Bascule User Guide

1. The Audio Chain

Bascule is a dual granular synthesizer.

Each side of the bascule starts out with a sample before going through granulation, filters, and effects. At the very end, both sides are mixed together.

“A grain of sound is an acoustic event with a duration near the threshold of human auditory perception. This threshold is typically between 1 and 100 ms […]. These are the shortest durations in which differences in duration, frequency, spectrum, amplitude, amplitude envelope, and spatial position can be perceived.”
The Computer Music Tutorial, chapter 13

The beginning of this guide will focus on the audio chain and the various controls available in Bascule. For more on granular synthesis, see the Granular Synthesis section.

Each side of the bascule goes through the following audio chain.

diagram of the audio chain

2. The Waveform Display

The top of each side shows the loaded sample and the state of certain controls.

screenshot of the waveform display

3. The Knobs

The Granular Controls

screenshot of the granular controls

The Envelope Controls

screenshot of the envelope controls
“A profound law of signal processing comes into play in setting the grain duration: the shorter the duration of an event, the greater its bandwidth.”
The Computer Music Tutorial, chapter 13

The Filter Controls

screenshot of the filter controls

These knobs control 2 filters: one high-pass (HPF) and one low-pass (LPF). The current location of the filters is also shown on the waveform display.

The Effects Controls

screenshot of the effects controls

LFOs

Bascule comes with 4 LFOs (low-frequency oscillators) that can be used to control any of the knobs.

screenshot of an LFO

Using the Knobs

Simply press or downclick and drag up to increase the value or down to decrease the value.

Holding SHIFT while doing this will modify the value an order of magnitude faster.

When a knob is focused, the arrow keys can also be used to tweak the value.

Multiple knobs can be focused by pressing SHIFT and clicking other knobs. When multiple knobs are focused, they can be modified all at the same time.

4. Exporting Audio

At any time while Bascule is playing, you can click Export at the top right to download a webm rendering of the whole session. Subsequent downloads will start where the previous one left off.

5. Granular Synthesis

Granular synthesis happens when micro sounds are brought together to create a cloud of sounds. The micro sounds can be generated from oscillators or sampled. Bascule uses samples.

Each grain is basically a micro sample of the sample loaded into Bascule.

“Granular synthesis is really where the gap between synthesis and sampling is finally closed.”
Creating Sounds from Scratch, p. 298

Bascule includes many of the controls that one needs to do granular synthesis. Other synthesizers might also include:

Granular synthesis can also be used as an algorithm to time-stretch a sample. Or it can be used simply as part of an effects chain.

Rhythm Versus Pitch

The difference between rhythm and pitch is philosophical! This can be seen easily by:

  1. Keeping the envelope short (less than 50 ms total).
  2. Setting the window size to 0 ms.
  3. Setting the density to 1 grain per second.
  4. Increasing the density grain by grain.

At some point, around 20 grains per second, the beeping rhythm will transform into a pitch. This pitch can be tuned with higher density values.

Smooth Textures

Crackling textures and buzzing bees are a staple of granular synthesis but sometimes it’s nice to create a smooth texture. To do that, try the following:

6. Ideas

Bascule Back and Forth

Attach a very slow LFO to the MIX knob and design the textures on each side to gel well together. Having one side with more high-end energy and the other with more low-end energy can be effective (filters can help). The ever-changing mix will provide good variation. Both sides can even use the same sample.

Scrubbing

The sample can be played more or less as is by keeping the window and density small and moving the playhead slowly to the right. Using a saw LFO to snap back to the beginning can be effective.

2-bar Loop

Keeping the density very low (e.g. 2 or 3) and targeting the playhead with a square LFO can create a pleasing 2-bar loop. The base position of the playhead is crucial. Adding delay and reverb will help this loop feel melancholic or lo-fi.

4-bar Loop

The 2-bar loop can be extended into a 4-bar loop by attaching another square LFO to the depth of the first one.

Glitchy Percussions

Use grains for their percussive potential:

Grains will be played from across the whole sample and will generate percussive events. Delay and reverb can make the glitchiness more coherent.

Quick Tips

7. Questions & Comments

Bascule was built by 🄼 🅇 🅃 🅇 🄲.

Questions and comments can be directed to mxtxcstudios@gmail.com.

Or reach out to @mxtxc_studios on Instagram.

I would love to hear what you make with Bascule.

8. Also See