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.
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.
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1
GRAIN FIELD
Every live grain plotted as it fires.
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2
GRAIN COUNT
Active grains out of the 64-voice pool.
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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.
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.