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Gurgling

A 4 HP stereo texture source that sits between filtered noise and bubbling water. Three percentage knobs sculpt the exciter, a Freq control sets the filter modulation rate, and Stereo Width follows the same Mid/Side law as Rain.

Overview

BubbleGenerator produces a mono sample. A very short delay line offsets left/right slightly before Mid/Side width is applied, so width changes remain meaningful even though the source is strongly correlated.

Parameters

Density (0 .. 100 %, default 30 %)

  • How quickly the bubble / S&H exciter evolves.

Clarity (0 .. 100 %, default 100 %)

  • How strong the clarity / brightness layer feels on the bubble exciter: higher values push brighter, more “lit up” motion; lower values keep the bed softer and more muffled.

Freq (0 .. 100 %, default 10 %)

  • Scales the filter-related S&H rate (higher → faster modulations).

Stereo Width (0 .. 2, default 1)

  • Same Mid/Side width as Rain: 0 mono, 1 natural, 2 exaggerated side.

CV inputs

Percentage knobs (Density, Clarity, Freq):

  • effective = clamp(knob_percent + CV_volts * 10, 0, 100) — each 1 V moves the readout by 10 percentage points.

Width CV:

  • effective = clamp(knob_width + CV_volts * 0.2, 0, 2) — identical law to Rain’s width CV.

Polyphonic CV uses the first channel only.

Outputs

  • Left audio / Right audio: stereo pair at ±5 V scale (kOutputFullScaleV = 5), each port setChannels(1).

Tips

  • Sweep Clarity while holding Density low for subtle water-on-glass textures.
  • Push Freq for more chatter in the filter path; back off if the highpass gets too nervous.
  • Use Width near 0 to keep Gurgling centered in a mono FX send.

Context menu

  • No additional entries in the current build.