Module Reference · Glitch & Destruction

Granular

Granular 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 musical safety net is the standout: pitch jitter and shifting can be quantized to a scale - chromatic, major, minor, pentatonic - with a selectable root, so even chaotic clouds land in key. Feedback re-consumes the output for evolving self-generating textures, and Scan sweeps the read head through a buffer up to ten seconds deep.

Granular module editor in GhostInTheMachine
GRANULAR MODULE SCREENSHOT INCOMING
ACTUAL UI · GRANULAR MODULE CLICK TO ENLARGE

Why it hits different

The GhostWare take.

  • Scale quantization keeps granular chaos in key.
  • Feedback plus scan makes it a self-playing texture engine.
  • Per-grain reverse probability and five window engines.

In the shot

Reading the panel.

  • 1
    GRAIN FIELD

    Every live grain plotted as it fires.

  • 2
    GRAIN COUNT

    Active grains out of the 64-voice pool.

  • 3
    GRAIN DECK

    Pitch, texture, cloud, scan, plus filter and scale-snap.

Control Showcase

Every control, explained.

25 controls, named exactly as they appear in the plugin.

Grain Size 10 to 500 ms (default 100 ms)

Length of each grain: short is granular fizz, long is smeared tape-like texture.

Density 1 to 50 /s (default 20 /s)

How many grains fire per second.

Position 0 to 100 % (default 0 %)

Where in the capture buffer grains are read from.

Spray 0 to 100 % (default 0 %)

Randomizes each grain's read position for cloudier textures.

Pitch -12 to 12 st (default 0 st)

Pitch shift applied to every grain.

Texture

Grain window/engine: Hann and Triangle are smooth, Rect is choppy, Stretch time-stretches, Cloud diffuses.

HannTriangleRectStretchCloud
Freeze on / off

Stops the buffer from recording so grains loop the current moment forever.

Smooth 0 to 100 % (default 50 %)

Crossfades grains into each other for a smoother cloud.

Mix 0 to 100 % (default 100 %)

Blend between the untouched signal and the processed one. 100% is fully wet.

Jitter 0 to 100 % (default 0 %)

Randomizes grain timing so the texture never sounds mechanical.

Blur 0 to 100 % (default 0 %)

Softens grain attacks into a wash.

Cloud 0 to 100 % (default 0 %)

Spreads grains across time into an ambient cloud.

Pitch Lock on / off

Keeps grain pitch locked while position moves, for clean time-stretch effects.

Reverse Prob 0 to 100 % (default 0 %)

Chance that any grain plays backwards.

Pan Spread 0 to 100 % (default 0 %)

Randomizes grain positions across the stereo field.

Buffer 100 to 10000 ms (default 2000 ms)

Length of the capture buffer grains are drawn from.

Scan -200 to 200 %/s (default 0 %/s)

Automatically sweeps the read position through the buffer at this speed.

Pitch Jitter 0 to 12 st (default 0 st)

Random pitch offset per grain, in semitones.

Feedback 0 to 95 % (default 0 %)

Feeds the granular output back into the buffer for evolving, self-consuming textures.

Filter

A filter on the granular output: low-pass, high-pass or band-pass.

OffLPHPBP
Cutoff 20 to 20000 Hz (default 16000 Hz)

The corner frequency of the filter.

Q 0.3 to 8 (default 0.707)

Width of the filter: low values are broad and gentle, high values are narrow and surgical.

Transient 0 to 100 % (default 0 %)

Lets the dry attack transients cut through the cloud.

Quantize

Snaps grain pitch to a scale - Chromatic, Major, Minor or Pentatonic - so pitch jitter stays musical.

OffChromaticMajorMinorPenta
Root

Root note the quantize scale is built on.

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