick (x-y). The closer you are to that corner, the more likely you are to pick the next grain from that source. would be similar to mulch's bubble blower, though a more linear time-stretchy kind of granulator would clearly be possible.

aren't i the most visionary and original thinker you've ever seen?
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flies said: "aren't i the most visionary and original thinker you've ever seen?"

Ive never seen you but I bet you are more sweet than a nubile 16 year old cheerleader who is yearning to learn about life.

patch or hush your blabby mouth.

neat idea

i can think of how to do this with real time inputs on the nord-grabbing from four live inputs. actually, you could load buffers with samples, too. you could add another dimension or two on it, maybe the z plane does a more 'something' like pitch shifting.

or imagine if there were a plane that extracted the transient info from one end, and then the sustained components on the other end.

or imagine if you could have more order and patterns at one end and chaos at the other.

you could actually do this with pluggo- just set up a matrix where you have 0-127 send from one channel, and then the opposite to another channel with the same effect.

arg that's confusing.

but what i mean is that you have two faders and four channels. they send to one channel.

fader 1 controls channels 1 and 2, one is inverted

fader 2 controls channels 3 and 4, one is inverted

that represents a 2d plane:D

of course, you'd get a mixture of channels with that arrangement.

if you wanted to get pure grains, you'd have to set each channel up independently with some kind of random gating that gets more probable as the slider reaches the max.

single posts please. flooder

zanf said: "patch or hush your blabby mouth."

yeah, i know, all talk and no action, the stry of my life. i've other fish to fry in the patch department, tho... i'm working on a set of pluggo's to work as analog style modules. mostly boring stuff like DCF's and things, but there are a few more interesting things in the works, eg a live sampling wavetable oscillator with gate control for update and 'CV' controlled table width (longer tables are more noisey).

i've never really had success making granular work in max tho. there's always blips at the loop points.

why the blips?

is it a dc inconsistency? is it because of bad clocking?
double post fu jdg

is there a way in max to fade the end of the loop down to zero and then fade the beginning in from zero at the same time?

dude! I happen to be working on something similar. it uses a game controller (ps2 clone so you get 2 joysticks one for grain selection and the other for stereo spread) and the hi object.

post a vid (or the patch) if you get something going.

flies said: "
i've never really had success making granular work in max tho. there's always blips at the loop points."


I get the best granular stuff when I use the same line~ to tie the sample playback with the window. that way even if the grains are triggered by the max schedular the drift will be equal on both. I just multiply/add to scale the envelope to the correct ranges. little less cpu friendly than the demo granular patch but more friendly than multiple instances of granular 2 (all sample based).

If you're talking about live granular playback, then I'm still trying to figure out way to keep that from glitching, but I know I'm getting closer...stairstepping multiple buffers so you never get in a spot where you're overwriting or changing the playback buffer.

hm, if mulchs meta surface could be midi-controlled (it will be someday im sure), this could be done in it, no?
basically, just store different density parameters for the 4/n granulators for different positions...
or maybe i didnt get what u mean

blips @ loop points = solved by window enveloping. 1ms of attack would eliminate that.

implexgrace said: "blips @ loop points = solved by window enveloping. 1ms of attack would eliminate that."


that's wat you'd think... getting it to work as it should has been problematic for I and I.

p said: "I get the best granular stuff when I use the same line~ to tie the sample playback with the window. that way even if the grains are triggered by the max schedular the drift will be equal on both. I just multiply/add to scale the envelope to the correct ranges. "

sounds like a good solution. will look into it.

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