ADDAC112 VC Looper & Granular Processor Manual (PDF)
The ADDAC112 is a powerful and flexible looper + granular processor module, offering extensive voltage control, internal modulation sources, and hands-on real-time tweakability. Below, I'll break down approaches for three sound design goals—distorted percussive sounds, wild basslines, and atmospheric pads—using unique features and modulations possible with this module.
Key concepts: glitch, stutter, aggressive grain settings, loop slicing, CV-driven disruptions.
Recommended Patch/Settings:
- Source: Feed a transient-rich signal (drum hit, or snappy synth hit) into the stereo/mono input.
- Record Short, Tight Loops: Use [REC NEW] to capture ultra-short drum segments (milliseconds to <1s).
- Granular Engine:
- Set [GRAINS ACTIVE] to a moderate value (2–4); more grains can create fuzzier, glitchier textures.
- Use a small [PLAY LENGTH] with high [LENGTH DEVIATION] to generate broken, stuttered grains.
- Crank [GRAINS VOLUME] for more prominence.
- [GRAIN LOOP DELAY]: Short but modulated by CV—use an LFO or envelope (even audio-rate for hard stutters).
- [POSITION] + [POSITION DEVIATION]: Modulate with stepped random/S&H to create retriggers or shifting slices.
- Distortion via Feedback:
- Increase [GRAINS FEEDBACK] to route processed grains back into the looper—raise until feedback saturates for digital distortion/bitcrush.
- Use [BIT DEPTH] at 8-bit and lower [SAMPLE RATE] in options for aliasing and lo-fi noise.
- Modulation Inputs:
- Envelope followers for pseudo-sidechain or to “punch” in grains on each hit.
- Step-sequencers or rhythmic triggers to glitch the [FORWARD/REVERSE] input.
- Modulate [GRAIN REPEAT] or [REPEAT X] with randomness for stuttering ratchets.
Outcome:
Metallic, glitched, and totally mangled drum textures with sharp, digital distortion and rhythmically shifting grain streams. CV modulation drives the chaos for evolving, unpredictable percussive hits.
Key concepts: aggressive pitch, looping, fast transients, hard-modded grain timing, and feedback for growl.
Recommended Patch/Settings: - Source: Synth bass, bass guitar, or even a full mix loop as input. - Loop Generation: - Sample a short, wobbly bassline riff. - Manipulate [LOOP PITCH] CV input with an envelope or sequencer for fast pitch sweeps/glides. - Switch [REC MODE] to OVERDUB with [OVERDUB DECAY] <100% for evolving layers. - Granular Engine: - [GRAINS ACTIVE]: 1–4 for clarity or up to 16 for wildness. - [POSITION] + [POSITION DEVIATION]: Use high values to scan across the bass sample. - [GRAIN PITCH] heavily modulated by ENV/LFO for pitch wobbles and slides; try audio-rate mod for FM-like effects. - [GRAIN FEEDBACK] up for saturation/growl. - Low [ATTACK] / short [DECAY] for snappy, percussive grains; increase [ATTACK]/[DECAY] for longer bass. - Clocked Mode: Quantize actions to a clock for stepped, rhythmic gating or “chopped” phrasing. - External Sequencer/Controller: Use sequencer notes to modulate [GRAIN PITCH], [LOOP PITCH], [GRAINS ACTIVE], and [DIRECTION]. - Stutter/Glitch: Trigger [RETRIG./PAUSE] or play with [GRAIN REPEAT] via CV for rapid-fire repeats.
Outcome:
Thick, dynamic, and gnarly basslines with modulated digital distortion, pitch glitches, and bass “wobbles” characteristic of aggressive electronic genres.
Key concepts: evolving grain clouds, long buffer, diffuse layering, spatial movement, smooth time-variance.
Recommended Patch/Settings: - Source: Sustained vocals, field recording, drone, or chords. - Long Buffer: Record a long (several seconds to minutes) loop to act as a granular bed. - Granular Engine: - Raise [GRAINS ACTIVE] for dense layering (6-16 grains). - High [POSITION DEVIATION] and mid-high [LENGTH DEVIATION] so grains are offset and overlap smoothly. - [GRAIN LOOP DELAY]: Medium/long, modulated with random LFOs for asynchronous caress. - [PLAY LENGTH] long, with drifting [LENGTH DEVIATION] so some grains swell and others fade quickly. - [ATTACK]/[DECAY]: Medium to high for fade-in/fade out, removing artifacts and creating ethereal swells. - Panning: Modulate [GRAIN PANNING] across the range with a random or slow LFO for immersive stereo motion. - Feedback: Gentle [GRAINS FEEDBACK] for dreamy, evolving soundscapes, but avoid over-saturating unless you want swirling distortion. - Sample Rate & Bit Depth: 16bit, 44.1k or 48k for cleaner pads; drop to 8bit/11k for lo-fi, ghostly atmospheres. - CV Modulation: Slowly modulated random signals to [POSITION], [LENGTH], [GRAINS ACTIVE], and [PANNING] keep textures alive and morphing.
Outcome:
Lush, shimmering, and ever-evolving pads; clouds of grains move ghostlike through stereo space and pitch, perfect for dark ambient or cinematic backgrounds.
For even more creative patching, see the full manual (PDF).