Parts and Wreck — a stacked drive/fuzz patch

u/davidfalconer maybe imagined(?) a Part Garden patch. Maybe it existed. Maybe it didn’t. Maybe we are all slumbering, and this is but a dream. Who knows???? I searched, but couldn’t find anything. But this is… well, a patch inspired by some of the ideas of the Part Garden. I’ve never played a Part Garden and I know from videos I watched that this doesn’t sound like one, but, hey, I think it sounds pretty good. Thanks, u/davidfalconer, this was fun and a bit maddening but mostly fun to play around with.

Controls and signal flow:

The patch is mono, with the left input and output used.

The patch begins with a VCA used to boost or attenuate the incoming signal before it hits the first drive (front page control labeled “I”). The signal passes to an overdrive (germ), then to another VCA and a low-shelf filter (control labeled “II”); the VCA attenuates the signal, as the volume drops, the low-shelf filter cuts gain below ~100 Hz as well. Then, the signal passes to a fuzz (ugly). After that it goes to a second-order low-pass filter (control labeled “Tone”); the original doesn’t have this, and the description talks about the different gainstages providing different tones, but I wanted one, so, there it is. Finally, the signal exits through an output module with gain control (labeled “III”).

The “Texture” control does two things. First, it adjust the input gain of the drives and the output gain of the drives; lower texture = lower input gain and higher output gain, higher texture = higher input gain and lower output gain. Secondly, it slowly introduces a feedback path from the output of the overdrive and the fuzz that gets routed back into the input of the overdrive. At high texture settings, this introduces feedback, gating, compression, lots of fun stuff. But you might not like it, so I made it defeatible with the left stompswitch (a pixel labeled “Feedback on” will turn on and off to show the feedback state).

Playing around with the different gain stages and the Texture control reveals a lot of different tones, from low-gain fuzzy drive to screaming cacophony. If the Texture is set high and the patch keeps gating out on you, counterintuitively feed it more gain. The only way out is through.

More rambling:

Try changing the types of overdrive and fuzz used, changed the frequency of the low-shelf filter, change the frequency of the filter placed in the Texture feedback path. I spent a lot of time tweaking this patch and thinking “maybe this….” I think you can sort of endlessly tweak a gain patch — must be hell to design gain pedals for a living, because you begin to second-guess yourself pretty quickly. “Did that sound better when I….?” and the differences are pretty minute. So, instead of just fiddling and fiddling, I give you Parts and Wreck. There might be a better circuit, but this one is Pretty Good(TM).

I don’t have time to record a demo right now, but maybe later.

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  • Category: Effect
  • Revision: 1.0
  • License: Creative Commons Attribution Share Alike 4.0
  • Views: 269
  • Modified: 3 weeks ago
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