Granular synthesis is fascinating.
It is basically based on the sampling technic, but with a very unconditional feature.
Here are 2 samples coming that sound blender named THE GRANULIZATOR.
To understand the granular synthesis, you have to get that.
Take a sample.
Play a little slice, then another one.
Change the order of playing, size the slices differently & dynamically, add a bit of noise (randomness) in the play making the playing window moving a bit around a global controlled and moving value…
The slice is named the grain.
The name of synthesis is important here: indeed, there is a literally synthesized new output coming from the sample named here : the source.
Then, we can add some interesting features at a macro level (the global parameters like the manner the playing window moves) or at a very micro level (the grains themselves)
Here are some links about this field:
- http://granularsynthesis.com (nice portal)
- http://ftwem.com/forums/techniques/granular-synthesis-and-microsound-primer (nice forum post)
- http://www.soundonsound.com/sos/dec05/articles/granularworkshop.htm (VERY nice article by SoS)
I’ll release finally this new synthesis tool asap on
I could also port it to … iOS. I’d love. Granular synthesis, especially if it involves a huge number of voices/grains, is a bit hardcore for the chip/cpu. It means I have to experiment a bit.
Of course, it will be possible. Some people already did it (with more or less success, I have to confess)
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