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If someone was developing a granular plugin, what features would make it unique?

pulsedownloader

Pulse Downloader
Nowadays there are so many sound design plugins that its tough to create something that's truely unique and different, other than GUI and workflow. On top of that, there's some really great free granular plugins too!

Lets say someone was developing a granular plugin (not us of course 😉) and they were wondering what type of features or functionality people are interested in.

  1. What do you think would be a unique approach to granular sound design that you haven't seen done before in existing plugins?
  2. Have you seen some functionality in a granular plugin that you'd like to see explored further?
 
This probably isn't what you are looking for, but I would love for someone to make a more modern version of PaulStretch. As a plugin, it has been re-born multiple times and the code has been passed down from generation to generation. It "works" but it is ugly and not intuitive. I would love to have an extreme time stretching / granular plugin that would let me resample and massively stretch on the fly. It would be great if someone took the core concept of PaulStretch and built a brand new plugin from scratch with modern code / tech.
 
This probably isn't what you are looking for, but I would love for someone to make a more modern version of PaulStretch. As a plugin, it has been re-born multiple times and the code has been passed down from generation to generation. It "works" but it is ugly and not intuitive. I would love to have an extreme time stretching / granular plugin that would let me resample and massively stretch on the fly. It would be great if someone took the core concept of PaulStretch and built a brand new plugin from scratch with modern code / tech.
I don't have it yet but TS2 by IrCamlab is similar to what you want. I think it has less creative pitch shifts though and of course it's asininely expensive unless it's on sale. One of the main benefits of TS2 over Paulstretch for sure is 256 multichannel support so it works well for shifting multi-mic ambient recordings.
 
Having the ability to add different effects to individual grains or groups of grains could be quite interesting. This way you could mix between them to get really dynamic changes as opposed to the oftentimes static sounds you get with granular. E.g. imagine going from a long, reverby/chorusy pad sound and then slowly mixing in heavily distorted grains to arrive at something aggressive. I think having in-depth control over the pitch of the grains would also be important so that you could shift from sounds that resemble the source material to things that are more outlandish and aleatoric. You could even go crazy and include LFOs and such to control the mix/ratio of these differently effected "streams" to make them pulsating/gated/rhythmic.

No clue about feasibility, just an idea.
 
Having the ability to add different effects to individual grains or groups of grains could be quite interesting. This way you could mix between them to get really dynamic changes as opposed to the oftentimes static sounds you get with granular. E.g. imagine going from a long, reverby/chorusy pad sound and then slowly mixing in heavily distorted grains to arrive at something aggressive. I think having in-depth control over the pitch of the grains would also be important so that you could shift from sounds that resemble the source material to things that are more outlandish and aleatoric. You could even go crazy and include LFOs and such to control the mix/ratio of these differently effected "streams" to make them pulsating/gated/rhythmic.

No clue about feasibility, just an idea.
Ooh nice. I like these ideas!
 
One thing the Current synth has is the ability to tweak grain shape as well as length (though I'm sure this kind of thing is also in Crusher-X): there's a skew knob that effectively links attack and release so that you get more percussive grains as you skew to the left, moving to smooth transitions to more reversed effects at the end. Another option would just be performance controls over attack and release of the grain (or the ability to morph between grain windows if that's how you...er they implement it).

One possibility would be grain gestures. In most granular tools you've got control over scatter but the generation is more or less random. This is possible to simulate using MIDI generator tools and it would complicate the UI if put into a plugin but the idea would be to either have a grain sequencer with probability for the steps or to have some control over grain distribution with maybe different modes (such as geiger counter, bouncing ball, normal and other random distributions etc). This would be handy for simulating some of the behaviour you need for aleatoric arcs you get in Spitfire and Time Micro/Macro type sample libraries or the classic Xenakis use of granular.
 
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One thing the Current synth has is the ability to tweak grain shape as well as length (though I'm sure this kind of thing is also in Crusher-X): there's a skew knob that effectively links attack and release so that you get more percussive grains as you skew to the left, moving to smooth transitions to more reversed effects at the end. Another option would just be performance controls over attack and release of the grain (or the ability to morph between grain windows if that's how you...er they implement it).

One possibility would be grain gestures. In most granular tools you've got control over scatter but the generation is more or less random. This is possible to simulate using MIDI generator tools and it would complicate the UI if put into a plugin but the idea would be to either have a grain sequencer with probability for the steps or to have some control over grain distribution with maybe different modes (such as geiger counter, bouncing ball, normal and other random distributions etc). This would be handy for simulating some of the behaviour you need for aleatoric arcs you get in Spitfire and Time Micro/Macro type sample libraries or the classic Xenakis use of granular.
This sounds really interesting. I'm not sure I've seen granular controls like that before and like you mentioned it would make for some interesting sounds!
 
I'm looking at Cycles from Slate+Ash for inspiration and one thing they do uniquely is to randomise or rather patternize the triggering of the grains. Instead of going from left to right or right to left simply, they have set patterns that it can go in and that creates unique sounds. I think having that option in a granular plugin along with the conventional granular processing features like in Straylight or Ashlight, that will be really unique. That will give the ability to create rhythms and beats from various sources.
 
I'm looking at Cycles from Slate+Ash for inspiration and one thing they do uniquely is to randomise or rather patternize the triggering of the grains. Instead of going from left to right or right to left simply, they have set patterns that it can go in and that creates unique sounds. I think having that option in a granular plugin along with the conventional granular processing features like in Straylight or Ashlight, that will be really unique. That will give the ability to create rhythms and beats from various sources.
Yea a common theme here seems to be that lots of people are interested in a granular plugin that allows you to control how and when the grains are created, allowing you to make uniquely rhythmic granular sounds
 
Granular software has always been one of those “I’ll know it when I hear it” things for me. It’s one of my favorite tools, but I rarely know how to ask for or describe the end results I can hear in my head.

Two of my very favorites are the now defunct RiverRun and th0nk products, both by AudioEase. th0nk was entirely a “happy accidents” tool, but somehow I could almost always find useful noise in it. RiverRun was awesome and had almost the level of control I wanted.

Being able to tie fine control over position, width, length, shift, density, gate, ADSR, etc, to physical controls or CCs would be my starting place, and then maybe some things like morph/fade between sources, basic synth controls or oscillators…

Going deeper, the ability to have an independent granular EQ or filter over audio (whether the audio was granularized or not) would have a lot of interesting potential, as would some interaction between granular and loop points.
 
Nowadays there are so many sound design plugins that its tough to create something that's truely unique and different, other than GUI and workflow. On top of that, there's some really great free granular plugins too!

Lets say someone was developing a granular plugin (not us of course 😉) and they were wondering what type of features or functionality people are interested in.

  1. What do you think would be a unique approach to granular sound design that you haven't seen done before in existing plugins?
  2. Have you seen some functionality in a granular plugin that you'd like to see explored further?
Some setting where things f--k up seriously, like - after granulation - pitch on left side starts to go down and on right side up, then they switch sides etc. Basically destroying the sound in the most unpleasant way but not getting it mushy. Not sure how feasible that is.
 
Some setting where things f--k up seriously, like - after granulation - pitch on left side starts to go down and on right side up, then they switch sides etc. Basically destroying the sound in the most unpleasant way but not getting it mushy. Not sure how feasible that is.
Interesting idea thanks! It seems people are into some granular that gives a lot of control over the granulation process, rather than further processing of those grains
 
Bear in mind the question was for what would make a plugin unique, or at least novel. That may not be what sells.

For example, I'm not going to pretend my idea is necessarily a popular one (but if implemented I would buy it).
 
Bear in mind the question was for what would make a plugin unique, or at least novel. That may not be what sells.

For example, I'm not going to pretend my idea is necessarily a popular one (but if implemented I would buy it).
Yep of course!
 
Frederic Robinson was doing some very interesting things with granular that never made it into any commercially released product - I'd highly recommend reaching out and looking at some of his work
Dont have a huge experience with granular synths but with what I've tried (Kontakt, Phase Plant) I'd like to see better tempo-synced features for grain length, (multi)start points.
 
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:sonic: Having the ability to add different effects to individual grains or groups of grains could be quite interesting. This way you could mix between them to get really dynamic changes as opposed to the oftentimes static sounds you get with granular. E.g. imagine going from a long, reverby/chorusy pad sound and then slowly mixing in heavily distorted grains to arrive at something aggressive. I think having in-depth control over the pitch of the grains would also be important so that you could shift from sounds that resemble the source material to things that are more outlandish and aleatoric. You could even go crazy and include LFOs and such to control the mix/ratio of these differently effected "streams" to make them pulsating/gated/rhythmic.

No clue about feasibility, just an idea.
Phase Plant indeed, but I think I hear what you're saying about more complex pitch control. You know what'd be crazy, is like a canvas overlaying basically a piano roll or CC lane, notes (or *any parameter*) over time, and you basically painted in midi cc data over the piano roll/giant mseg-but-not, big pitch cc curves but each color or repeated stroke/heatmap intensity over a region represents probability the grains will propagate from that position/parameterization, vs a different line or something, or that you could outline notes+probabilities that the grain generation would default to and then enter other regions above, and map those different colors or regions to macro buttons or knobs and basically fade the behavior of grains to wherever you've painted.

Or just have a separate "parameter playhead" to scrub over the CC data/parametric "zones". Would totally work for other parameters besides pitch! Sample offset/start, envelopes, effects, even output channel and stuff... And all would be polyphonic, per-voice... ideally!

Offering scale recognition (and then automatic interval snapping when changing notes) would be sort of good for some of that suggestion, though, as these features sound like they favor granular synthesis based around a single note; being able to use some way to remap pitch values based on interval so the tones from the pitch "table" was slightly more favorable for polyphony could help. And/or instead of a midi cc brush, perhaps essentially midi note blocks could be placed on a grid very similar to a piano roll, but less as a sequence and more as a path for automation or modulation to traverse.
Before that I was just gonna say there's... "concatenative synthesis"? or something, it's like granular but the grains are algrithmically (and/or otherwise?) rearranged into new textures. Could be cool?

I agree with the above poster - multiple start points is a great thing. Padshop is decent for that, also Phase Plant; honestly what I described in Paragraph 1 Section B also sounds like Phase Plant, but I'm meaning to suggest that perhaps a different way of interfacing, such as primarily with a single giant MSEG/canvas/piano roll, might be more conducive to the kind of way I think people doing granular want to be thinking about the sound. And also that controlling the parameters before a grain is generated and not afterward is a useful difference, i.e. for pitch automation especially so grains themselves are not (or are) rising in pitch over the course of their envelope.
 
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Thanks for all of the feedback and suggestions everyone. Based on the comments, we thought the most interesting route mentioned has been control over the generation of the grains and potentially having a sequencer allowing you to make rhythmic grain generation.

With that in mind, we'd love to hear what you think about these wireframe mockups? I think they should make sense without any description? Essentially you have the audio coming into the buffer with controls in that section, then 4 grains for grain generation. Each of these grains has its own controls, as well as a sequencer which can control the area where grains are being generated from. There's then also LFOs which can be applied to any setting.

The idea is to create an engine that allows very fine control over the generation of grains.

Thoughts?


granular1.PNG

granular2.PNG
 
Thoughts?
I feel like for once there is a real chance it makes sense to complain about the modern UI design trends because you're still early enough in the process to make changes:
Some of the text is too small even for me with my near perfect vision (especially on the second mockup image). And I feel like there's more whitespace wasted than needs to be. I'd prefer if you scale up text and make everything spaced a little tighter so that it's easier to read without making the whole plugin window unnecessarily big.

Can't comment on the functional aspects you've proposed, as I'm not at all familiar with granular synthesis and what I'd be looking for in such a synth. In general I think Vital has one of the best UIs (different type of synthesis though). And in terms of what plugins I feel like are missing from my toolset - not sure if this even would be an applicable usecase for your plugin to cover - maybe something that can create long pad sounds a la paulstretch, but (re)triggered via a noise-gate-like mechanism so that I can just put it after another sound source and it recaptures different audio to grab the granules from based on input levels?
 
I feel like for once there is a real chance it makes sense to complain about the modern UI design trends because you're still early enough in the process to make changes:
Some of the text is too small even for me with my near perfect vision (especially on the second mockup image). And I feel like there's more whitespace wasted than needs to be. I'd prefer if you scale up text and make everything spaced a little tighter so that it's easier to read without making the whole plugin window unnecessarily big.

Can't comment on the functional aspects you've proposed, as I'm not at all familiar with granular synthesis and what I'd be looking for in such a synth. In general I think Vital has one of the best UIs (different type of synthesis though). And in terms of what plugins I feel like are missing from my toolset - not sure if this even would be an applicable usecase for your plugin to cover - maybe something that can create long pad sounds a la paulstretch, but (re)triggered via a noise-gate-like mechanism so that I can just put it after another sound source and it recaptures different audio to grab the granules from based on input levels?
This is a wireframe which means the text and everything is just placeholder for now so sizing etc can change :)
 
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