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:
0mono,1natural,2exaggerated 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 portsetChannels(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
0to keep Gurgling centered in a mono FX send.
Context menu¶
- No additional entries in the current build.