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Re: Ducking Glitches/Threshold Warbles

Posted: Sun Oct 01, 2017 11:45 am
by Invisible Man
Glitch when playing quietly/softly, I think. Not silently.

Re: Ducking Glitches/Threshold Warbles

Posted: Sun Oct 01, 2017 12:52 pm
by damnableman
Timv wrote:The envelope is adjustable for the trigger level so when I'm playing the pedal does nothing but as the note fades the judder kicks in.
It's fun to use after a delay or looper and let it repeat endlessly.
Huh. I owned the Judder for a hot minute, but the envelope mode was dysfunctional (the pot was completely shot), so I returned it to the fellow who sold it to me. Did not know what I was missing.
spacelordmother wrote:Patched up a quick proof of concept this morning with Axoloti:

Basic premise is audio in straight to output, and then also to a glitch/repeater object. Using the envelope follower with a less than math object to trigger the repeater to play, with a knob controlling the less than number to set threshold.

...:snax:...

Here's some horrible noodling: https://soundcloud.com/spacelordmother/ ... g-repeater
Wow. Proof accepted. Very interesting.

It occurs to me that it would probably make sense to have a lower threshold below which it would not trigger/sample. To prevent the needless sampling of silence.
vidret wrote:so you want glitch to happen when you stop playing, but what will glitch if you've stopped playing?

Even though the particle 'approaches from below', as you put it, it means it'll continue sampling as a "regular" delay until you stop playing, at which point it'll glitch out.

Sounds exactly like you want it, no?

Your idea of an inverted signal being applied would mean, the particle for example, would glitch when you played and sample regularly when you didn't.

The blender idea here works better, but it still doesn't matter if you invert the signal or not as long as the function you want happens as the threshold is reached.

Maybe I'm just not getting your idea.
I understand the confusion. I probably shouldn't have used the words "above" and "below" in such cavalier fashion.

It's more like a ducking delay than anything else. So the effect is silent when I'm playing above a set threshold, but triggers when the signal falls below that threshold. Unless it is set to repeat infinitely it would decay alongside a fading signal because it would be continually sampling the fade. As Invisible Man said, if I played softly it would continue to sample/glitch/shift my tender musings, and then would drop out when my passion carried me to the mountains.



I'm pretty sure that's what he said.

Re: Ducking Glitches/Threshold Warbles

Posted: Sun Oct 01, 2017 1:10 pm
by Invisible Man
damnableton

Re: Ducking Glitches/Threshold Warbles

Posted: Sun Oct 01, 2017 9:00 pm
by damnableman
damnableton? more like unableton amirite!?!?

Re: Ducking Glitches/Threshold Warbles

Posted: Sun Oct 01, 2017 9:56 pm
by PeteeBee
damnableman wrote:As Invisible Man said, if I played softly it would continue to sample/glitch/shift my tender musings, and then would drop out when my passion carried me to the mountains.
This idea seems extremely useful to me.

Re: Ducking Glitches/Threshold Warbles

Posted: Mon Oct 02, 2017 8:17 pm
by tremolo3
Mmmmmmm there must be a way with the DD-500, but I don't think you can assign the "max" value below the "min", inverting the envelope. I'll check tonight.

rfurtkamp? or that other DD-500 nerd guy here?


Made this for a guy from reddit 2 days ago, somehow relevant... :idk:

[youtube]http://www.youtube.com/watch?v=zWvy6ad3loQ[/youtube]

Re: Ducking Glitches/Threshold Warbles

Posted: Tue Oct 03, 2017 9:13 am
by damnableman
vidret wrote:ok I think I get it, but it still seems like particle kind of gets there. Put the threshold high enough and you can glitch out when playing soft and then it stops glitching and just gives you some layering when playing it with more attack?
Hmmm...what you describe is true. My Particle has been on my table for so long that I forgot how the triggered hold threshold works. When I was last using it with guitar (long ago) I was using a pretty high threshold so I could have some aggressive rhythmic glitching while I played hard & dirty, BUT if the threshold is set low every loud thing I play will replace what's in the buffer. Of course.

It still isn't exactly what I described/desired, but it covers much of that ground and it actually exists, so...
vidret wrote:If you want exactly that effect look around for an envelope generator/follower to apply to another effect.
Yeah, I think the Enveloope would do it. Too bad they're hard to find. I've been passively looking for one for a couple of years, to no avail. I low-balled the fellow selling the one for $250 on Reverb, but unsuprisingly the offer was turned down.
tremolo3 wrote:Mmmmmmm there must be a way with the DD-500, but I don't think you can assign the "max" value below the "min", inverting the envelope. I'll check tonight.

rfurtkamp? or that other DD-500 nerd guy here?


Made this for a guy from reddit 2 days ago, somehow relevant... :idk:

[youtube]http://www.youtube.com/watch?v=zWvy6ad3loQ[/youtube]
Whoa that is very interesting. I haven't really been paying attention to the DD-500 and did not realize the potential of assigns.
If you can't invert the envelope, it shouldn't be hard for Boss to program that into an update. Not sure how you convince Boss to do your bidding, mind you.

Re: Ducking Glitches/Threshold Warbles

Posted: Tue Oct 03, 2017 9:52 am
by repoman
D.o.S. wrote:Another hack-at-it solution: is there a channel blender you can control with input attack/decay?

(sidebar that would actually be a really fucking rad pedal someone make it and get Riiiiiich)

JHS made a april fools flyer of a fictitious pedal that did this called the 'in and out' and I have no idea why its never been made. Seems like such a good idea.

Re: Ducking Glitches/Threshold Warbles

Posted: Tue Oct 03, 2017 10:10 am
by damnableman
repoman wrote:JHS made a april fools flyer of a fictitious pedal that did this called the 'in and out' and I have no idea why its never been made. Seems like such a good idea.
Yeah, I was quite disappointed when it turned out to be fake. Weirdly specific hoax, that.

Re: Ducking Glitches/Threshold Warbles

Posted: Tue Oct 03, 2017 10:59 am
by Seance
tremolo3 wrote: Made this for a guy from reddit 2 days ago, somehow relevant... :idk:

[youtube]http://www.youtube.com/watch?v=zWvy6ad3loQ[/youtube]
This is awesome!

Re: Ducking Glitches/Threshold Warbles

Posted: Tue Oct 03, 2017 12:41 pm
by zoooombiex
Interesting thread, and nice idea.

I don't have my judder anymore, but I do think it had a mode that worked the way you describe. Though when the wet signal came in it may not have been the specific kind of glitch you are thinking of.

I don't think the Particle quite does what you're describing. I think you're wanting the wet signal to go completely silent while you are playing above the threshold. But the particle will keep cycling the buffer lock in the background.

I'm trying to think if there is a way to get the Echolution 2 to do this. It does have a ducking function that pushes down the wet signal while you are playing above the gate threshold, but I'm not sure if you can tweak it to be 100% silent when ducked. And while you can do a buffer lock on it ('freeze') I'm not sure whether, once locked, the buffer still reacts to the ducking function.

Zvex loop gate doesn't seem quite right as it mutes the return of the loop when you pass the gate threshold. If you could mod it to mute the loop send instead of return that would do it (at which point it looks like it would be close in function to the rainger and enveloope).

Re: Ducking Glitches/Threshold Warbles

Posted: Tue Oct 03, 2017 10:43 pm
by damnableman
zoooombiex wrote:I don't have my judder anymore, but I do think it had a mode that worked the way you describe. Though when the wet signal came in it may not have been the specific kind of glitch you are thinking of.
Yeah, initially I was imagining a cleaner kind of glitch/repeat, but now that the concept has been clarified I think it would be a sweet way to control the mix/triggering of all sorts of effects.
zoooombiex wrote:I don't think the Particle quite does what you're describing. I think you're wanting the wet signal to go completely silent while you are playing above the threshold. But the particle will keep cycling the buffer lock in the background.
You're right, it doesn't. But with the mix and threshold low it is the closest living approximation that I can think of.
zoooombiex wrote:I'm trying to think if there is a way to get the Echolution 2 to do this. It does have a ducking function that pushes down the wet signal while you are playing above the gate threshold, but I'm not sure if you can tweak it to be 100% silent when ducked. And while you can do a buffer lock on it ('freeze') I'm not sure whether, once locked, the buffer still reacts to the ducking function.
I'm looking at the E2 software right now. There are controls for ducking sensitivity and release, as well as invertable envelope controls. Should be able to do things like tremolo3 did with the DD-500. I will reprogram mine to test it in the next week and a bit (work, work work) and get back to you. [/quote]
zoooombiex wrote:Zvex loop gate doesn't seem quite right as it mutes the return of the loop when you pass the gate threshold. If you could mod it to mute the loop send instead of return that would do it (at which point it looks like it would be close in function to the rainger and enveloope).
I believe you're right. Muting the send is where it's at. The Loop Gate looks like it has some really neat potential, but it definitely doesn't do what we're looking for here.

Re: Ducking Glitches/Threshold Warbles

Posted: Tue Oct 03, 2017 10:57 pm
by comesect2.0
Blah, blah, blah...just get a judder, thank me later.

Re: Ducking Glitches/Threshold Warbles

Posted: Tue Oct 03, 2017 11:01 pm
by damnableman
:lol: :lol: :lol:

Re: Ducking Glitches/Threshold Warbles

Posted: Wed Oct 04, 2017 1:22 am
by rfurtkamp
I can do that in seconds running whatever from my patchbay into the loop on the GT-100 - the loop can be mixed in by envelope, signal level, random lfo, whatever.

Or the venerable Lexicon Vortex in parallel does a world of that - have it set so it really only barks if hit relatively hard and it stays inaudible otherwise.