Take a look at the last post I did (link). See that video? Now check out the video above. I took the same sounds and put them into the Borderlands granular synthesis app. From a retro melody using analog hardware futuristic noise. I think it starts to get good around the 2:15 mark.
“Granular synthesis is a basic sound synthesis method that operates on the microsound time scale. It is based on the same principle as sampling. However, the samples are not played back conventionally, but are instead split into small pieces of around 1 to 50ms. These small pieces are called grains. Multiple grains may be layered on top of each other, and may play at different speeds, phases, volume, and frequency.” – Wikipedia
Borderlands is a granular synthesizer app for the iPad. It’s been highly anticipated since it was announced. It has a beautiful and futuristic interfaces. Watch the tutorial above, grab this app and most importantly load your own samples into it. Available now (iTunes link).
“Explore, touch, and transform sound with this new interface for granular synthesis, a technique that involves the superposition of small fragments of sound, or grains, to create complex, evolving timbres and textures. Borderlands emphasizes gestural interaction over knobs and sliders. Create, drag, and throw pulsing collections of grains over a landscape of audio files, or use the built-in accelerometer to sculpt sound with gravity. Record, save, and share performances via SoundCloud. Borderlands comes ready to play with default sample content included, but you can load your own sounds too.” – borderlands-granular.com
Look at this beautiful iPad granular sampler called Borderlands from Chris Carlson. I can see many of these futuristic interface elements influencing other pro-audio app developers. We live in a great time being able to touch our sounds like this. I can’t wait for this to be released.
“The audio files can be moved and resized using typical single and double finger gestures. Currently the orientation of each rectangle may be toggled by touching the object with a third finger. A grain cloud can be created by double tapping anywhere on the interface. This immediately opens the cloud for editing, exposing a number of parameter regions around the cloud. Each region can be dragged or thrown between a hard coded min and max value. Users may edit the number of voices in the cloud, duration of each voice, overlap of the voices, playback rate or “pitch” of the voices, and the frequency of an LFO controlling the pitch of each voice. This view may be hidden by double tapping on the grain cloud again. Several discrete parameters are available as buttons at the bottom of the interface. These include the grain direction (random/forward/backward), the window type (hanning, exponential decay, exponential growth, sinc), and the stereo distribution of the grains (two modes – unity preserves the original spatialization of the audio file, stereo pans grain voices left and right sequentially.” – Chris Carlson