There’s a bug with the Loopers, when driven by fast LFO! They ‘magically’ switch states from Rec to Play, and it’s highly fatal for this patch!
This was fixed by Empress last week, but I forgot they just sent this ‘beta’ Firmware to me for testing, so the fix is NOT released yet! Wait until the NEXT Firmware version (1.04) and this patch WILL work! Sorry! [/BUG WARNING]
The Fantastic Mr Foxtrot!
A Stutter/Glitch patch inspired by the awesome Charlie Foxtrot by Malekko!
Two loopers take turns grabbing grains of sound and spit them back at you all mangled up. Grains can get pitch shifted up or down, with selectable glitch chance (from 0% to 100%) for pitch shift, direction (all down, all up or anything in between), pitch spread (up to ~3 octaves), and pitch slew. Left stomp quantizes pitch shift to either chromatic, major or minor, and there’s an option to cycle pitch patterns with a triangle LFO (for when all this randomness becomes too much).
It does a lot of things, from busted tremolo, to broken Nintendo, to burnt-out ring mod…
All controls are on PAGE0, most are CV Values, but there’s 2 Pushbuttons in the middle row on the outer left/right sides:
TOP MIDDLE (Red) = Mix (from 100% dry to 100% stutter/glitch)
2ND ROW LEFT (Red) = Rate (how long loops are played back)
3ND ROW LEFT (Green) = Grain size (positive is stutter grains, up to almost ring-mod territory. Negative is short bursts, like a strange tremolo)
4ND ROW LEFT (Red) = Chance of glitch (-1 is only stutter, 1 is everything pitch shifted, 0 is 50/50 chance)
Glitch controls (these controls only affect pitch shifted grains):
2ND ROW RIGHT (Red) = Pitch spread (maxed is about 3 octaves spread)
3ND ROW RIGHT (Green) = Up/Down bias (-1 is only pitch down, 1 is only pitch up, 0 is 50/50 chance)
4ND ROW RIGHT (Red) = Slew spread (increases spread of a random pitch slew)
LEFT PUSH (Red) = Toggle fixed melody (OFF = default, all pitches are quantized but random. ON = pitches are selected via a slower Triangle LFO, to create some more recognizable patterns)
RIGHT PUSH (Red) = Toggle overlap (OFF = default, loopers take turns playing. ON = both loopers play overlapping sounds)
STOMP LEFT = Quantization scale (YLW = Chromatic, CYAN = Major, MGNTA = Minor)
STOMP MID = Momentary hold stutter
STOMP RIGHT = Momentary max Chance of glitch/stutter (If ‘Chance’ is below 0, it maxes glitch; if ‘Chance’ is above 0, it maxes stutter)
PAGE0 has all controls (see above)
PAGE1 has a ‘checking’ mechanism, because the patch relies heavily on a Flip-Flop for mixing the 2 loopers, but it doesn’t ALWAYS start in the same state;
You can check if the patch loaded correctly (you can’t always hear it immediately) by seeing the order in which this stuff blinks (turn Rate down if hard to see).
Check the Green blinky lights; after the middle one (the Flip-Flop) fires up, the top & bottom have to fire up, and when they turn off, ALSO the middle one should turn off!
If it turns ON instead, hit the Rightmost yellow Pushbutton ONCE. Repeat til it’s correct. It’ll still ‘do stuff’ if it’s wrong, but at extreme settings this will ruin the experience..
PAGE2 has dry Input and Output (with a Gain button for easy Volume control), and the mixing mechanism for the two Loopers.
There’s also a separate Looper here, which I used maily for testing, but it’s fun to record a drone here and mangle it with the main patch!
PAGE3 has the heart of the patch; two Loopers taking turns, and two LFOs to control REC/PLAY. The ‘grains’ are achieved by adding ‘swing’ to the LFOs, so the record length is much less than the play length.
PAGE4/5/6/7 contains a bunch of Random modules for Pitch (top) and Slew (bottom), followed by multipliers, inverters, switches and the quantizers, eventually reaching a Slew limiter and CV Switch that routes back into the Looper Playback Speed.
PAGE4/5 are for Looper 1 and PAGE6/7 are for Loopoer 2 (which I called L and R, cause I wanted something stereo at first..)
PAGE8 has the Stomp switch mechanism, and sets the Quantizer scale.
>>Instead of a continuous LFO, I’d like to make something that grabs chunks based on Signal Onset, and/or Manual trigger. This is tricky with the way the current LFOs are used (using Swing to set Grain size), but I did that because my initial idea of using ADSR or CV Delays didn’t work reliably in the higher speed ranges.. Might need a seperate patch for that, also considering Onset Detector CPU.
>>I should really try out this idea: pitch shift in opposite direction of how the Looper speed is changed: if playback speed is 50%, pitch up is 1 oct.. Should give weird timestretching. This patch seems perfect to try this out!