Granular Texture Recipe
Granular Texture Recipe
An evolving, non-pitched texture built primarily from white noise shaped by a narrow BP4 bandpass filter with moderate resonance. Three independent modulation sources create constantly changing character: the S&H sends stepped random voltages directly to the filter cutoff (abrupt spectral jumps), the Slew Limiter smooths those same random steps and sends them to the wave folder (gradual harmonic evolution), and LFO X modulates the resonance (pulsing spectral emphasis).
The result is a sound that never quite repeats -- a generative atmosphere that works as a background element, a transition effect, or a rhythmic texture depending on clock rate and modulation depth.
How to Play
Hold notes for 10+ seconds to hear the full evolving character. The S&H and slew create changes that unfold over time, and faster MIDI clock rates increase the pace of random changes. Play at different pitches to shift the subtle pitched undertone (from the ~15% sawtooth) that colors the noise texture.
This patch works best as a background element layered under tonal instruments, or as a standalone atmospheric effect.
What Makes It Work
Splitting the same random source into two different characters is the core technique. The S&H generates random stepped voltages (from normalled internal noise). Cable 1 sends these steps directly to the filter -- abrupt, unpredictable cutoff changes. The Slew Limiter (normalled from S&H OUT) smooths those same steps into gentle curves, which Cable 2 sends to the wave folder -- gradual, organic harmonic evolution. Same source, two complementary behaviors.
BP4 filtering concentrates the noise into a narrow band, giving it a focused, resonant character rather than broadband hiss. The moderate resonance adds a tonal quality that makes the noise musical rather than purely noisy.
LFO on resonance (Cable 3) adds a third modulation layer. The resonant peak pulses slowly, sometimes emphasizing a narrow singing quality, sometimes broadening to a wider wash. This prevents the texture from settling into a static state.
Created In
Cable Routing
3 cablesStepped random voltages modulate filter cutoff for unpredictable spectral changes
Smoothed random voltage modulates fold depth for evolving harmonics
LFO modulates resonance for pulsing spectral character
Knob Settings
VCO A
| Control | Value |
|---|---|
| OCTAVE | position 4 |
| PITCH | noon |
All other controls at default
Mixer
| Control | Value |
|---|---|
| NOISE | 2 o'clock |
| NOISE TYPE | WHITE |
| SAW | 8 o'clock |
All other controls at default
VCF
| Control | Value |
|---|---|
| FREQ | 10 o'clock |
| Q | 11 o'clock |
| MODE | BP4 |
| LEVEL | 1 o'clock |
| FM 1 | 9 o'clock |
| FM 2 | noon |
| FM 3 | 10 o'clock |
| QM | 10 o'clock |
All other controls at default
Envelope B
| Control | Value |
|---|---|
| Attack | 8 o'clock |
| Decay | noon |
| Sustain | 10 o'clock |
| Release | 11 o'clock |
All other controls at default
Envelope A
| Control | Value |
|---|---|
| A (Attack) | 8 o'clock |
| D (Decay) | 10 o'clock |
| S (Sustain) | 1 o'clock |
| R (Release) | 11 o'clock |
| ENVELOPE SPEED | Med |
| HOLD POSITION | Off |
| CTRL SOURCE | Off |
All other controls at default
VCA A
| Control | Value |
|---|---|
| LEVEL | 10 o'clock |
| LEVEL MOD | noon |
| AUX IN | 7 o'clock |
All other controls at default
Wave Folder
| Control | Value |
|---|---|
| FOLD | 9 o'clock |
| MOD | 11 o'clock |
All other controls at default
LFO X/Y/Z
| Control | Value |
|---|---|
| RATE | 9 o'clock |
All other controls at default
Utilities
| Control | Value |
|---|---|
| SLEW RATE | 11 o'clock |
| SLEW DIRECTION | Both |
| SLEW SHAPE | EXP |
All other controls at default
Output Control
| Control | Value |
|---|---|
| MAIN DRIVE | noon |
| MAIN LEVEL | noon |
All other controls at default