Schlappi Engineering — Angle Grinder
Download the Angle Grinder Manual PDF
Using Schlappi Engineering Angle Grinder For Eurorack Sound Design
Angle Grinder is a uniquely flexible quadrature oscillator and state variable filter with deep modulation possibilities. Its SPIN (oscillator/filter core) and GRIND (nonlinear waveshaper/comparator) sections enable a wealth of wild sonic territory. Here are creative modulation approaches to craft distorted percussion, gnarly basslines, and atmospheric pads.
Core Modulation Possibilities
1. FM1 / FM2 Inputs
- FM1: Switchable between linear and exponential FM via jumper. Deep, audio-rate modulation here creates classic metallic or chaotic timbres.
- FM2: Exponential FM, great for aggressive pitch bends and bass growls.
2. GRIND Sliders & CVs
- Control the amplitude of phase-compared square waves subtracted from the input, allowing dynamic waveform mangling.
- CV (0–5V) modulates grind amount per phase; envelope or sequencer control here is key for percussive and bass movement.
3. GRIND → SPIN / Damping
- The GRIND → SPIN knob controls feedback from the waveshaper to the oscillator, morphing the overall behavior between pure oscillation and wild filter feedback.
- Modulating this parameter by CV (using a VCA + LFO/envelope) adds evolving distortion and self-oscillation artifacts.
4. Inject and External Input
- INJECT bypasses GRIND and can soft-sync the core, used with gates or audio for phase resets and extra punch.
- Regular INPUT takes in audio or CV to be wrangled by the GRIND comparators; try feeding percussion hits, FM modulator oscillators, or drones.
Creative Sound Design Techniques
A. Distorted Percussive Sounds
- Patch
- Leave Angle Grinder in LOW or HIGH range—try LOW for snappy modulation.
- Patch gate, drum trigger, or envelope generator to one or more GRIND CV inputs to create shape/pulse-dependent distortion.
- Use a drum sound or noise burst into INPUT (or INJECT for sharper sync).
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Turn GRIND → SPIN knob up for feedback-driven distortion.
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Modulate
- GRIND sliders: Sequence or envelope-modulate individual sliders for evolving timbre with each drum hit.
- FM1/2 Inputs: Patch percussion sound, audio-rate LFO, or random stepped CV to FM1 or FM2 for pitch artifacts; use exponential FM for wilder chaos.
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Damping: Modulate with slow LFO for rhythmic shifting from tight hits to dirty resonance.
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Result:
- You'll get squelchy, blown-out, bitcrushed percussive timbres—great for glitch, techno, and hard electro!
B. Dubstep/Drum & Bass Basses
- Patch
- Set Angle Grinder as main VCO: Use V/OCT for pitch sequencing.
- Crank GRIND → SPIN for aggressive feedback mixing.
- Mult out 0° or 180° output to your main audio, and another phase output to modulate a filter or VCA downstream for stereo movement.
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Mult envelope or LFO to both GRIND CV and FM2 for dynamic growl and movement.
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Modulate
- Send fast envelopes or wobbly LFOs to FM2 for pitch sweeps and growls.
- Use clocked ramp or stepped random to GRIND slider CVs for formant-like bass movement.
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Patch accent gates or kicks to INJECT for rhythmically resetting/syncing the oscillator — creates sync’d bass punches.
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Result:
- Brutal, vowel-like or metallic basses loaded with movement (think classic "talking" bass).
- Explode low-end with subharmonics by mixing both sine and GRIND outs.
C. Haunting Atmospheric Pads
- Patch
- Set Angle Grinder to LOW range for LFO-speed quadrature outputs (modulate VCAs/panners downstream for enveloping stereo effects).
- Patch drones or reverb-washed signals into INPUT; keep GRIND sliders low for subtle effect, or up for lo-fi color.
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Use slow, unipolar LFOs on GRIND CVs to gently morph the waveshape.
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Modulate
- FM1 (linear), with slow LFO/attenuated noise or even recorded sample waveform for organic drift and detune.
- GRIND → SPIN: Slowly move manually or with a slow envelope to sweep between pure, filtered, and feedback-warped tones.
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Damping: Animate with footsteps, envelope, or random for evolving resonance and shimmer.
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Result:
- Four drifting, phase-shifted outputs (all phase-locked) allow for lush quadraphonic or moving stereo textures.
- GRIND section adds brittle, spectral edges and eerie harmonic motion.
Bonus Tips
- Use ALL PASS (phase shifted output) for unique layering and phasing effects.
- Feedback external audio (resample) through INPUT or INJECT for abrasive, self-modifying noise textures.
- The unlimited output headroom (up to 22Vpp!) lets you overdrive mixers and VCAs downstream for bonus saturation.
For more patching inspiration, check out the Angle Grinder PDF Manual.
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