Particules

Granular Texture Synthesizer for VCV Rack

Version 2.0.0-beta


Beta warning: Like the module itself, this manual is in beta! Don’t trust it. Flag any errors here.

Introduction

Particules is a granular texture synthesizer for VCV Rack. It takes a continuous stream of incoming audio, stores it in a short internal buffer, and plays back tiny slices of that audio — called grains — layered on top of each other, at different speeds, pitches, and positions in time. The result can range from subtle shimmer and blur, to lush sustained pads, to rhythmic stutters, to complete transformation of the source material into something unrecognizable.

It can also work as a delay, a beat slicer, and a standalone granular wavetable synthesizer — but granular texture processing is its heart.

Particules is based on the design of Beads, the classic granular module from Émilie Gillet of Mutable Instruments. The core of the code for Particules was written by Neal Sanche for No Such Texture, his adaptation of Beads for the Disting NT. Particules could not exist without their work, although they are not responsible for any bugs, errors, or poor design decisions in it.

What is granular synthesis?

Imagine you have a short recording of any sound — a chord, a drum hit, a voice, a field recording. Now imagine cutting that recording into hundreds of tiny fragments, each a few milliseconds to a few seconds long. You play back many of those fragments simultaneously, overlapping and layering them. You control where in the recording each fragment comes from, how long it plays, how fast (and in what direction), and what shape its volume envelope takes. The result is not a replay of the original — it’s a continuously evolving texture built from the material.

That’s granular synthesis. The fragments are grains. Particules creates up to 30 of them at a time.


Quick Start

Get a texture in one minute

  1. Patch any audio source into IN L — a VCO, a sample player, anything with sustained content works well to start.
  2. Patch OUT L to your mixer or output module.
  3. Set DRY/WET fully clockwise (all wet).
  4. Set DENSITY to about 11 o’clock (just left of center — constant grain rate, not random).
  5. Set SIZE to about 2 o’clock (medium grain length).
  6. Set SHAPE to 12 o’clock (balanced envelope).
  7. Set TIME to 12 o’clock (midpoint in the buffer).
  8. Send audio. You should hear your source material turned into grains.

From here, try these adjustments one at a time:

If you hear silence, check that DENSITY is not at exactly 12 o’clock — that position generates no grains.

Adding some modulation

Once you’re comfortable with the basics, try this:

  1. Set up the basic patch above.
  2. Patch a slow triangle LFO into the TIME CV input.
  3. Turn the TIME attenurandomizer (the small knob below TIME) to about 2 o’clock. The LFO now scans back and forth through the buffer, creating a slowly sweeping texture that moves in time with the LFO.
  4. Add a second LFO — faster — into the PITCH CV input.
  5. Turn the PITCH attenurandomizer to about 1 o’clock. Grains now shimmer with subtle pitch variation.

Patch idea: Use a random (sample-and-hold) source instead of an LFO into TIME for a less predictable, more organic texture — each new grain reaches into a different position in the buffer.


How It Works

Before going through the controls one by one, it helps to have a mental model of what Particules is actually doing. This section is that model — once you have it, the rest of the manual is details.

The recording buffer

Particules continuously records incoming audio into an internal buffer — a short loop of memory. The buffer holds between 4 and 32 seconds of audio, depending on the quality mode you’ve selected (more on that in Audio Input & Quality). It’s always recording, always updating, always replacing the oldest audio with new audio.

Think of it as a short tape loop, constantly recording. The record head is always moving forward; the playback heads (the grains) can read from anywhere on the loop.

When you engage FREEZE, recording stops. The buffer holds its current contents and grains continue to play from the frozen material.

What a grain is

A grain is a short playback event: a fragment of audio taken from a specific position in the buffer, played at a specific pitch and speed, shaped by an amplitude envelope, and then discarded. Particules plays up to 30 grains simultaneously.

The main grain parameters are:

Creating a grain is called seeding. The DENSITY knob and SEED CV input control when and how often grains are seeded.

Parameters are snapshots

This is one of the most important things to understand about granular synthesis: when a grain is seeded, it takes a snapshot of all the current parameter values and holds them for its entire duration. If you turn a knob while a grain is playing, that grain is not affected — the change only applies to the next grains seeded.

This snapshot behavior is what gives granular synthesis its characteristic texture: add some randomization to PITCH, and each new grain picks a slightly different pitch and holds it. The result is a cloud of different pitches playing simultaneously, even though you only have one pitch knob.

Patch idea: Patch a fast arpeggiated sequence — a sequencer cycling through 3–4 pitches quickly, or an LFO through a quantizer — into the PITCH CV input. Each grain seeds at a different moment and snapshots a different pitch from the arpeggio. The result is a lush chord made of individual grains, each sustaining its own note.

How attenurandomizers work

Each grain parameter (TIME, PITCH, SIZE, SHAPE) has a smaller knob beneath it. These are attenurandomizers — a word that blends “attenuate” and “randomize.” They work differently from the attenuators or attenuverters that are common on modular devices, and they serve different purposes depending on whether a CV cable is patched into the corresponding CV input. The full details are in Attenurandomizers in the Controls Reference.


Controls Reference

Audio Input & Quality

Inputs and outputs

Particules has stereo inputs (IN L and IN R) and stereo outputs (OUT L and OUT R).

Particules continuously records the incoming signal into its buffer as long as FREEZE is not engaged.

Input gain

Particules includes automatic gain control. When a cable is patched into an input, it monitors the incoming signal level for a few seconds and adjusts the input gain to a useful level (0 dB up to +32 dB, with headroom preserved).

If the automatic gain isn’t giving you the right level, you can override it from the context menu — see Context Menu.

In Beads, gain is adjusted manually by holding a button and turning the Feedback knob.

Quality modes

The quality button cycles through four modes, indicated by the button’s LED color. These modes affect much more than just audio fidelity — they change the buffer length, the character of the feedback limiter, and the tone of the reverb.

LED Mode Sample rate Bit depth Mono buffer Stereo buffer
White Bright Digital 48 kHz 16-bit 8s 4s
Green Cold Digital 32 kHz 12-bit 16s 8s
Yellow Sunny Tape 24 kHz 12-bit 20s 10s
Red Scorched Cassette 24 kHz 8-bit 32s 16s

Quality mode also changes the reverb — brighter and tighter in Bright Digital, longer and woollier in Scorched Cassette. Try switching modes while reverb is up to hear the difference.

Quality mode changes made while FREEZE is engaged are deferred — they take effect when FREEZE is released.

Grain Generation

DENSITY

DENSITY controls how often grains are seeded — the rate of grain creation.

The left side of DENSITY gives you mechanical, regular grain clouds. The right side gives you something more alive and chaotic.

A white LED near the DENSITY input flashes on each grain trigger — useful for monitoring what’s happening.

In Beads, grain trigger monitoring is not available on the panel.

At audio-rate density (extreme CCW), the DENSITY CV input tracks 1V/oct. This gives exponential control over the grain trigger rate — with an oscillator input you get sync-like timbral effects where each volt doubles the rate. This is not clean pitch tracking: grains replay the input at 1× speed, so the perceived pitch follows your input source, not the trigger rate. For true pitched output from DENSITY CV, use Delay Mode with feedback (see Karplus-Strong).

SEED CV input

The SEED CV input accepts a trigger, gate, or clock signal to control grain creation externally. The behavior of the SEED CV input depends on the SEED CV mode setting in the context menu:

Triggers mode (default)

Patch a trigger or clock into SEED. Particules uses the rising edge of each incoming pulse to fire grains. DENSITY controls the relationship between the incoming pulses and grain firing:

Patch idea: Patch a trigger sequencer into SEED with DENSITY at 12 o’clock, and a V/oct sequence into PITCH. Set SIZE to a medium length. Particules behaves like a pitched voice: each trigger fires a grain at the current pitch. Vary SHAPE to change the attack character.

Patch idea: Clock SEED from a fast clock and set DENSITY slightly CW of center (low probability). Particules fires grains sporadically in time with the clock — scattered rather than regular. Increase the probability for denser textures that still stay in rhythmic relationship with the rest of your patch.

Gates mode

Switch to Gates mode from the context menu. SEED acts as a gate:

Use Gates mode when you want Particules to sound only while a gate is active — gating the granular texture from an envelope or a sequencer gate output.

In Beads, switching between latched and gated/triggered modes is done by holding the SEED button.

Grain Parameters

Rememeber, parameters are read once when a grain starts and held for the grain’s entire duration. Changing a parameter mid-grain has no effect on that grain — it only affects the next grain seeded.

TIME

TIME controls which position in the recording buffer each grain reads from.

Patching a slow LFO into the TIME CV input makes the grain position drift back and forth through the buffer — a lush, swimming texture. A ramp LFO scans in one direction continuously, which is useful for time-stretching a frozen buffer (see Delay Mode and Techniques). A triangle LFO reads the buffer back and forth — scanning through older and newer material alternately.

PITCH

PITCH transposes grain playback from −24 to +24 semitones.

For smooth pitch shifting (minimal granular artifacts), use longer grain sizes, a stable input signal, and keep SHAPE toward the center. Granular pitch shift artifacts happen at grain edges — longer grains mean fewer edges, and a smooth envelope shape fades each edge in and out. Neither affects what happens within a grain (pitch is fixed at grain creation), but both reduce the audible seams between grains.

SIZE

SIZE controls the duration of each grain and the direction of playback.

SHAPE

SHAPE controls the amplitude envelope applied to each grain.

The amplitude envelope shape (SHAPE) is independent of playback direction — reversed grains still use the same envelope.

Patch idea: Patch an envelope generator into SIZE CV and trigger it with a drum pattern. The envelope pushes SIZE up on each hit, creating large grains at the transients and tiny clicking grains between them — a rhythmic granular percussion sound from any audio source.

FREEZE

FREEZE stops recording to the buffer. The existing buffer contents are locked in place, and grains continue to play from the frozen material indefinitely.

Freezing is one of the most powerful tools in Particules. Freeze an interesting moment in your audio source, then sculpt the texture with TIME, DENSITY, PITCH, and the attenurandomizers — entirely disconnected from the live input.

You can remove the patch cable from IN L after freezing — the buffer is already captured. This frees up the input for other modules.

In Beads, a buffer frozen for more than 10 seconds is automatically saved to non-volatile memory and restored on power-on. Particules does not save the buffer.


Output

FEEDBACK

FEEDBACK controls how much of the output signal is mixed back into the input and fed through the granular processing chain again. It’s the feedback path around the entire granular engine.

Patch idea: To feed the reverb back on itself (shimmer verb effect), you need to patch your own external feedback path: split the output, attenuate it, and patch it back into IN R or into a mixer feeding the input. Add pitch shifting via PITCH and set DRY/WET fully wet for rising shimmer effects. Tuning PITCH to an octave or a fifth above gives the most musical results.

In Wavetable mode, FEEDBACK changes function: it selects which of the 24 wavetable banks is played (see Wavetable Synth Mode).

DRY/WET

DRY/WET crossfades between the dry input signal and the processed (wet) granular output.

The reverb is applied after this crossfade and affects both the dry and wet signals.

In Wavetable mode, DRY/WET adjusts the balance between the continuous wavetable oscillator signal and the granularized version of it.

REVERB

REVERB adds reverb to the output. It applies to both the dry and wet signals — you hear reverb even if DRY/WET is fully CCW.

The tone and tail length of the reverb change with quality mode. In Bright Digital the reverb is tight and clear; in Scorched Cassette it’s long, warm, and slightly unstable.

CV inputs for FEEDBACK, DRY/WET, and REVERB

Each of the three output parameters has its own dedicated CV input jack, paired with an attenuverter knob. Patch a CV signal and use the attenuverter to set the modulation depth. The attenuverter is bipolar — fully CW is maximum positive modulation, fully CCW is maximum negative modulation, center is no modulation.

In Beads, a single shared CV input with one button cycles between controlling Feedback, Dry/Wet, or Reverb (or a macro blend of all three).

Grain trigger output

When Grain trigger on R output is enabled in the context menu, the OUT R jack outputs a trigger pulse on each grain event instead of audio. Use this to sync other modules to Particules’ grain rate — trigger envelopes, advance a sequencer, or clock other processors.

When this option is off (default), OUT R outputs normal stereo audio.

In Beads, this is enabled by holding a button and pressing SEED.

Attenurandomizers

Each of the four grain parameters — TIME, PITCH, SIZE, and SHAPE — has a smaller knob beneath it. These are the attenurandomizers. They’re dual-function controls: what they do depends on whether a CV cable is patched into the corresponding CV input.

Without CV patched: internal randomization

When no cable is patched into a parameter’s CV input, the attenurandomizer controls how much that parameter is randomized independently for each grain.

This internal randomization is a good way to give granular textures an organic quality. A texture with no randomization can sound mechanical and repetitive; a texture with too much can sound chaotic.

For lush, evolving pads: add a small amount of uniform randomization (CW) to PITCH and TIME simultaneously. The grains shimmer with slightly different pitches and positions without becoming obviously random.

Patch idea: Set the PITCH attenurandomizer to peaky (CCW). Each grain jumps to a dramatic pitch — some close to center, some far away. Set DENSITY to a slow, irregular rate (CW) and SIZE long for widely-spaced, unpredictable pitch events. Good for abstract, evolving material.

With CV patched: attenuation and modulator control

When a CV cable is patched into a parameter’s CV input, the attenurandomizer changes function:

In Delay and Wavetable modes

The attenurandomizers work differently in Delay Mode and Wavetable Synth Mode — see those sections for details.


Context Menu

Right-click the Particules panel in VCV Rack, or select the Options in the Module menu on the MetaModule, to open the context menu. Special modes and configuration options are here.

SEED CV mode

Triggers (default) or Gates. Controls how the SEED CV input behaves. See Grain Generation for full details.

Delay mode

Activates Delay mode. See Delay Mode.

In Beads, Delay mode is activated by turning the SIZE knob fully clockwise.

Wavetable mode

Activates Wavetable Synth mode. See Wavetable Synth Mode.

In Beads, Wavetable mode activates automatically when both audio inputs have been unpatched for 10 seconds.

Lock pitch

Off (default), Octaves, or Octaves + 5ths. Rounds each grain’s pitch to the nearest locked interval.

Lock pitch is particularly useful when the PITCH attenurandomizer has a lot of randomization — the random jumps land on musically consonant intervals rather than arbitrary semitones.

Beads does not include pitch quantization.

Grain trigger on R output

When enabled, OUT R outputs a trigger on each grain event instead of audio. See Output.

Auto Gain

When enabled (default), Particules monitors the input signal and automatically adjusts input gain. Toggling this option on re-triggers the auto-gain calibration process.

Clear buffer

Clears the recording buffer immediately. Useful if you want to start fresh without repatching.

Manual Gain

Available only when Auto Gain is off. Sets a fixed gain applied to the input signal: 0 dB is unity (no change), positive values amplify, negative values attenuate. Range is −60 to +32 dB. The current value is shown to the right of the menu item.


Special Modes

Delay Mode

Activate Delay mode from the context menu. In Delay mode, Particules maintains a single permanent grain that continuously reads from the recording buffer — like a read head on a tape loop. The result is a true delay effect with extensive tonal shaping.

In Beads, Delay mode is activated by turning the SIZE knob fully clockwise.

Delay time

Three parameters interact to set the delay time.

SIZE sets the delay buffer length — the ceiling for all delay times. At maximum SIZE, the full buffer is available. At lower SIZE values, the buffer shrinks, and all delay times shrink with it. If you’re not hearing the delay you expect, check SIZE first.

In Beads, SIZE has no effect in Delay mode. In Particules, SIZE controls the delay buffer length.

DENSITY sets the base delay time:

TIME extends the base delay set by DENSITY. At fully CCW, the delay equals DENSITY’s base value. Turning CW multiplies it exponentially, up to the SIZE ceiling. When DENSITY is at 12 o’clock, TIME has no effect — the base delay already fills the buffer. The further DENSITY is turned from noon, the wider TIME’s effective range.

Clocked delay

Patch a clock into SEED to sync the delay to an external tempo. The base delay time becomes the interval between clock pulses. DENSITY then selects a subdivision:

You can also tap-tempo by patching a manual trigger source into SEED.

Pitch shifting in Delay mode

PITCH applies classic rotary-head pitch shifting to the delayed signal. At 12 o’clock, pitch shifting is bypassed. Shift up an octave or fifth and add FEEDBACK for shimmer-style effects.

SHAPE in Delay mode

SHAPE applies a tempo-synchronized amplitude envelope to the delay repeats. At fully CCW, no envelope is applied (standard delay behavior). Turning CW adds rhythmic gating or tremolo to the repeats.

Modulation in Delay mode

In Delay mode, the internal random sources for the attenurandomizers switch from stepped random to slow, smooth LFOs. This changes what the attenurandomizers do: instead of adding grain-to-grain variation, they apply slow continuous modulation to the delay signal. With no CV patched, the attenurandomizer knobs control the depth of that LFO modulation. With CV patched, they attenuate the incoming signal as normal — but any CCW-from-center portion routes the LFO as the modulation source rather than noise.

This makes chorus, vibrato, and flanger effects natural to set up: patch nothing into PITCH CV, turn the PITCH attenurandomizer slightly CW, and the delay pitch gently wobbles at LFO speed. Do the same with TIME for a slow, drifting echo.

At audio-rate DENSITY settings, Particules becomes a flanger or comb filter. Add FEEDBACK and sweep DENSITY for a classic flanger sweep. The DENSITY CV input tracks 1V/oct at audio rate, making it usable for pitched effects.

Patch idea: For a quick plucked string (Karplus-Strong): patch a short burst of white noise into IN L, set DRY/WET fully wet, FEEDBACK to about 2 o’clock, and DENSITY to audio rate. Patch a V/oct sequence into the DENSITY CV input for pitched string melodies. Increase FEEDBACK for longer sustain; decrease for a more percussive pluck.

Beat Slicer

Beat Slicer mode is accessed by engaging FREEZE while in Delay mode. A slice of the recording buffer is continuously looped and can be manipulated in real time.

Patch idea: In Beat Slicer mode, modulate TIME with a slow random source to jump between different slices of the buffer. If you froze a drum loop, this gives you spontaneous beat repeat and rearrangement without any sequencer logic. Clock SEED to keep the slicing in tempo.

Beat Slicer works on any frozen audio, not just rhythmic material. FREEZE an ambient pad or a melodic phrase and use DENSITY to set a long loop time for slow-motion texture scanning.

Wavetable Synth Mode

Activate Wavetable mode from the context menu. In this mode, Particules stops using the audio input and instead plays back internally stored waveforms from the Plaits wavetable model — making it a standalone granular wavetable synthesizer.

In Beads, Wavetable mode activates automatically when both audio inputs have been unpatched for 10 seconds.

Controls in Wavetable mode

Beads has 8 wavetable banks. Particules has 24.

Quality mode works the same way as in normal granular mode — see Audio Input & Quality.

Patch idea: Use Wavetable mode as a pitched voice in a full patch. Patch a V/oct sequence into PITCH and a gate sequence into SEED. Use FEEDBACK to scan through wavetable banks — either manually for tonal selection, or modulate it with an LFO for morphing timbre. Set DRY/WET fully CW for pure granular wavetable sound, or blend dry and wet for a hybrid tone.


Techniques

Lush textures and sustained pads

The classic granular application. Freeze a sustained sound (a chord, a drone, a vocal sustain), then sculpt it with grain parameters.

Starting point: Quality mode Yellow (Sunny Tape) for warmth. DENSITY slightly CCW of center (moderate, regular grain rate). SIZE at 2–3 o’clock (medium-long grains). SHAPE at 12 o’clock. TIME attenurandomizer slightly CW (small random position variation). PITCH attenurandomizer slightly CW (subtle pitch shimmer). DRY/WET fully wet. REVERB to taste.

Freeze a chord or vocal sample. Use a slow LFO on TIME (through the attenurandomizer, attenuated) to gently swim through the buffer. Use a second slow LFO on PITCH CV (attenuated to a semitone or less of range) for shimmer. Increase DENSITY for a denser cloud; decrease for more spacious, separated grains.

Shimmer reverb

You need an external feedback path. Split the output, run it through an attenuator, and patch it back into IN R (or merge it with your dry signal into IN L using a mixer). Set PITCH to +12 (one octave up — use the virtual notch). Set DRY/WET fully wet. Set REVERB up. Grains pitch-shift up by an octave on each pass through the feedback loop, creating the rising shimmer effect. Tune PITCH to a fifth (+7 semitones) for a warmer shimmer that works with more input material.

Pitch shifting

For smooth pitch shifting, settings matter:

Virtual notches on PITCH at octaves and fifths make it easy to hit musically useful intervals precisely.

Rhythmic and glitch effects

Use Beat Slicer mode (Delay mode + FREEZE) with an external clock for rhythmic buffer manipulation. Or, in normal granular mode, use triggered grains with a rhythmic sequence for controlled granular rhythms.

In normal granular mode, set DENSITY at 12 (no auto grain generation), confirm SEED CV mode is set to Triggers (the default), and patch a rhythmic trigger pattern into SEED. Each trigger fires one grain. Use a V/oct sequence into PITCH to add melody. SIZE controls the grain length — keep it short for percussive hits, longer for sustained notes that blur together rhythmically.

In Beat Slicer mode, clock SEED to your master BPM and set DENSITY to select a short subdivision (1/8 or 1/16 of the clock interval). This sets the loop length and keeps it tempo-synced. Then modulate TIME with a random stepped voltage — TIME selects which slice of the frozen buffer plays, so each new value jumps to a different position. Works especially well on drum loops, giving a spontaneous beat repeat effect.

Time stretching

Freeze audio, then use a ramp LFO to scan through the buffer with TIME.

Freeze a short drum loop or melodic phrase. Patch a slow ramp LFO into TIME CV. Set the ramp rate very slow — slower than the original material’s tempo. The grains now scan through the frozen buffer at a slower rate than real time, stretching the material. Increase DENSITY for better quality stretching (more grains fill in the gaps). Adjust SIZE to taste: smaller sizes give a more accurate stretch; larger sizes give a smoother, blurrier result.

Chordal washes

Patch a fast arpeggiated sequence cycling through 3–5 notes into PITCH CV. Set the PITCH attenurandomizer fully CW (full CV depth). Each new grain seeds at a slightly different moment and snapshots a different pitch from the arpeggio. The result is a polyphonic wash of the chord tones playing simultaneously, sustained for the grain duration. Use FREEZE to lock a stable source texture and let the pitch sequence do the harmonic work.

Cinematic drones and feedback loops

Feed the output back into the input using a cable split, attenuation, and a mixer or spare input. Set quality mode to Scorched Cassette for maximum warmth and saturation. Set FEEDBACK high. The granular engine feeds into itself — grains spawning new material that spawns more grains. Add a filter in the feedback path to shape which frequencies accumulate. This creates long, evolving drones that are self-generating and respond to small parameter changes dramatically.

Karplus-Strong string synthesis

See Delay Mode for setup. The key insight: Particules’ delay engine at audio rate is a resonant comb filter — excite it with a short impulse and it rings at the delay frequency. FEEDBACK controls how long it rings (sustain). DENSITY CV at 1V/oct controls pitch.

A low-pass filter in the feedback path (external module) tames the high frequencies and gives a more natural string tone. Without filtering, you get a raw, slightly metallic pluck.

Particules as a multi-FX unit

Particules can process external audio (guitar, synth, hardware) simultaneously with pitch shifting, granular echo, and reverb. Set DRY/WET to blend the original with the processed signal. Use a gentle grain density (slightly CCW) for a subtle echo effect rather than a full granular texture. Quality mode Red (Scorched Cassette) adds wow and flutter to the processed signal.

Run an external instrument into IN L. Set DRY/WET to about 10 o’clock (mostly dry, some wet). Set DENSITY slightly CCW (sparse, regular grains). Set REVERB to taste. The result is a subtle granular echo + reverb effect — the instrument is still clearly audible but surrounded by a halo of processed material.