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Time

Time stretching, granular, freeze, stutter, and spectral smear

Stretch, squeeze, reverse, freeze, scatter. These nodes reshape when things happen in your audio — from extreme slow-motion drones to rhythmic glitch stutters.


Time Reverse

What it does — Flips your audio backward in time, with the option to reverse only the magnitude, only the phase, or both together.

When you’d reach for it — You want a classic reversed cymbal swell, a reversed vocal phrase for a transition, or you’re after the uncanny texture that comes from reversing just the magnitude while leaving the phase intact.

Quick example

  1. Feed a drum loop into Time Reverse.
  2. Set the mode to Both for a standard full reversal.
  3. Listen to the result — cymbals now swell up into hits.
  4. Switch to Magnitude to keep the original timing feel but with a strange, smeared quality.

Parameters

ParameterWhat it controlsOptionsSweet spot hint
ModeWhich components get reversedMagnitude / Phase / BothBoth for classic reverse; Magnitude for experimental texture

Time Crop

What it does — Extracts a time region from your audio with adjustable fade-in and fade-out handles.

When you’d reach for it — You need to isolate a specific moment from a longer recording — a single phrase, a particular hit, or a slice of ambience — with clean, click-free edges.

Quick example

  1. Feed a full track into Time Crop.
  2. Set Start to 2.500 s and End to 5.000 s to grab a 2.5-second section.
  3. Add a 50 ms Fade In and 100 ms Fade Out with S-Curve for smooth edges.
  4. The output is just that cropped region, ready for further processing.

Parameters

ParameterWhat it controlsRangeSweet spot hint
StartBeginning of the crop region0 s to input durationDepends on your material
EndEnd of the crop region0 s to input durationSet to input length to crop only the start
Fade InDuration of the opening fade0 – 1 s0.010 – 0.050 s for click-free cuts
Fade OutDuration of the closing fade0 – 1 s0.010 – 0.100 s
CurveShape of both fadesLinear / Expo / S-CurveS-Curve sounds most natural

Time Concat

What it does — Joins two spectral buffers end-to-end with a crossfade at the seam.

When you’d reach for it — You’ve processed two separate audio regions differently and now need to stitch them back together smoothly, or you’re building a longer piece from shorter segments.

Quick example

  1. Connect the first segment to Input A and the second to Input B.
  2. Set Crossfade to 0.050 s with Equal Pow curve for a seamless join.
  3. Leave Gap at 0 for a tight edit, or increase it to insert silence between the segments.

Parameters

ParameterWhat it controlsRangeSweet spot hint
CrossfadeLength of the overlap blend between A and B0 – 1 s0.030 – 0.100 s for clean joins
CurveShape of the crossfade transitionLinear / Equal Pow / S-CurveEqual Pow preserves loudness best
GapSilence inserted between A and B0 – 5 s0 for tight edits

Time Quantize

What it does — Shifts detected events in time toward attractors or grid lines, with phase-coherent spectral shifting under the hood.

When you’d reach for it — You have a loosely-timed performance and want to tighten events together creatively — not strict tempo quantization, but magnetic clustering where strong hits pull weaker ones closer, or where a variable grid reshapes the rhythmic feel.

Quick example

  1. Feed a drum recording into Time Quantize.
  2. Set mode to Attractor — the loudest hits stay put, and nearby quieter hits drift toward them.
  3. Turn Strength to 0.60 for a subtle tightening that keeps the human feel.
  4. Raise Threshold toward 0 dB to only affect the most prominent events.

Parameters

ParameterWhat it controlsRangeSweet spot hint
ModeQuantization approachAttractor / Var Grid / CombinedAttractor for organic clustering
StrengthHow far events move toward their targets0 – 10.50 – 0.80 keeps things musical
ThresholdMinimum event energy to be affected-60 – 0 dB-20 dB catches most transients
Max ShiftFarthest an event can move0 – 500 ms50 – 100 ms for subtle correction
RadiusHow far an attractor’s pull reaches (Attractor/Combined)10 – 500 ms100 ms
FalloffHow attraction weakens with distance (Attractor/Combined)Linear / Expo / GaussianGaussian for smooth pull
Grid Int.Spacing between grid lines (Var Grid/Combined)10 – 2000 ms100 – 250 ms
PhaseStrategy for shifting spectral framesDirect / Source / OLA / VocoderDirect for transparency
XfadeCrossfade frames at shift boundaries (Direct/OLA only)1 – 16 frames4

Time Warp

What it does — Remaps time non-linearly using a speed envelope, so different parts of your audio can play faster, slower, or even freeze.

When you’d reach for it — You want bullet-time slow-downs at a dramatic moment, expressive rubato across a phrase, or a scrubbing back-and-forth effect that no simple speed change can achieve.

Quick example

  1. Feed a vocal phrase into Time Warp.
  2. Set mode to Relative and draw a speed envelope that dips to 0.3x during the climactic word.
  3. Enable Preserve Dur. to keep the total length unchanged — the rest of the phrase speeds up to compensate.
  4. Choose Vocoder phase strategy for the smoothest result.

Parameters

ParameterWhat it controlsRangeSweet spot hint
ModeHow the envelope is interpretedRelative / AbsoluteRelative for speed curves; Absolute to scrub freely
SpeedLocal playback speed multiplier (Relative mode)0.1x – 4.0x1.0x is normal; below 0.5x gets dreamy
Preserve Dur.Scale output to match input lengthOn / OffOn when you need the result to fit a specific slot
PhaseStrategy for interpolating warped framesDirect / Source / OLA / VocoderVocoder for cleanest stretching
XfadeCrossfade frames at warp boundaries (Direct/OLA only)1 – 16 frames4

Paulstretch

What it does — Stretches audio to extreme lengths (up to 50x and beyond) by randomizing phase while preserving spectral color, turning any sound into a smooth, evolving drone.

When you’d reach for it — You want to turn a 3-second vocal clip into a 2-minute ambient pad, create meditative textures from field recordings, or generate slowly-evolving soundscapes from virtually any source material.

Quick example

  1. Feed a short piano chord into Paulstretch.
  2. Set Stretch to 20x — a 3-second chord becomes a 1-minute drone.
  3. Increase Window Size to 800 ms for an extra-smooth, glassy result.
  4. Adjust Gain if the output is too quiet or too hot.

Parameters

ParameterWhat it controlsRangeSweet spot hint
StretchTime-stretch ratio1x – 50x8x – 20x for lush pads; 30x+ for deep ambience
Window SizeAnalysis window length100 – 2000 ms400 – 800 ms; larger = smoother but less detail
GainOutput level adjustment-12 – +12 dB0 dB; bump up if the stretch thins the sound

Grain Cloud

What it does — Chops audio into tiny overlapping grains and recombines them with independent pitch, time, and randomness controls.

When you’d reach for it — You want to pitch-shift without changing duration, create shimmering cloud textures from a voice or instrument, or add organic micro-variation to a static loop.

Quick example

  1. Feed a vocal sample into Grain Cloud.
  2. Set Grain Size to 80 ms and Density to 2.5x for smooth coverage.
  3. Shift Pitch up +7 semitones for a perfect fifth harmony layer.
  4. Add 20 cents of Pitch Jitter and 10 ms of Time Jitter to break up any mechanical feel.
  5. Set Mix to 100% for full wet, or 50% to blend with the dry signal.

Parameters

ParameterWhat it controlsRangeSweet spot hint
DensityGrain overlap coverage1.0x – 4.0x2.0x – 3.0x for full, rich clouds
Grain SizeDuration of each grain10 – 500 ms30 – 100 ms for pitched material; 100+ ms for pads
PitchPitch shift in semitones-24 – +24 st0 for time-only effects
EnvelopeWindow shape applied to each grainHanning / Gaussian / TriangleHanning is the safest default
Pitch JitterRandom pitch variation per grain0 – 100 cents5 – 25 cents for subtle life
Amp JitterRandom amplitude variation per grain0 – 50%5 – 15% for organic texture
Time JitterRandom start offset per grain0 – 50 ms5 – 15 ms to avoid flanging
MixWet/dry balance0 – 100%50% for blending; 100% for full granular
GainOutput level adjustment-12 – +12 dB0 dB

Frame Hold

What it does — Captures a block of spectral frames and loops them for a chosen duration, creating a sustained freeze of one moment in the audio.

When you’d reach for it — You want to freeze a particular vowel sound into an infinite drone, sustain a single chord for longer than it naturally rings, or create evolving textures by randomly jumping between frozen moments.

Quick example

  1. Feed a choir recording into Frame Hold.
  2. Enable Auto-detect to lock onto the loudest moment automatically.
  3. Set Block Length to 50 frames and Duration to 8 s for a long sustain.
  4. Add a 0.5 s Fade In and 1.0 s Fade Out for smooth entry and exit.
  5. Set Rate to 0.5 Hz to jump to a new random block twice a second for evolving texture.

Parameters

ParameterWhat it controlsRangeSweet spot hint
Auto-detectAutomatically find the loudest frameOn / OffOn for quick results
PositionManual start time (when Auto-detect is off)0 s to input durationScrub to find the right moment
FrameManual start frame (when Auto-detect is off)0 to total framesAlternative to Position
Block LengthNumber of consecutive frames to loop1 – 200 frames30 – 100 for natural-sounding loops
DurationTotal output length0.1 – 60 sAs long as you need it
Fade InOpening fade duration0 – 5 s0.05 – 0.50 s
Fade OutClosing fade duration0 – 5 s0.10 – 1.00 s
JitterRandom frame variation within the block0 – 100%10 – 30% to soften loop points
RateHow often to jump to a new random block0 – 20 Hz0 for static freeze; 0.5 – 2 Hz for slow evolution

Spectral Delay

What it does — Applies a different delay time to each frequency band, so bass and treble arrive at different moments.

When you’d reach for it — You want frequency dispersion effects — bass lingering behind the treble, or highs trailing off separately — creating depth and movement that a normal delay cannot achieve. Great for sound design, spatial textures, and creating “impossible” acoustic spaces.

Quick example

  1. Feed a percussive loop into Spectral Delay.
  2. Set Delay to 300 ms and Tilt to -0.50 so low frequencies delay more than highs.
  3. Add 0.30 Feedback for repeating tails.
  4. Set LFO Rate to 0.3 Hz with 40% LFO Depth so the delay times slowly undulate.

Parameters

ParameterWhat it controlsRangeSweet spot hint
DelayBase delay time0 – 2000 ms100 – 500 ms
FeedbackHow much delayed signal feeds back in0 – 0.950.20 – 0.50 for audible repeats; above 0.80 gets wild
TiltFrequency weighting for delay amount-1 to +10 = all bands equal; negative = bass delays more
MixWet/dry balance0 – 100%30 – 60%
GainOutput level-24 – +12 dB0 dB
LFO ShapeModulation waveform for delay timeSine / Tri / Saw+ / Saw- / Sqr / S&HSine for smooth modulation
LFO RateSpeed of delay modulation0.01 – 20 Hz0.1 – 1 Hz for gentle movement
LFO DepthIntensity of delay modulation0 – 100%20 – 50%
LFO TiltFrequency weighting for LFO intensity-1 to +10 for uniform modulation

Spectral Echo

What it does — Creates multiple decaying copies of the spectral content at regular intervals, with high-frequency rolloff that darkens each successive repeat.

When you’d reach for it — You need depth and space in the spectral domain — trailing ghost textures, rhythmic echo patterns, or a reverb-like tail that darkens naturally over time.

Quick example

  1. Feed a vocal snippet into Spectral Echo.
  2. Set Delay to 250 ms and Count to 6 echoes.
  3. Set Decay to -4 dB per echo for a gradual fade.
  4. Turn up HF Rolloff to 3000 Hz so each repeat gets progressively warmer and darker.

Parameters

ParameterWhat it controlsRangeSweet spot hint
DelayTime between echoes10 – 2000 ms150 – 400 ms for rhythmic echoes
CountNumber of echo repetitions1 – 203 – 8 for most musical uses
DecayVolume drop per echo-20 – 0 dB-4 to -8 dB for natural fading
HF RolloffFrequency above which echoes decay faster0 – 10000 Hz2000 – 5000 Hz for warm, natural tails; 0 = no rolloff
MixWet/dry balance0 – 100%30 – 60%
GainOutput level-24 – +12 dB0 dB

Spectral Freeze Stutter

What it does — Freezes the current spectral frame whenever an internal LFO crosses a threshold, creating rhythmic stutter and glitch effects from the frozen spectrum.

When you’d reach for it — You want rhythmic spectral gates, beat-synced stutter effects, chaotic glitch textures, or the ability to sustain a single spectral moment indefinitely at the push of an LFO cycle.

Quick example

  1. Feed a synth pad into Spectral Freeze Stutter.
  2. Choose Sqr LFO shape for clean on/off stutters.
  3. Set Rate to 2 Hz and Threshold to 50% for half-time freezing.
  4. Reduce Crossfade to 2 ms for sharp glitch cuts, or increase to 20 ms for smoother transitions.
  5. Add 30% Jitter to randomize exactly when each freeze triggers for a less mechanical feel.

Parameters

ParameterWhat it controlsRangeSweet spot hint
LFO ShapeWaveform driving the freeze triggerSine / Tri / Saw+ / Saw- / SqrSqr for regular stutters; Sine for gradual
RateLFO speed0.05 – 5 Hz0.5 – 2 Hz for rhythmic effects
DepthLFO intensity0 – 100%100% for full effect
ThresholdLFO level that triggers a freeze0 – 100%50% for even on/off duty cycle
CrossfadeTransition time between live and frozen0 – 50 ms2 – 10 ms for glitch; 15 – 30 ms for smooth
JitterRandom variation on threshold per trigger0 – 100%10 – 40% to avoid mechanical repetition
MixWet/dry balance0 – 100%50 – 100%
GainOutput level-24 – +12 dB0 dB

Spectral Stutter

What it does — Rapidly repeats short spectral segments at a configurable rate, with per-repetition decay and optional pitch shift.

When you’d reach for it — You’re building EDM fills, glitch transitions, drum-roll build-ups, or vocal chop effects where each repeat can get quieter and shift pitch for rising or falling energy.

Quick example

  1. Feed a drum hit into Spectral Stutter.
  2. Set Rate to 8 Hz and Length to 60 ms for fast 16th-note-style stutters.
  3. Set Count to 8 repetitions with Decay at 0.15 so each repeat fades.
  4. Set Pitch/Rep to +1 semitone so each repeat rises in pitch, creating a build-up effect.

Parameters

ParameterWhat it controlsRangeSweet spot hint
RateHow often a new stutter is triggered0.5 – 50 Hz2 – 16 Hz for rhythmic patterns
LengthDuration of each repeated segment10 – 500 ms30 – 100 ms for tight stutters
CountNumber of repetitions per trigger1 – 322 – 8 for musical rolls; 16+ for machine-gun effects
DecayVolume reduction per repetition (0 = none, 1 = instant)0 – 10.10 – 0.30 for natural fading
Pitch/RepPitch shift per repetition-12 – +12 st+0.5 to +2 st for rising builds; negative for drops
CrossfadeSmoothing frames between repetitions0 – 16 frames2 – 6 for clean splices
PhaseHow phase is handled during pitch shiftPreserve / Blend / Dominant / Complex AvgBlend for general use

Spectral Smear

What it does — Blurs magnitude along the time axis using a convolution kernel, creating a motion-blur effect for audio.

When you’d reach for it — You want to soften harsh transients into something dreamier, add a trailing wash to percussive sounds, or create ethereal ambient textures where attacks dissolve into smooth pads.

Quick example

  1. Feed a drum loop into Spectral Smear.
  2. Set Blur to 25 frames with Gaussian shape and Forward direction — each hit trails off into a soft wash.
  3. Enable Transients to preserve the initial attack clarity while smearing only the sustain.
  4. Set Mix to 60% to keep some of the original punch.

Parameters

ParameterWhat it controlsRangeSweet spot hint
BlurWidth of the smear kernel in frames1 – 100 frames10 – 30 for subtle smoothing; 50+ for heavy wash
ShapeKernel weight distributionBox / Gaussian / ExponentialGaussian for natural falloff
DirectionWhich way in time the blur extendsForward / Backward / SymmetricForward for trailing tails; Symmetric for even blur
TransientsPreserve attack clarity during smearingOn / OffOn when you want smeared sustain but sharp attacks
ThresholdEnergy jump that counts as a transient (when Transients is on)-60 – 0 dB-20 dB
MixWet/dry balance0 – 100%40 – 70%
GainOutput level-24 – +12 dB0 dB