Grain delay

tedbrackets

New member
Hey everyone :)

I'm finally back again and have sometime to play around with my fv-1 build almost getting there with finishing the reverse reverb as a spincad block, also trying to make a block out of the reverse delay but that's painful

On the other hand I got better with spn coding I can make simple effects like delays etc but I can't say the same for grain delays.. can't get my head around a good approach for grain delay or time stretching anyone tried that or have some good approaches?

I'm messing with a delay line and ramps for this but I can't get it right yet
 
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One method for "cheap" granular delays which aren't really is just to have some fixed delay taps and then use a multichannel mixer to fade them up and down so are you are getting changing overlapping delays, simply because it's changing from one tap to the other. Try a 4-tap delay into a quad mixer set up with quadrature 0-1 sine wave level controls.
 
One method for "cheap" granular delays which aren't really is just to have some fixed delay taps and then use a multichannel mixer to fade them up and down so are you are getting changing overlapping delays, simply because it's changing from one tap to the other. Try a 4-tap delay into a quad mixer set up with quadrature 0-1 sine wave level controls.
Thanks for the hint, I tried messing with the idea of having 2 read pointers crossfading on each other with ZRC but still did not work out.. But I just got a daisy pedal & making proper granular was much easier in C++ given my limited time... I think I'll just migrate to Daisy although I like the messed-up sound of the Fv-1
 
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