I've been trying to make a generative glitchy percussion patch. Wednesday, I spent ages making a couple of rushes and one that slows down over time using [delay]. This is REALLY time consuming, and I thought there has to be a more practical way to do this. I'm really struggling on how to get it to work. I've been wracking my brain, fighting the urge to post for three days, desperate to figure this thing out. Is there any other way to get effects like in the patch, only without the tediousness of using [delay] four hundred times?
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Glitches, rushes and so on.
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Here's a little something I tried out, instead of going to bed.
Yours sounds better, but some tweaking of this might get really close to what you have.
I made a SwissArmyGlitch, which takes four inputs: (a) [bang], (b) # of glitchy-hits, (c) random jump-size, and (d) default-space-between-glitchy-hits. It outputs a pleasing assortment of bangs, just in time for the spring collection.
(c) is usually 0, unless trying to replicate your "trip." (d) is usually 5 (milliseconds), unless "slow" is called for.
What I DIDN'T get, is the specially planned order of, ie, "slow," where you had some fast ones (5 ms) followed by some slow ones (50 ms). More tweaking would get you closer.
I also didn't get Trip2, because your sub-patch seemed empty (or I accidentally erased it).
Also, if it were me (which it aren't), I wouldn't use the assortment of message boxes I used here... I'd have some sorta random-spread aleatoricism. But that's because I never trust my own aesthetics.