Granular
A sample-based source that turns a short audio file into playable grain textures.
Use Granular when you want to transform an imported sound into pads, swarms, freezes, noisy attacks, or evolving textures. It responds to note input like other pitched sources, then plays many short grains from the loaded audio.
To use it, add Granular to the graph, import an audio file, connect its output to a processor or Output, select the node, then play notes from the keyboard, inline piano, MIDI controller, or sequencer.
Click the waveform preview to place the playhead. Turn Random range on when you want each grain to start from a different point inside the highlighted range, or turn it off when you want grains to focus on the playhead.
You can import custom audio before signing in. To keep that sound with a saved workflow, sign in and save the workflow after adding it.
Imported files are limited to 2 MB so workflows stay practical to reopen and export.
- • Imports a short audio file and keeps it available for saved patches.
- • Shows a waveform preview with a playhead and selectable random range.
- • Grain size, density, octave, semitone, cents, and gain shape the texture in real time.
- • Supports envelope, chord/arpeggiator, and LFO-style modulation inputs.
Import Audio
Choose the sound that will be sliced into grains.
Waveform / Playhead
Click the preview or move Playhead to choose the focused source position.
Random Range
Highlight the part of the audio file used for randomized grain starts.
Grain Size / Density
Set how long each grain is and how many grains are emitted per second.
Octave / Semitone / Cents
Tune the grain stream in coarse octave steps, semitone steps, and fine cent offsets.
Gain
Set the output level before downstream processing.
Granular node
Visual reference for granular node.