ico1 Granular

Cosmic Web

High-end rack processing with a modern, macro granular package. Cosmic Web blends reverse pitched grains with classic Eventide reverb for deep delay and pad-like modulated space.

  • Mix: Dry / Wet Mixer.

  • Reverb: Post Mix reverb on the whole signal.

  • AutoRetrig: Level for dynamic retriggering of Reverse grain start AND gating effect.

  • Level: Level for Voice A/B.

  • Length: Length of Voice A/B grain in msecs or note values (tempo sync).

  • Pitch: Pitch of voice A/B. Note: it’s really a speed control too, a higher pitch will repeat the grain within the Length.

  • Detune: Fine pitch detuning of Voice A/B with a multi voice stereo spreading effect.

  • Feedback: Amount grain delay feedback for Voice A/B.

  • Crystals: Crystals style feedback. Choices are:

    • Off: A and B are both standard delay/echo feedback where the grain repeats at the Pitch value.

    • A: Feedback around Voice A’s whole structure including the Pitch. B is standard.

    • B: Feedback around Voice B’s whole structure including the Pitch. A is standard.

    • A/B: Feedback around Voice A’s and B’s whole structure including the Pitch.

  • Ping Pong: Puts Voices in ping pong mode using the stereo voices in series. Reverse Direction will have initial reverse grain on the left, and forward on the right. Choices are:

    • Off: A and B are both standard delays with no ping pong.

    • A: Voice A is in ping pong mode. Reverse Direction will have initial reverse grain on the left, and forward on the right.

    • B: Voice B is in ping pong mode. Reverse Direction will have initial reverse grain on the right, and forward on the left.

    • A/B: Both Voices in ping pong mode. Reverse directions work for each voice as specified above.

  • Reverse: Reverse grain playback. Choices are:

    • Off: Both Voices A and B are forward grain delays.

    • A: Voice A is Reverse grain delay.

    • B: Voice B is Reverse grain delay.

    • A/B: Voices A and B are both Reverse grain delays.

Perform Parameters
  • Retrigger: Manual retrigger of reverse grain and gating. Note: set AutoRetrig to 0 dB to have no effect UNLESS this manual retrigger is pressed.

  • Repeat A: Put Voice A into infinite delay feedback.

  • Repeat B: Put Voice B into infinite delay feedback.

  • Freeze: Reverb Freeze.

  • Dump: Clear memory of both voices.

Glitch

Slice, distort, and reconstruct audio with three distinct glitch types. Each one works independently or stacks with the others for more complex results.

  • Mix: Wet/Dry Mixer.

  • Interrupt: If set to On, Glitches will pause (interrupt) the dry audio.

  • Glitch Type: Sets which glitch flavors are active. If a combination is selected, all active glitch flavors will be heard whenever a glitch occurs.

    Burst: This is the familiar behavior of many short grains grouped together and pitch shifted.

    Alias: This will apply aliasing to the input signal if no other glitch is happening, or else it will apply aliasing to the output of another glitch (Burst or Clock).

    Clock: If a Burst glitch is occurring, then the clock changes will be applied to the burst. Otherwise, a grain equal to the LENGTH will be triggered and the Clock jump will occur during this grain.

  • Trigger Mode:

    Chance: glitches occur pseudorandomly according to the value of Chance.

    Envelope: a glitch occurs when the input reaches the Env Thresh value.

    Manual: glitches only occur when the Glitch Perform Parameter is pressed.

  • Chance: Determines the probability (chance) that a glitch occurs when Trigger Mode is set to Chance.

  • Env Thresh: Determines the threshold for input audio to trigger a glitch when Trigger Mode is set to Env.

  • Glitch Time: Determines the length of a glitch. 60 ms - 8000 ms, or tempo synced

  • Glitch Fade: A symmetric fade in/out for the Glitches when they occur as a percentage of the Glitch Time. 0 to 100% of Glitch Time

  • Flux: Determines the number of times per Length that Alias Amount, Burst Rate, and the Clock will be randomly modulated. For Alias Amount and Burst Rate, the random values will be less than or equal to what the user has set for these values (e.g. if Alias Amount is 50, all random Alias Amount values will be less than or equal to 50). The clock may jump to any frequency. In tempo mode, the random modulations will be evenly distributed over the length; otherwise, they are randomly distributed over the length.

  • Flux Destination: Chooses which glitch types will be affected by Flux. Note that the selected glitches must also be selected in Glitch Type for Flux to be heard. The choices are:

    • Alias

    • Burst

    • Clock Jumps

    • Alias+Burst

    • Burst+Clock

    • Alias+Clock

    • All

  • Alias Amount: Determines the amount of aliasing applied by decreasing the sample rate of the aliaser as the control is turned up. At a value of 100, the aliaser downsamples the input to 1.5 KHz.

  • Burst Rate: Determines the rate at which grains are triggered during a Burst Glitch. Higher values correspond to more grains triggered during a burst, resulting in a denser sound.

  • Burst Pitch:

    • If set to a single interval, then when a Burst Glitch occurs, the audio will be pitch shifted by this interval whenever a pitch jump occurs.

    • If Random Down, then -Oct, -P5, and -P4 will be chosen randomly.

    • If Random Up, then +P4, +P5, and +Oct will be chosen randomly.

    • If Random All, then any interval will be chosen randomly, including unison.

    Note that pitches closer to the most recent pitch will be favored for the next randomly selected pitch.

  • Clock Target: When FLUX is OFF, this sets the frequency that a clock glitch will resample the buffer to. The clock values are 8, 9, 12, 16, 18, 24, 32, or 36 KHz (Note that these values from right to left represent shifting by -P4, -P5, -Oct, -P11, -P12, -2Oct, -P18, -P19)

  • Clock Slew: Sets the time (as a ratio of the Glitch Time value) for a Clock glitch to settle on the clock rate that it is jumping to. 0-200% of LENGTH

  • Reverb Mix: A wet/dry control for the Reverb. Note that reverb is added to the dry signal as well.

  • Reverb Decay: Controls the decay time of the reverb.

  • Width: Determines the width of the stereo image.

  • Filter: A resonant filter post-grains, pre-reverb. From 0 to 100: Decreases the cutoff frequency of a resonant low pass filter. From 0 to -100: Increases the cutoff frequency of a resonant high pass filter.

Perform Parameters
  • Glitch: Trigger a Glitch Burst and continuously loop the Glitches determined by the Glitch Length and Burst Rate parameters.

  • Glitch (M): Momentarily trigger a Glitch Burst for the amount of time that the footswitch is held down.

GrainMod

Morph your sound in novel ways thanks to modulated grain parameters. Three independent LFOs target Trigger Rate, Grain Duration, and Filter for textures that evolve rather than repeat.

  • Mix: Wet/Dry mixer.

  • Width: Increases the width of the stereo image. 0 is mono (though the reverb at the end of the signal chain is still stereo).

  • Delay: Sets the amount of delay used by the granular processor. 0 to 1000 milliseconds, or tempo synced

  • Retrig Source: Determines what control will retrigger the LFOs.

    If Manual, the perform mode footswitch RETRIGGER control will be used.

    If Env, the LFOs are retriggered every time the input is above a fixed, low threshold. This is to create a more predictable modulation sound whenever a new note/chord is played.

  • Reverb Mix: A one knob reverb (from Cosmic Web) that increases mix and decay as the knob is increased. Note that reverb is added to the dry signal as well.

  • Direction Mod: Controls the amount of square wave modulation to the grain direction. At 0 all grains will be played forward, and at 100 all grains will be played backward. For intermediate values, grains will be played in both directions, with more grains being played in reverse as the knob is increased.

  • Direction Mod Rate: Sets the rate of the Direction LFO. 0.01 to 20 Hz, or tempo synced.

  • Trigger Rate: Sets the rate at which new grains are triggered. 0.2 to 32 Hz, or tempo synced.

  • Grain Duration: Sets the duration of each grain. 20 to 2000 ms, or tempo synced.

  • Filter: A resonant filter post-grains, pre-reverb. From 0 to 100: Decreases the cutoff frequency of a resonant low pass filter. From 0 to -100: Increases the cutoff frequency of a resonant high pass filter.

Trigger, Grain Duration, and Filter each have a dedicated LFO with the following parameters:

  • Mod: The amount of LFO modulation applied to the parameter. -100 to 100.

  • Mod Rate: The rate of the LFO. 0.01 to 20 Hz, or tempo synced.

  • Shape: The shape of the LFO. Sine, Triangle, Square, Peak, Ramp Up, Ramp Down, or Sample & Hold.

Perform Parameters
  • Retrigger: Retrigger the cycle of all of the LFO waveshapes.

Stutter

The classic granular effect. Create burst patterns with precise control over timing and subdivision. The effect ranges from tight rolls to loose, scattered patterns.

  • Mix: Wet/Dry mixer.

  • Interrupt: If set to On, stutter burst will pause (interrupt) the dry audio.

  • Filter: A resonant filter post-grains, pre-reverb. From 0 to 100: Decreases the cutoff frequency of a resonant low pass filter. From 0 to -100: Increases the cutoff frequency of a resonant high pass filter.

  • Trigger Mode:

    Chance: Stutter bursts occur pseudorandomly according to the value of Chance.

    Envelope: A stutter burst occurs when the input reaches the Env Thresh value.

    Manual: Stutter bursts only occur when the Stutter Perform Parameter is pressed.

  • Chance: Determines the probability (chance) of a stutter burst when Trigger Mode is set to Chance.

  • Env Thresh: Determines the threshold for input audio to trigger a stutter burst when Trigger Mode is set to Env.

  • Length: Determines the length of a stutter burst.

  • Rate: Determines the spacing of each individual stutter in a stutter burst. Also determines the rate at which audio is panned if using the Width control.

  • Smear: Sets the duration of the individual stutters within a burst as a percentage of Rate. 25% to 300% of Rate

  • Pitch Chance: Determines the probability of a pitch jump by the interval or combination set by the Pitch control.

  • Pitch:

    • If set to a single interval, then the audio will be pitch shifted by this interval whenever a pitch jump occurs.

    • If Random Down, then -Oct, -P5, and -P4 will be chosen randomly.

    • If Random Up, then +P4, +P5, and +Oct will be chosen randomly.

    • If Random All, then any interval will be chosen randomly, including unison.

    Note that pitches closer to the most recent pitch will be favored for the next randomly selected pitch.

  • Detune: Applies detuning to the stuttered output. Detuning will still be applied to unison shifted audio, so for nonzero Pitch Chance and Detune values, detuned stutters can randomly occur.

  • Spread Type:

    Speed: As Spread Amt is increased, stutters will be grouped increasingly closer together over a stutter burst.

    Slow: As Spread Amt is increased, stutters will be spaced increasingly farther apart over a stutter burst.

    Double+Half: As Spread Amt is increased, the probability of Stutter Rate either being halved or doubled is increased. At 100, you will only hear stutter bursts that are randomly half or double speed compared to the Stutter Time setting.

  • Spread Amount: Increases the audible effect for each setting in the Spread Type parameter.

  • Width: Increases the stereo image of the stutter bursts. 0 is mono (though the reverb at the end of the signal chain is still stereo).

  • LFO Destination:

    • Smear, Detune, or Filter

    • Smear+Detune, Smear+Filter, or Detune+Filter

    • All

  • LFO Rate: Sets the rate of the LFO. 0.01 Hz to 20.00 Hz, or tempo synced.

  • LFO Amount:

    • Smear:

      From 0 to 100: Increases the Smear amount from its current setting.

      From 0 to -100: Decreases the Smear amount from its current setting.

    • Detune:

      From 0 to 100: Moves the Detune amount from its current setting away from 0. If Detune is set to 0 or a positive value, then it will increase; if Detune is set to a negative value, then it will decrease.

      From 0 to -100: Moves the Detune amount from its current setting toward 0. If detune is set to a positive value, then it will decrease; if Detune is set to a negative value, then it will increase.

    • Filter:

      From 1 to 100: Moves the Filter amount from its current setting in the positive direction.

      From -1 to -100: Moves the Filter amount from its current setting in the negative direction.

  • LFO Shape: Sets the wave shape of the LFO. Sine, Triangle, Square, Peak, Ramp, Random, Samp & Hold

  • Reverb Mix: A wet/dry control for the Reverb. Note that reverb is added to the dry signal as well.

  • Decay: Controls the decay time of the reverb.

Perform Parameters
  • Stutter: Trigger a Stutter burst that continually loops determined by the Length and Rate parameters.

  • Stutter (M): Momentarily trigger a Stutter burst for the amount of time that the footswitch is depressed.

  • Retrigger: Reset the LFO waveform.