Granular Delay
Scatters live audio into grain clouds; Hold freezes the texture.
Position
Sets the point in the captured audio that grains read from. Higher values use older audio.
Moves the grain cloud through older or newer parts of the captured audio.
Grain Size
Sets the duration of each grain.
Short grains sound more fragmented; longer grains preserve more of the source phrase.
Density
Sets the number of grains per second. Higher settings create a denser, more continuous texture. Sync or a phase clock on Density sets the timing instead.
Higher values create a denser, more continuous cloud of overlapping grains.
Has no effect while a phase-clock cable drives the Density socket.
Spread
Scatters grains on either side of Position. Higher settings draw from a wider stretch of captured audio.
Higher values scatter grains across a wider span of the captured audio.
Seed
Chooses the random sequence for grain position and pitch. The same seed repeats the same sequence under the same conditions.
The same value reproduces the same grain-position and pitch variations.
Window
Shapes each grain’s fade-in and fade-out, changing its softness and how grains overlap.
Changes each grain’s attack and decay shape, altering clicks, softness, and overlap.
Hann Smoothly tapers both ends for low edge clicks and balanced overlap.
Triangle Uses a linear rise and fall for a more angular envelope.
Gaussian Concentrates energy near the centre with very smooth tails.
Exponential Rises and falls steeply around a pointed centre for a sharper grain shape.
Pitch
Transposes every grain by a fixed number of semitones.
Positive values raise the cloud; negative values lower it.
Pitch Random
Randomizes grain pitch on either side of the fixed transposition.
Higher values widen the pitch variation between grains.
Stereo Spread
Spreads grains across the stereo field.
At 0 grains keep the input’s stereo positions; higher values add wider random placement.
Feedback
Feeds the granular output back into capture memory.
Higher values make grains recur for longer and build denser textures.
Damping
Reduces high frequencies in the feedback path.
Higher values make repeated grains progressively darker.
Mix
Blends the dry input with the granular delay output.
At 0% you hear the dry input; at 100% you hear only the grain cloud.
Sync
For the shared timing controls, see Sync to tempo.
Inputs
Audio In
Stereo audio captured into the live granular delay memory.
| Signal | Audio · stereo |
|---|---|
| Unit | Normalized |
| Range | -1 to 1 Normalized |
| Default | 0 |
Trigger
Spawn one grain immediately and re-anchor Density scheduling without clearing active grains; when clocked, subsequent grains resume on wired phase boundaries.
| Signal | Trigger |
|---|
Hold
High freezes capture so incoming audio no longer overwrites memory.
| Signal | Gate |
|---|
Outputs
Stereo Output
Stereo granular delay output.
| Signal | Audio · stereo |
|---|---|
| Unit | Normalized |
| Range | -1 to 1 Normalized |
| Category | Effects |
|---|---|
| Audio channels | Changes the stereo image |
| Stereo Width | Stereo Spread: 0–1; 0.35 preserves width |