GRDelay
by Rob Jackson
Randomised granular delay building up to sixteen grains from the input
Jan 28, 202662 minWatch on YouTube ↗
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- 12:53Grain count stepping through 2, 4, 8 and 16 on a synth line
- 14:12Grain shapes: saw, ramp, triangle and random selection per grain
- 16:00Probability dial, from a continuous stream down to glitchy sputter
- 17:12Minimum and maximum delay times spread apart for chaotic scattering
- 18:31Octave up and random octave, where the shimmer appears
- 21:33Cascade feeding the output of one grain into another
- 35:01On a lead guitar part, grains trailing behind the line
What it does
A delay that generates up to 16 stereo grains in real time from delayed copies of the input. Grain shape can be a saw, ramp, triangle or a random pick per grain, and a probability dial sets how often grains release, from a continuous stream to sparse glitches. Separate minimum and maximum delay times create scatter, an octave switch shifts grains up or randomly, and cascade feeds one grain into another.
In the demo
Jade builds it up one control at a time on a synth line in AUM, then pulls the dry signal out to hear the grains alone. She runs it on drums, guitar and vocals, and ends by dropping it into a track she is recording to dirty a clean section.
Worth knowing
There is no tempo sync, which Jade raises while using it rhythmically on drums, and high grain counts with cascade get DSP heavy. It colours the signal rather than behaving like a conventional delay.
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