Module Reference · Glitch & Destruction
FLAGSHIPA new kind of granular — The Golden-Ratio Series
Golden Swarm
Golden Swarm chops the signal into grains - 10 to 500 ms, up to 50 per second - and rebuilds it as anything from stuttering fizz to oceanic ambient wash. Five grain engines (including time-stretch and cloud diffusion), spray, jitter, blur and pan spread shape the texture; freeze locks the buffer and loops the moment forever.
The golden-ratio layer is the signature: Phi Pan places grains across the stereo field on the sunflower-seed golden angle so clouds never clump, Phi Timing and Fib Density re-time triggers on golden-ratio intervals and Fibonacci burst/cycle patterns, Phi Span breathes grain lengths across powers of phi, and Phi Pitch snaps transposition to the golden 833-cent ladder instead of the chromatic grid. The classic safety net stays too - scale quantization (chromatic, major, minor, pentatonic, selectable root), feedback that re-consumes the output, and Scan sweeping a buffer up to ten seconds deep.
Why it hits different
The GhostWare take.
- Golden-angle panning and Fibonacci timing - texture that never clumps or loops.
- Phi Pitch: an 833-cent golden ladder as an alternative musical grid.
- Feedback plus scan makes it a self-playing texture engine.
In the shot
Reading the panel.
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1
GRAIN FIELD
Every live grain plotted as it fires.
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2
SWARM FIELD
The phyllotaxis spiral: live grains on the golden-angle sunflower map.
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3
GRAIN COUNT
Active grains out of the 64-voice pool.
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4
GRAIN DECK
Pitch, texture, cloud, scan, filter, scale-snap - plus the gold phi controls.
Control Showcase
Every control, explained.
30 controls, named exactly as they appear in the plugin.
Length of each grain: short is granular fizz, long is smeared tape-like texture.
How many grains fire per second.
Where in the capture buffer grains are read from.
Randomizes each grain's read position for cloudier textures.
Pitch shift applied to every grain.
Grain window/engine: Hann and Triangle are smooth, Rect is choppy, Stretch time-stretches, Cloud diffuses.
Stops the buffer from recording so grains loop the current moment forever.
Crossfades grains into each other for a smoother cloud.
Blend between the untouched signal and the processed one. 100% is fully wet.
Randomizes grain timing so the texture never sounds mechanical.
Softens grain attacks into a wash.
Spreads grains across time into an ambient cloud.
Keeps grain pitch locked while position moves, for clean time-stretch effects.
Chance that any grain plays backwards.
Randomizes grain positions across the stereo field.
Length of the capture buffer grains are drawn from.
Automatically sweeps the read position through the buffer at this speed.
Random pitch offset per grain, in semitones.
Feeds the granular output back into the buffer for evolving, self-consuming textures.
A filter on the granular output: low-pass, high-pass or band-pass.
The corner frequency of the filter.
Width of the filter: low values are broad and gentle, high values are narrow and surgical.
Lets the dry attack transients cut through the cloud.
Snaps grain pitch to a scale - Chromatic, Major, Minor or Pentatonic - so pitch jitter stays musical.
Root note the quantize scale is built on.
Blends grain panning toward the sunflower golden-angle sequence, spreading the cloud evenly with no clumps.
Re-times grain triggers onto golden-ratio intervals for organic, never-repeating rhythm.
Fibonacci trigger patterns: Burst fires grain clusters in Fibonacci counts, Cycle breathes the rate through a phi ladder.
Varies each grain's length across powers of the golden ratio for a self-similar texture.
Snaps grain pitch to the golden 833-cent ladder instead of the chromatic grid - an otherworldly but consonant tuning.