Audio Damage Introduces Descent Real Time Granulator


Audio Damage has introduced Descent, a granular delay and reverb effect for Linux, Mac and Windows.

Descent is designed to transform your audio into evolving, otherworldly textures. Descent captures incoming audio and breaks it into tiny grains—anywhere from a handful to dozens at once—then scatters them across time and pitch to create everything from subtle thickening and rhythmic delays to vast, frozen soundscapes and shimmering pitch-shifted clouds.

Features:

  • Granular engine with adjustable grain count (1–50 simultaneous grains), duration, overlap, and envelope shape for precise texture control.
  • Pitch shifting from -24 to +24 semitones with pitch quantization—lock transpositions to specific intervals for harmonically-correct shimmer, fifths, octaves, or any chromatic combination.
  • Six-axis randomization: independently randomize pitch, pan, position, amplitude, duration, and grain count for everything from subtle movement to complete chaos.
  • Direction control plays grains forward, reverse, or randomly mixed—perfect for tape-style effects, reverse swells, and glitchy textures.
  • High-feedback mode with diffusion control transforms delays into lush, reverb-like washes that never get harsh or out of control.
  • Tempo-sync or free-running modes let you lock grain timing to your session or let textures evolve organically.
  • Real-time FFT visualization shows your granular cloud evolving, making sound design intuitive and immediate.
  • 35 factory presets covering shimmers, delays, reverbs, pitch effects, and experimental sound design to get you started instantly.
  • Cross-platform preset manager with XML-based presets compatible across all plugin formats and operating systems.

Descent is available now, with an intro price of $29 USD (normally $39).

 


Leave a comment


Warning: Undefined variable $user_ID in /home/brsto/charmainelimblog.com/wp-content/themes/orangefresh/comments.php on line 99

Name: (Required)

eMail: (Required)

Website:

Comment: