UNFILTERED AUDIO Silo Granular Reverb Plug-In User Manual

June 5, 2024
UNFILTERED AUDIO

UNFILTERED AUDIO Silo Granular Reverb Plug-In

UNFILTERED-AUDIO-Silo-Granular-Reverb-Plug-In-
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Instruction

  • SILO User Interface (Preset Bar visible on top right) UNFILTERED-AUDIO-Silo-Granular-Reverb-Plug-In-fig-1
  • SILO Settings PanelUNFILTERED-AUDIO-Silo-Granular-Reverb-Plug-In-fig-2

Granulator

Grains
  • SIZE: Sets the length of the individual grains.
  • SIZE DEVIATION: Sets the amount of length randomization that occurs with each grain.
  • SPEED: Sets how quickly a grain plays through a buffer. This does not affect playback pitch.
  • SPEED DEVIATION: Sets the amount of speed randomization that occurs with each grain.
  • RATE : Sets how frequently new grains are generated.
  • RATE DEVIATION: Sets the amount of random spacing that occurs between each grain.
  • PITCH: Sets the pitch transposition of the individual grains. This does not affect playback speed.
  • PITCH DEVIATION:   Sets the amount of pitch randomization that occurs with each grain.
Size Mode
  • TIME: The length of each grain is explicitly given in milliseconds.
  • RATIO: The length of each grain is dependent on the RATE setting.
  • P-RATIO: Identical to RATIO except that changing the pitch will also change the calculated length of the grain.
Rate Mode
  • FREQ: The rate of grain generation is explicitly given in Hertz and does not listen to the project tempo.
  • TEMPO: The rate of grain generation is given as a note value dependent on project tempo.
Pitch Mode
  • NOTE: The pitch of each grain is given as an integer semitone value, with 0 st being no change from  the input pitch.
  • TUNING: The pitch control becomes unquantized, allowing for microscopic pitch changes.
Speed Mode
  • RATIO: Controls the speed that the read head smoothly moves, with 1x being the same speed as the write head. Negative values make the read head move backward.
  • SKIP: In this mode, the read head no longer moves smoothly, but rather stays in place until the grain is finished generating. The DEV control turns into RER, which determines how many grains are generated before the read head moves. Use this mode for stutter and glitch effects.
Grain Options
  • WINDOW TYPE Sets the shape of the grain window.
  • WINDOW Applies a skew or other trans-
  • SHAPE formation to the window. At 50%, the window is unaffected.
  • FREEZE Determines how much old data will be rewritten to the grain buffer.
  • SPREAD Adds a slight speed difference between grains on the left and right channels.
  • REVERSE Sets the probability that indi- vidual grains will be reversed.
  • MASK Applies a rhythmic, Euclidean mask to grain generation.
  • PAUSE GRAINS When active, no new grains will be generated. New data will still be written to the buffer.
  • GRANULATOR Enables or disables the granulation and spatialization stage.
Buffer
  • BUFFER SIZE: Changes the maximum length of the recording and playback buffer.
  • PAUSE WRITE: When active, no new data will be written to the buffer. Grains will still be generated.
  • CLEAR: Erases the current contents of the recording buffer.

Spatializer

Options
  • LOCATIONS: Sets the number of unique, simultaneous spatial locations that a grain can appear in.
  • VELOCITY: Changes how quickly a spatial location can move.
  • RANGE: Sets the maximum distance that spatial locations can appear from the center.
  • JUMP: Sets how quickly the active spatial location is changed. At O1%, the location will remain static.

Movement Type

  • Sets the type of algorithm for determining how spatial locations are calculated.
  • COMETS: Emitters are pulled toward the entry using a slingshot effect.
  • MOONS: Each emitter stays in an orbital posiion. The speed of the orbit changes randomly with each new grain.
  • METEORS: Whenever a new grain is generated, its emitter is launched across a randomized vector.
  • STARS: Like MOONS, each emitter stays in an orbital position. However, also change the orbital distance.
  • SHIMMER: The position of each emitter is randomized when a new grain is generated. Each emitter remains stationary until the next grain.
  • HORIZON: Each emitter is locked to the axis.
  • BIOLOGICAL: Whenever any grain is generated, all emitters smoothly train the station to a new, random location.
  • BUFFER: In this mode, the grain position of the space window right position of each train is determined by the read head position within the buffer. RANGE determines the magnitude of this effect, but VELOCITY, JUMP, and LOCATIONS are disabled.

Spatialization Type

  • 3D: The position of the grains de- terminates their stereo placement, while their position sets filter values to simulate distance
  • 3D PITCH: Like 3D, but if the grain moves a pitch shift will be applied to simulate the Doppler effect.
  • 2D PITCH: Similar to 3D Pitch, but uses less exaggerated distance cues.
  • STEREO: This mode only uses left-right positions to create the stereo image. The y position of the grains has no effect on the sound.
  • GRANULAR: In this mode, each grain stays in the position it was originally created in and does not follow its emitter.

Reverb

Options
  • LEVEL: Sets how audible the reverberation effect is.
  • DECAY: Sets how long the reverberation effect rings out.
  • DISTANCE: Sets the perceived size of the reverb.
  • DAMPING: Applies to filter to the reverb echoes to remove brighter reflections.
  • TYPE:  Sets the active algorithm for the reverberator.

Reverb Mode

  • Sets the state of the reverb.
  • NORMAL: The reverb is active. SOLO Only the reverb is audible.
  • BALANCE: The level of the reverb is adjusted to compliment the level of dry grains that are not sent to the reverb. Try this mode out with a reverb LEVEL mode like VARIATION or MASK.

Reverb Level Type

  • VOLUME: The LEVEL control simply controls how loud the reverb is in the mix.
  • CHANCE: The LEVEL control determines the probability of each grain being sent to the reverb.
  • VARIATION: Each grain is sent to the reverb at a random level between O and X %, where X is the value of the LEVEL control.
  • MASK: The LEVEL control turns into a MASK control to rhythmically modify which grains are sent to the reverb.

Filter

Options
  • FILTER: Sets the amount of filtering that occurs between the granulator and the reverb.
  • RESONANCE: Sets the resonance of the filter. cUTOFF Sets the cutoff of the filter.
  • INVERT: Inverts the topology of the filter, dramatically changing the sound. As an example, this will turn a low-pass filter into a high-pass.

Filter Type

Sets the active filter algorithm and topology.

  • LP/HP/BP12: Plain, non-colorful 12 dB/Oct filter algorithms.
  • MS LP/HP: Very aggressive and resonant filter based on a classic semi-modular synth.
  • ACID: LP Very nasally and resonant filter based on a classic silver bassline synth.
  • LADDER: Filters based on one of the most legendary synthesizers ever. Contains 12 and 24 dB/ Oct variations.
  • SVF: Well-behaved filters that contain more character and color than the standard LP/HP/ BP12 modes.

Output

  • COMPRESSION: Sets the number of compression and maximization applied to the granulated signal. This will ensure a more uniform amplitude between grains.
  • MIX: Sets the balance between the dry input and the processed output.

Settings

Size
  • RESET SIZE: Resets the size of the interface to the default size.
  • SAVE SIZE: Saves the current custom size of the interface.

Color Theme

  • SILO THEMES: Dark & crisp, peppered bluish turquoise hues, and bright popping outlines. Spicy & icy. The subtle Bass-Mint theme with tasty saturated turquoise mid tones. The mint-essence. Deep anthracite takes on the Bass-Mint idea with retina-burning turquoise sparks.
  • UA THEMES: The classic UA “no-frills” interface style in black & white at maximum contrast.
Audio Quality
  • XXx: Resets the size of the interface to the default size.
  • xXx: Saves the current custom size of the interface.
Randomization
  • DEPTH: Sets the maximum percentage each control can wander when randomization is activated.
  • DRIFT PRE:  Toggling Drift Prevention will keep the knobs from wandering too far past their original values.
Workflow
  • TOOLTIPS: When learning SILO, you should keep Tooltips activated. This will pop up brief hints about controls by hovering over it
  • VISUALIZER: Enables or disables SILO’S waveform visualizer.
Presets
  • Before diving into SlILO’s granular synthesis capabilities, it might be worth exploring the preset eco-system that comes with it. The Preset Bar contains a number of controls for exploring and randomizing these presets.
  • SETTINGS: Clicking the gear icon will bring up SILO’s Settings panel. SAVE/LOAD Save or load presets.
  • PRESET NAME: Clicking the preset name Default in the example above will bring up a list of all factory presets. These are organized by style or by a signature artist.
  • ARROWS: To quickly skip through presets, you can click the arrows next to the preset name.
  • RANDOMIZE: Clicking the Dice icon will nize the current preset. By default, each control can wander by a maximum of 20% rand of the knob.

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