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SDelay
Applies stereo delays, repetitive echo and stereo ping-pong effects.
SDelay takes a stereo input and replays each channel (left and right) after a specified delay time. The delay times for each channel can be specified separately. The delayed sound can be mixed with the original input to create an echo effect. By recirculating the delayed input back through the delay line (Feedback), the number of repetitions can be increased. You can select from different feedback modes, including Stereo, Ping-Pong, Ping-Left and Ping-Right, each of which creates a different stereo echo effect. The delay times for the left and right channels can be adjusted separately, either in milliseconds, or with rhythmic units.
This contraption synchronizes to the global clock tempo when using the Sync to rhythmic units mode. |
See the Adjusting Contraption Properties section for information about using sliders, knobs, presets etc. |
Parameters
Mode (FeedbackMode) |
Selects the feedback mode. There are four feedback modes: Stereo, Ping-Pong, Ping-Left, and Ping-Right. Each mode results in the left and right delays combining and repeating in a different way. Stereo : provides two mono delay lines, each with independent feedback paths. Ping-Pong : provides a full stereo ping-pong effect, by using crossed-over inputs and crossed-over feedback between the two delays. Ping-Left : feeds the left delay outputs back into both inputs providing a less dense, "half ping-pong" effect. Ping-Right : feeds the right delay outputs back into both inputs providing a less dense, "half ping-pong" effect. |
Delay units (DelayUnits) |
Determines whether delay times are to be specified in milliseconds or rhythmic units. Choose a rhythmic unit from the Sync to drop-down menu or select Other... from the drop-down menu to create your own unit or tuplet ratio. |
Delay times (LeftDelay, RightDelay) |
Specifies separate delay times for the left and right channels. Delay times can range from 0 to 2000 milliseconds (0 to 2 seconds ) when Delay units is set to Milliseconds. When Delay units is set to Sync to, delay times range from 0 to 32 units in any rhythmic unit. When Sync to is selected, the actual delay times (in seconds) will vary based on the current global tempo. |
Feedback |
Controls the amount of delayed signal that is fed back into the input. Larger values of feedback cause the delays to echo for longer. Feedback values close to maximum can be problematic as they can cause the delay line to get louder and distort. |
Wet/dry (WetDryMix) |
Controls the ratio of input vs. delayed signals. |
Relevant Example Files
The following files provide examples of how SDelay can be used:
BeatProcess.amh, FrequencyShifterHarmonicFeedback.amh, SimplePlugnPlay.amh, TechnoAutomation.amh, TheBells.amh, TranceRiffer.amh, Aava.amh, Chemutengure-MbiraMelody.amh, LooperJam.amh, Lucier.amh & ResonantString.amh
To open the Example Files directory, go to the File menu, select Open, and double-click on the Examples folder. Read descriptions of the example files here. |
Suggested Uses and Practical Applications
Andrew Bencina says: “SDelay can be useful for filling out or widening an instrument's sound. This widening can serve a range of purposes, depending on the contraption or context.
For example, when combined with Drums, SDelay can be used to "swing" the programmed sequence, or to increase the complexity of a simple rhythmic pattern. Using a small Delay time, equivalent to or less than a semiquaver (125ms), with no Feedback and Wet/Dry set at 0.00%, the rhythmic pattern is shifted off the beat in relation to other clock-synchronized signals, creating a swing feel.
By running live vocals or instruments through an SDelay with a Delay time of between 50-100ms and Wet/dry set to 50%, you can create a doubling effect that gives the illusion of another vocalist/instrumentalist singing or playing in unison.”
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