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Official effect

Granular Delay

Currently a stepped short-delay texture with quantized fragments rather than a true grain-cloud engine.

The current glitch family uses a stepped control signal to jump between short delay times, then quantizes the delayed branch before adding it back over the dry source. `time` widens the delay-time range, `feedback` changes the speed of the stepping oscillator rather than any repeat-loop recirculation, and `tone` adjusts the quantization resolution of the fragmented branch. There is no grain windowing or cloud scheduler in the current implementation.

  • Delay & Echo
  • Library #126
  • Preview 8s

Waveform preview

Static peaks come from the compiled FAUST preview render. The live scope is drawn from the browser playback output in real time.

Timeline
0:00 / 0:08
Source
Compiled browser preview
Live oscilloscope from the browser playback output.AnalyserNode keeps the signal path unchanged while exposing the waveform.

How It Works

Technical view

The current glitch family uses a stepped control signal to jump between short delay times, then quantizes the delayed branch before adding it back over the dry source. `time` widens the delay-time range, `feedback` changes the speed of the stepping oscillator rather than any repeat-loop recirculation, and `tone` adjusts the quantization resolution of the fragmented branch. There is no grain windowing or cloud scheduler in the current implementation.

  • Delay & Echo
  • waveshaping / saturation
  • delay processing
  • oscillator / LFO modulation
  • DC blocking

Signal Path

Compiled preview chain

Preview source: An internally generated picked-string phrase is widened to stereo with a 19-sample right-channel delay and slight left/right shelf-EQ offsets before it hits the delay core.

  1. 1internal picked-string demo phrase
  2. 2stereo spread with a short right-channel delay
  3. 3stepped short delay times
  4. 4quantization on the delayed branch
  5. 5repeat branch added over the dry source
  6. 6DC blocker
  7. 7output gain trim
  8. 8final tanh limiter

Preview source

An internally generated picked-string phrase is widened to stereo with a 19-sample right-channel delay and slight left/right shelf-EQ offsets before it hits the delay core.

Effect core

Stepped short-delay engine with quantization on the repeat branch and no true feedback loop.

Signal path

The static waveform and the live player both reflect this compiled signal chain.

  • internal picked-string demo phrase
  • stereo spread with a short right-channel delay
  • stepped short delay times
  • quantization on the delayed branch
  • repeat branch added over the dry source
  • DC blocker
  • output gain trim
  • final tanh limiter

Controls that matter

These are the currently active controls detected in the FAUST source for this effect.

  • mix: Scales the repeat branch above the always-present dry phrase.
  • output_gain_db: Applies final post-effect level trim after DC blocking and before the output limiter.
  • time: Expands the range of the short stepped delay times used by the glitch taps.
  • feedback: Raises the speed of the internal step-position oscillator rather than feeding a repeat loop.
  • tone: Changes the number of quantization steps applied to the delayed branch.

Code-backed analysis

The generated description is tied to the active helper blocks and routing found in the current DSP.

  • demo
  • fx
  • outputStage
  • leftDemo
  • rightDemo
  • leftFx
  • rightFx
  • phraseMono

Controls

Audible controls in this DSP

  • mix

    Active

    Scales the repeat branch above the always-present dry phrase.

    Raises repeat level without fully removing the original attack.

  • output_gain_db

    Active

    Applies final post-effect level trim after DC blocking and before the output limiter.

    Matches loudness without changing the actual delay structure.

  • time

    Active

    Expands the range of the short stepped delay times used by the glitch taps.

    Makes the fragments jump across a wider timing span.

  • feedback

    Active

    Raises the speed of the internal step-position oscillator rather than feeding a repeat loop.

    Makes the delay positions reorder faster and feel more restless.

  • tone

    Active

    Changes the number of quantization steps applied to the delayed branch.

    Lower settings sound coarser and more crushed; higher settings sound finer and less stepped.

Analysis

Code-derived notes

Current implementation shares the same stepped short-delay and quantization core across Granular Delay, Glitch Delay, Microloop Delay, and Sequenced Delay. Granular Delay does not yet implement true granular processing.

Active blocks

  • demo
  • fx
  • outputStage
  • leftDemo
  • rightDemo
  • leftFx
  • rightFx
  • phraseMono
  • previewShiftSamples
  • maxDelaySamples
  • glitchA
  • quantize
  • glitchB
  • pickedVoice
  • stepPos
  • fund
  • pickEnv
  • ampEnv
  • triggerAt

Inactive helpers

  • synthVoice
  • organVoice
  • bellVoice
  • softsat
  • combLP
  • echoOnly
  • diffuser

Warnings

No current warnings are attached to this effect.

Source

  • library/delay-echo/granular-delay.dsp
  • Output stage: DC blocker -> output gain trim -> final tanh limiter
  • Library position: 126

More In Delay & Echo

Continue through the library

Each effect page uses the same generated description pipeline and compiled waveform preview assets.

Tape Echo

Currently a clean stereo feedback echo rather than a worn tape model with wow, flutter, or saturation.

View How It Works

Ping-Pong Delay

Currently independent left and right stereo repeats rather than a true alternating ping-pong bounce.

View How It Works

Self-Oscillating Delay

High-feedback delay loop that can push into runaway behavior while a soft clipper keeps the output bounded.

View How It Works