This manual documents all 17 modules included in the Brain Recordings bundle. Each entry covers the parameters, how to approach the module, and notes on the internal architecture derived directly from the gen~ code.

Brain Recordings is built entirely in native gen~ with no external dependencies. Every module runs inside Ableton Live as a standard Max for Live device and is fully compatible with Push 3 Standalone, with parameters mapped directly to the encoder banks.

The modules span a range of generative strategies: chaotic attractor synthesis, granular feedback, physical modelling, stochastic sequencing, electromagnetic field recordings, and adaptive nonlinear oscillator networks.

Important — read before using

Several modules are autopoietic: they are self-organizing systems that take time to settle, accumulate energy, and develop their characteristic behaviour. Do not expect immediate sound on all modules. Some may take 10 to 60 seconds before significant output is audible.

This is not a bug. It is by design. The generative processes are slow, probabilistic, and evolving. Give them time. Start with low parameter values, let the system run, and wait for accumulations, pressure states, and energy releases to emerge naturally.

These instruments behave more like ecosystems than synthesizers. Patience and exploration are the primary techniques.

Design note — Reverb & Space

Many modules in Brain Recordings have no native reverb. This is a deliberate architectural choice, not an omission.

The priority was keeping each device as lightweight as possible — especially for Push 3 Standalone, where CPU headroom matters and where Ableton's own built-in reverb suite is already exceptional. On Standalone, Push ships with a comprehensive set of high-quality reverb and space processors available as insert effects on any channel. Use them.

Inside Ableton Live, the options multiply further: convolution reverbs, algorithmic spaces, granular diffusion, chorus, ensemble, and modulation effects can all be stacked after any device in the chain. The modules are designed as sound sources and processes — not closed systems.

That said, several modules do include internal spatial processing where it is architecturally inseparable from the synthesis: Spirochaeta Digitalis uses a five-buffer recursive feedback reverb as part of its core organism; Schall and Minuscolo have built-in delay feedback networks; Backrooms and Futurstage include algorithmic reverb as structural components of their sound architecture; HarmoNish uses the Airwindows Galactic reverb port.

For modules without native reverb, the internal drift and modulation structures already provide continuous slow movement: LFO-driven pitch instability, stochastic envelope variation, chaotic attractor displacement, per-channel asymmetric detuning. These are not static sources waiting for external reverb — they are already in motion. Space, when needed, is yours to add.

01 — Self-Replicating Noise Organism
Spirochaeta
Digitalis
Push 3 Ready

Six resonant layers driven by a Lorenz strange attractor. White, pink, and brown noise layers combine with stochastically triggered sinusoidal resonators whose frequencies are continuously displaced by chaotic drift. A five-buffer feedback reverb with 8-stage allpass diffusion returns the signal back into the oscillators. The organism feeds on itself.

ParameterRangeDescription
Chaos0–1Controls Lorenz attractor step size and drift coefficient on all six resonators. At low values the system is relatively stable; at high values frequency content becomes increasingly unpredictable and spectral density fluctuates wildly.
Density0–1Trigger rate multiplier for all six resonant layers simultaneously. Also controls the noise layer amplitude. Low density produces sparse, isolated events; high density creates continuous layered texture.
Metal0–1Crossfades between noise-dominated and resonator-dominated output. At high values, ring modulation between resonator pairs is introduced, creating inharmonic metallic artifacts.
Space0–1Reverb size — scales the five delay buffer read positions from short ambience to vast spatial diffusion. Also controls reverb feedback amount and damping frequency.
Brutality0–1Activates the high-frequency resonator layer (res5) and increases trigger rates across all layers. Raises the soft-limiter drive coefficient, pushing the signal into harder saturation. Handle with care at high values.
Amp0–1Output gain.
01
Start with Chaos at 0.3, Density at 0.4, Metal at 0.3, Space at 0.7. Let the system run for at least 30 seconds before adjusting anything.
02
Increase Chaos slowly — the reverb buffers fill with material from previous states. Changes in chaos reshape the spectral content of the accumulated reverb tail over time.
03
At very low Density (0.05–0.15) with Space at max, the module produces isolated tones emerging from a vast reverberant field — lowercase territory.
04
Metal + Brutality together push toward industrial noise. The Lorenz attractor at high chaos drives pitch continuously — no two successive events share the same frequency.
Architecture: Lorenz attractor (σ=10, ρ=28, β=2.667) → 6 stochastic resonator triggers → sinusoidal oscillators with Hann envelope → noise layer mix → 5-buffer multi-tap reverb (262144 to 65536 samples) → 8-stage allpass diffusion → DC block → soft limiter.
02 — Orchestral Ambient Wavetable
Backrooms
Push 3 Ready

16 oscillators in dual detuned pairs traverse a pentatonic scale through probabilistic event triggers. Oscillator pairs share envelope windows but drift independently. Mu-law companding on the bass register preserves low-end body without muddiness. Four-tap algorithmic reverb with allpass diffusion. Never repeats the same harmonic configuration twice.

ParameterRangeDescription
Event0–1Controls trigger rate for all four envelope groups simultaneously. At low values events are rare and long; at high values the pad becomes dense and constantly re-triggering. Envelope duration is inversely scaled — faster events produce shorter notes.
Bright0–1Wavetable mix crossfade between pure sine and a wavetable waveform stored in four 1024-sample Data buffers. Also controls the lowpass filter cutoff (800–8800 Hz). At minimum the sound is sinusoidal and dark; at maximum it is spectrally rich.
rootFreq0–1Sets the root pitch of the pentatonic scale from MIDI 36 (C2) to MIDI 84 (C6). All 16 oscillators retune relative to this root when a new event triggers.
Wow0–1Tape-style pitch instability: slow wow LFO (0.3–1.1 Hz) plus high-frequency flutter (4.5–7.5 Hz) plus microscopic noise drift. At high values the pad has an audible, organic pitch wavering.
Detune0–1Independent per-oscillator random drift coefficient. Controls the amount of microtonal spread between the 16 voices. Low values produce a tight unison; high values create a wide, beating ensemble.
RevSize0–1Reverb room size. Scales the four delay buffer read positions. Higher values produce a vast, slow-decaying space.
revDamp0–1High-frequency damping inside the reverb network. At high values the reverb tail becomes dark and muffled.
padAmp0–1Output gain with quadratic scaling (amp²) for a more natural volume response.
01
This module responds immediately. Start with Event at 0.2 for slow harmonic evolution, RevSize at 0.8.
02
The rootFreq parameter is the main tonal control. On Push 3, map it to an encoder and sweep slowly — the pentatonic structure ensures no dissonance.
03
Combine high Wow with low Detune for a vintage tape ensemble; low Wow with high Detune for a detuned digital choir.
04
The companded bass register means low rootFreq values produce full, warm sub-octave content without overwhelming the mix.
Architecture: 4 probabilistic trigger groups → 8 oscillator pairs (16 voices) with independent drift → Hann² envelope windows → mu-law bass companding → lowpass filter → soft limiter → 4-buffer multi-tap reverb (262144 to 98304 samples) → 6-stage allpass diffusion → DC block.
03 — Autopoietic Granular Feedback System
Schall
Push 3 Ready

Four probabilistic grain streams with independent LFO-modulated trigger rates write into a shared 65536-sample circular buffer. Three delay taps read back at LFO-modulated positions, feeding into the next generation of grains. The feedback loop can remain a whisper or accumulate into dense spectral mass — determined by the relationship between tape age and feedback amount.

ParameterRangeDescription
Density0–1Grain trigger rate multiplier for all four streams. Also modulates LFO-driven trigger variation. Higher values produce denser textures with more overlapping grains.
Width0–1Stereo field width. At 0 the output is mono; at 1 LFO and drift modulations spread the image to maximum width. Uses mid/side processing internally.
Tape Age0–1Controls HPF cutoff (increasing age raises the highpass), feedback delay times, and soft saturation drive. Higher age produces a more degraded, lo-fi character with longer echo tails and harder saturation.
Grain0–1Multiplier for the high-frequency grain stream (stream 3) trigger rate specifically. Controls the density of fine-grained high-register scatter independently of the main density control.
Metamorph0–1Feedback pitch modulation amount. At higher values the grain oscillators are frequency-modulated by the delay feedback signal, causing pitch smearing and self-referential spectral mutation.
envDecay0–1Base grain duration. At 0, grains are very short (8 ms); at 1, grains extend up to several seconds. Interacts with density — long grains at high density produce heavy overlapping masses.
Pitch0–1Base grain oscillator frequency (20–400 Hz). This is the fundamental centre of the spectral mass before spread and randomisation are applied.
Spread0–1Frequency randomisation range applied to each new grain trigger. Higher spread values produce more scattered, inharmonic textures.
FbAmt0–1Delay feedback gain. This is the primary control for feedback accumulation. Keep below 0.6 initially — above 0.7 the system can build into dense, slowly self-sustaining resonance masses.
DelayTime0–1Global scale for the three delay tap times (0.3× to 2.8× base times). Higher values produce longer, more separated echo repetitions.
Freeze0–1Suppresses grain trigger generation, leaving the feedback loop to recirculate existing buffer content. A gradual freeze captures and sustains the current spectral state.
Chaos0–1Controls the rate of the internal chaos memory smoother, which displaces grain frequencies stochastically. At high values grain pitches become increasingly unpredictable.
Tilt0–1Spectral tilt EQ. At 0 the output is dominated by the lowpass-filtered signal; at 1 the highpass component is boosted, shifting spectral weight toward the upper register.
Gate0–1Noise gate threshold. At 0 the gate is open; higher values suppress low-amplitude signal, creating silence between louder textural events.
01
Start with FbAmt at 0.3, Density at 0.3, envDecay at 0.3. Wait 20 seconds. The buffer fills gradually.
02
Raise FbAmt slowly toward 0.6–0.65. The system begins to accumulate. Above 0.7 it enters self-sustaining territory — the grain material recirculates and builds.
03
Freeze captures the current buffer state as a sustained texture. Raise it gradually to transition from live grain generation to pure recirculation.
04
Tilt + Tape Age together define the timbral register. Dark + aged = slow, warm accumulation. Bright + young = scattered high-frequency clouds.
Architecture: 4 grain streams (LFO-modulated trigger rates, Hann² windows) → 6 sinusoidal oscillators → feedback injection from delay taps → 65536-sample circular buffer → 3 LFO-modulated tap reads → HPF → tilt EQ → saturation → stereo width → DC block → soft limiter.
04 — Dissolving Voices in Modal Space
Greyfriars
Push 3 Ready

Seven sine oscillators spanning three octaves select pitches from a modal scale (Phrygian, Locrian, or Mixolydian) through independent asynchronous event timers. Each voice has its own envelope duration and pitch class probability. Wow and flutter degrade the intonation over time. Vinyl dust and crackle noise layer the harmonic texture with a sense of physical age.

ParameterRangeDescription
Root0–1Root pitch from MIDI 36 (C2) to MIDI 55 (G3). All seven voices select pitches relative to this root. Sweep slowly — the modal context remains consistent across the range.
Decay0–1Controls the lowpass filter cutoff (900–1500 Hz) applied to the final output. Higher values allow more harmonic brightness through; lower values darken the sound significantly.
Wow0–1Tape pitch instability: layered slow wow (0.7–2.7 mHz), fast flutter (41–121 mHz), and a slow sway LFO that also modulates event timing. At high values the modal purity completely dissolves into pitch drift.
Dust0–1Vinyl surface noise amplitude — two filtered noise streams and a probabilistic crackle generator. Adds physical material texture to the harmonic field.
Speed0–1Event tempo — controls the base note duration from 12 seconds (slow) to 2 seconds (fast). Each voice has a different speed multiplier so they remain asynchronous regardless of this setting.
Mode0–1Three-way modal selector: 0–0.33 = Phrygian, 0.33–0.66 = Locrian, 0.66–1 = Mixolydian. The interval structure of all seven voices changes at the threshold. Changes take effect on the next event trigger per voice.
Amp0–1Output gain with quadratic scaling.
01
Greyfriars starts slowly. Set Speed to 0.1–0.2 and wait. The seven voices trigger at different rates — the full harmonic texture takes a minute or two to assemble.
02
Mode at 0 (Phrygian) is the darkest and most dissonant setting. Locrian is the most unstable. Mixolydian is the most open and consonant.
03
Push Wow above 0.7 and the pitch identity of the mode begins to dissolve. The voices drift apart into slowly beating, unresolved microtonal clusters.
04
Combine Dust with slow Speed for a static, degraded tone — like a very old record playing a chord that has almost stopped vibrating.
Architecture: 7 independent asynchronous event timers → pitch selection from modal scale (Phrygian/Locrian/Mixolydian) → sinusoidal oscillators with per-voice envelopes → wow/flutter/sway modulation → vinyl noise layers → soft compressor → lowpass/highpass filter pair → DC block → tanh saturation.
05 — Autopoietic Van der Pol Network
Isolarchy
Live 12 Only

Three coupled Van der Pol nonlinear oscillators with a self-monitoring adaptive control layer. The system continuously measures its own energy and diversity across three timescales and adjusts mu damping, coupling strength, feedback depth, and noise injection in real time to maintain target states. Three delay buffers feed back into the oscillators. It never converges. It never repeats.

ParameterRangeDescription
Ctrl 1 — Drive0–1Base mu parameter for the Van der Pol oscillators (0.15–4.95). At low values the oscillators produce nearly sinusoidal output; at high values the waveform becomes highly distorted and the system operates in a more energetic regime.
Ctrl 2 — Coupling0–1Base coupling coefficient between the three oscillators (0.02–0.77). Low coupling = independent oscillators; high coupling = tight mutual influence that can lead to synchronisation events before the adaptive layer breaks them apart.
Ctrl 3 — Adapt Speed0–1How quickly the adaptive control layer responds to deviations from target states. Slow adaptation produces long, smooth transitions; fast adaptation causes frequent micro-adjustments.
Ctrl 4 — Memory0–1Delay buffer feedback retention depth (0.90–0.9995). Controls how long previous states persist in the three delay buffers. Near maximum values create extremely long memory — the system responds to events that occurred many seconds ago.
Ctrl 5 — Feedback0–1Base feedback gain from the resonant delay network back into the oscillator acceleration equations (0.12–0.90). Raises the overall influence of past states on current behaviour.
Ctrl 6 — Target Energy0–1The energy level the adaptive layer tries to maintain (0.03–0.38). This is the most direct amplitude control — but it works through adaptation, not direct gain. The system seeks this level rather than being set to it.
Ctrl 7 — Target Diversity0–1The target divergence between the three oscillators (0.05–0.90). High diversity forces the system to maintain contrast between voices; low diversity allows them to converge.
Ctrl 8 — Output Gain0–1Output gain with cubic saturation above threshold. Higher values push the system into harder saturation states during high-stress periods.
01
Isolarchy requires significant time. Set all controls to default, start the device, and do not touch anything for at least 60 seconds. The adaptive system needs time to settle into its first regime.
02
The system operates in three internal regimes: seeking (building energy), holding (maintaining state), and breaking (releasing and diversifying). You will hear these transitions as the texture evolves.
03
Adjust Ctrl 6 and Ctrl 7 together — they define the attractor landscape. Small changes produce large long-term consequences due to the adaptive feedback.
04
Ctrl 4 (Memory) near maximum creates a system that essentially never forgets — past states echo forward indefinitely. This is the most extreme and unpredictable setting.
Architecture: 3 Van der Pol oscillators (coupled nonlinear ODE) → multi-timescale energy/diversity sensing (fast/mid/slow) → adaptive PID-like control layer → 3 delay buffers (65536 samples each, variable read positions) → resonant feedback injection → dry/wet mix → cubic saturation → DC block.
06 — Feedback Oscillator Network
VINK
Push 3 Ready

Three sinusoidal oscillators tuned in golden ratio intervals (1 : 1.618 : 2.414) with sample-and-hold pitch modulation, LFO micromodulation, and ring modulation crossfades. A two-tap delay network feeds back into oscillator phase — the feedback pitch-modulates the frequencies, creating recursive self-referential behaviour. Inspired by the drone work of Jaap Vink.

ParameterRangeDescription
Density0–1Sample-and-hold trigger rate. Controls how frequently a new random pitch offset is sampled and applied to the oscillator frequencies. At 0 pitches remain nearly static; at higher values pitch variations are more frequent.
FbAmt0–1Delay feedback gain. This is the primary instability control — higher values increase the recursive pitch feedback into the oscillators. Above 0.7 the system may enter unstable, self-generating states.
ModRate0–1LFO rate multiplier for all three modulation oscillators (ratios 0.271 : 0.181 : 0.109). Controls the speed of the micro-modulation that creates the characteristic beating and shimmer.
FreqCenter10–1000 HzBase frequency of oscillator 1. Oscillators 2 and 3 are tuned at 1.618× and 2.414× this frequency. This is the fundamental pitch control of the entire network.
Sat0–1Waveshaping amount — crossfades between clean signal and a combined tanh/cubic saturation curve. Adds harmonic content and edge to the drone without full distortion.
Wet0–1Dry/wet mix between the direct oscillator output and the full feedback/delay processed signal.
HPF Amt0–1High-pass filter coefficient. Removes low-frequency content from the feedback path. Useful for preventing low-frequency buildup at high feedback amounts.
Gain0–1Output gain into a tanh limiter.
01
VINK responds immediately. Start with FreqCenter around 60–120 Hz, FbAmt at 0.4, Wet at 0.6.
02
The golden ratio interval tuning (1 : φ : 2.414) produces slowly beating, irrational interference between the three voices — the beating never repeats.
03
Increase FbAmt carefully. The feedback pitch-modulates the oscillators recursively. Above 0.65 the drone begins to self-modify in interesting ways.
04
ModRate near 0 with Density near 0 produces a nearly static, very slowly evolving drone — minimal and contemplative. Ideal for long-form lowercase pieces.
Architecture: 3 LFOs (0.271 : 0.181 : 0.109 rate ratios) → S&H pitch modulator → 3 sinusoidal oscillators (1 : 1.618 : 2.414) with phase feedback injection → ring modulation pairs (RM12, RM23, RM31) → LFO-crossfaded mix → tanh/cubic saturation → HPF → two-tap delay (4200/7600 samples, LFO-modulated) → feedback path → stereo panning → tanh output limiter.
07 — Dystopian Atonal Soundscape
Futurstage
Push 3 Ready

Lorenz and Rössler strange attractors simultaneously drive four FM operators and three waveshapers, whose outputs feed six cascaded resonant noise channels with cross-injection between bands. Sub-bass oscillators descend below 30 Hz with pulse modulation. A dynamic compander manages gain at high energy states. Atonal, companded, never melodic.

ParameterRangeDescription
Depth0–1Sub-bass oscillator amplitude and frequency range (14–42 Hz). Controls the infrasonic and deep bass content. At high values the physical sensation of the sub-bass dominates.
Collapse0–1Rössler attractor step rate and FM operator 2 modulation index. High collapse values create strongly non-linear, collapsing spectral behaviour with heavy waveshaping.
Radiation0–1FM operator 3 root frequency range and modulation index. Also controls drift speed on several layers. Creates the mid-to-high frequency radiation character of the texture.
Tension0–1Lorenz attractor step rate and FM operator 1 modulation index. Also controls the lowpass filter cutoff on the output stage. Higher tension = brighter, more energetic spectral content.
Vastness0–1Six-buffer reverb size. At maximum the reverb feedback approaches 0.95 with extremely long delay times — the space becomes cavernous and the sound field is almost entirely reverberated.
Erosion0–1Waveshaper drive for three waveshaping operators. Also controls noise layer contribution. Higher erosion values progressively destroy spectral coherence through heavy distortion.
Void0–1FM operator 4 modulation index (sub-bass FM synthesis) and tan()-based waveshaper for the lowest register. Creates the characteristic “void” quality — dark, distorted, near-silent spaces punctuated by sub-bass events.
Amp0–1Output gain into a tanh limiter with internal dynamic compander.
01
Futurstage accumulates slowly. Set Vastness high, Tension and Collapse low. The reverb space fills over 30–60 seconds with attractor-driven material.
02
Depth alone at high values creates powerful sub-bass texture. Use with a highpass on the receiving channel if needed — the sub content is genuine.
03
Erosion + Collapse together push the system toward maximum spectral destruction. The waveshapers stack and cross-modulate each other.
04
The internal compander prevents clipping but the system can still become very loud. Monitor levels, especially when all parameters are high.
Architecture: Lorenz + Rössler attractors → 4 FM operators (cross-modulated) → 3 waveshapers → 3 sub-bass oscillators with pulse modulation → 6 cascaded resonant noise channels with cross-injection → 6-buffer reverb (262144 to 32768 samples) → 10-stage allpass diffusion → dynamic compander → tanh output limiter.
08 — Iannis Xenakis Glass Particle Generator
Concrete Ph
Push 3 Ready

Direct homage to Iannis Xenakis's 1958 electroacoustic piece Concret PH. A probabilistic glass particle generator: stochastic excitation drives two independent oscillators and four second-order resonant IIR filters. Shatter density controls secondary impact probability. Brightness maps to the spectral centroid of the glass mass.

ParameterRangeDescription
Density0–1Primary particle trigger probability per sample (logarithmically scaled from 0.5 to 400 Hz equivalent event rate). Controls the overall density of glass particle events.
Brightness0–1Spectral centroid of the particle events — maps to oscillator frequency range (8 kHz to 26 kHz). Also controls the four resonator frequency positions as multiples of this base (×0.85, ×1.15, ×1.45, ×1.78).
Shatter0–1Secondary shatter event probability and decay time. Controls the density and duration of the secondary “shatter” oscillator triggered by the primary glass events. Higher values produce more complex multi-stage impact textures.
QRES0–1Resonator Q factor (decay time of the four IIR resonators). At low values resonators decay quickly; at high values they sustain, creating a more bell-like or glass-bowl quality behind the particle texture.
Amp0–1Output gain with quadratic scaling. Particle synthesis can be quiet — do not hesitate to push this parameter.
01
Start with Density at 0.4, Brightness at 0.5, QRES at 0.3. The output is a continuous rain of glass particles at varying frequencies.
02
Very low Density (0.05–0.1) produces the characteristic Xenakis sparse particle texture — isolated impacts with long silences between them.
03
High QRES + low Brightness shifts the character toward resonant glass bowls or metallic bells rather than shattering glass.
04
The module is inherently asymmetric stereo — the two oscillators and four resonators are panned differently L/R, creating a spatial quality without explicit stereo widening.
Architecture: Probabilistic trigger (stochastic density model) → glass oscillator + shatter oscillator → single-sample exciter → 4 second-order IIR resonators (frequencies at 0.85× / 1.15× / 1.45× / 1.78× brightness) → mix → HPF (7 kHz) → tanh saturation → DC block → hard clip.
09 — Noise Autoindotto
Jelinek
Push 3 Ready

Inspired by the Faitiche aesthetic and Jan Jelinek's sound — microsound textures assembled from paper grain, room resonance, and rare object excitation events. Silence is structural: density and silence depth interact to create long passages of near-quiet punctuated by micro-events. Four physical resonator models (wood, glass, metal) respond to rare triggers.

ParameterRangeDescription
Density0–1Base event probability for paper and micro events. Interacts exponentially with Silence Depth — at high silence depth, even high density produces very few events.
Paper Grain0–1Bandwidth of the bandpass filter applied to the paper noise events, and amplitude of the brown noise “paper slide” component. Higher values produce coarser, more audible paper texture.
Room Size0–1Amplitude and frequency of three room tone oscillators (45, 90, 135 Hz). Simulates the acoustic character of a specific room. Higher values make the room presence more audible.
Silence Depth0–1The most important parameter. Multiplies event probabilities by (1 - silence²) or (1 - silence³). At high values, minutes can pass between audible events. This is the structural silence control.
Micro Detail0–1Amplitude and rate of the high-frequency fiber events filtered above 2–8 kHz. Controls the finest-grained texture layer — the microscopic detail beneath the paper events.
Resonance0–1Q and decay time of the four physical resonators triggered by rare events. Also controls the resonator frequency range. Higher values produce longer-sustaining, more pitched resonances.
Stereo Width0–1Mid/side stereo width applied to the final output. At 0 the output is mono; at 1 maximum stereo spread is applied.
Amp0–1Output gain with quadratic scaling. The output of this module is intentionally quiet — amp adjustment is often necessary.
01
Set Silence Depth to 0.7–0.8. The result will be almost silent for extended periods. This is correct — wait for rare events to occur naturally.
02
Raise Amp significantly — the module produces very low amplitudes by design. Consider also using it through a limiter or compressor set to catch rare loud events.
03
Resonance at high values makes the rare physical resonator triggers sound like struck bowls or wine glasses. At low values they are more like muffled thumps.
04
Jelinek works best in very quiet listening environments or at high monitoring volumes. The module is designed for the lowercase practice of listening to small sounds.
Architecture: 3 probabilistic trigger streams (paper/micro/rare) → bandpass filtered paper noise + brown noise slide + fiber noise → 4 physical resonators (IIR: wood × 2, glass, metal) → room tone oscillators → 3-stage allpass diffusion → lowpass → DC block → mid/side stereo.
10 — Nagra-Inspired Tape Pad
HarmoNish
Push 3 Pads

A tape pad with harmonic structure built from minor third, fifth, minor seventh, sub-octave, and octave oscillators. Per-channel wow, flutter, and microscopic drift simulate Nagra tape machine instability. Airwindows Galactic reverb ported to gen~ provides a vast, diffuse space. Push 3 pads select root frequency directly in real time with optional pitch glide.

ParameterRangeDescription
Amp0–1Output gain.
Base0–127Root MIDI note. All harmonic oscillators (minor 3rd, 5th, minor 7th, sub, octave) tune relative to this value. On Push 3, the pads directly control this parameter — each pad selects a different root note.
Tone0–1Lowpass filter cutoff (700–5200 Hz with LFO modulation) applied after saturation. Controls brightness of the final tone.
Warm0–1Tape saturation drive (tanh). At 0 the oscillators are clean; at 1 the harmonic content is heavily saturated with a warm, analog character.
Low0–1Low frequency content control — crossfades between a lowpass-filtered and full-band signal. Lower values emphasise bass register warmth; higher values open up the full harmonic spectrum.
Wow0–1Pitch instability — asymmetric per-channel wow and flutter, plus random drift. Left and right channels wow independently for organic stereo movement.
Hiss0–1Tape hiss amplitude. Two filtered noise streams simulate the high-frequency noise floor of analog tape. At subtle levels adds warmth; at high levels becomes audible hiss.
Crackle0–1Dust and dropout simulation. Probabilistic crackle events plus slow dropout amplitude modulation. Simulates physical tape degradation.
Glide0–1Pitch glide time (0–2000 ms) when changing the Base note via Push pads. At 0 changes are immediate; at higher values pitch slides smoothly between notes.
Width0–1Stereo width via mid/side processing at the output stage.
01
HarmoNish responds immediately. Start with Warm at 0.6, Wow at 0.2, Hiss at 0.1 for a classic Nagra tape character.
02
On Push 3 Standalone, the pad layout lets you play root notes directly. Set Glide to 0.3–0.5 for smooth melodic movement between pads.
03
The Galactic reverb provides a very long, diffuse tail. Pair with high Wow for a vast, slowly-breathing drone pad that evolves over minutes.
04
Push Crackle and Hiss high with low Warm for a degraded, archival tape recording character — the harmonic structure becomes partly obscured by surface noise.
Architecture: 10 oscillators (root + minor 3rd + 5th + minor 7th + sub + oct, L/R independently detuned) → per-channel wow/flutter drift → air noise + crackle/dropout → HPF → Nagra-style lowpass with LFO modulation → tape saturation → DC block → Galactic reverb (Airwindows gen~ port) → mid/side width.
11 — Abandoned Architectural Space
Liminal Space
Push 3 Ready

Drone oscillators and neon hum generators navigate probabilistically selected pitches from a modal vocabulary. A cross-feedback maze delay routes left into right and right into left at independently modulated delay times. Isolation filtering progressively narrows the spectrum. Glitch anomaly injection inserts noise bursts at random intervals. Spaces that feel fluorescent-lit and wrong.

ParameterRangeDescription
Hum Level0–1Neon hum amplitude — a 50 Hz fundamental with a partial square wave component, flickering via anomaly interaction. Controls the electrical hum character of the space.
Isolation0–1Spectral isolation — simultaneously raises the HPF cutoff and lowers the LPF cutoff, progressively narrowing the bandwidth. At maximum, only a very thin midrange band remains.
Anomalies0–1Probability and amplitude of glitch noise injection events. Also modulates the neon hum flicker. At high values the signal is frequently interrupted by bursts of noise.
Drift Freq0–1Speed of the tape-style LFO that pitch-modulates the drone oscillators and controls event timing variation. Higher drift = faster, more audible pitch instability.
Drone Amp0–1Amplitude of the main drone oscillator layer (two pairs of sine oscillators with independent slight detuning).
Maze Size0–1Cross-feedback delay feedback coefficient (0.5–0.98). At high values the maze delay becomes nearly self-sustaining, recirculating the drone indefinitely with spatial rotation between L and R.
Resonance0–1Sinusoidal waveshaping applied to the filtered signal — adds soft resonant edge to the drone without true feedback resonance. A subtle timbral modifier.
Root Freq0–1Root pitch (MIDI 28–52, D1–E3). All pitch selections are drawn relative to this root using intervals of a unison, fifth, major seventh, and minor second.
01
Liminal Space requires time to fill its maze delay. Set Maze Size to 0.7–0.8, Drone Amp to 0.5 and let it run for 30+ seconds.
02
Isolation above 0.7 produces a claustrophobic, bandlimited version of the space. Combine with high Anomalies for a collapsing transmission effect.
03
The cross-feedback maze spatially rotates the sound between L and R as the delay times modulate. At high Maze Size this rotation becomes hypnotic.
04
Very low Hum Level with high Drone Amp produces a clean drone in a spatial field. Adding Hum introduces the electrical, institutional character of the module.
Architecture: 2 drone oscillator pairs (slightly detuned) with envelope windows and probabilistic pitch selection → neon hum generator (50 Hz + partial square) → drift LFO pitch modulation → glitch noise injection → lowpass + highpass (Isolation-controlled bandwidth) → sinusoidal waveshaping → cross-feedback maze delay (32768 samples, L→R/R→L) → hard clip output.
12 — Electromagnetic Field Recordings
VLF
Push 3 Ready

Four stereo electromagnetic field recordings captured with a Rowaves & Schwarz VLF receiver, Zoom F6 field recorder, and LOM Uši microphones. Ionospheric whistlers, Schumann resonances, power-line harmonic hum, and atmospheric discharge events rendered as living, drifting stereo textures. The electromagnetic environment as direct instrument.

01
VLF is a sample player with four recordings mapped to the main controls. The recordings are raw electromagnetic captures — no synthesis is applied to the source material.
02
The four recordings differ in character: some are continuous drones (power-line hum), others contain discrete events (whistlers, spherics). Explore all four.
03
Layer multiple VLF instances at different playback speeds and transpositions for complex electromagnetic field compositions.
04
The recordings were made in electromagnetically quiet field locations. The sonic character is the authentic character of the VLF electromagnetic environment.
13 — Radio Frequency Guard Band Interference
Crosstalk
Push 3 Ready

Emulation of radio frequency guard band interference and half-duplex crosstalk phenomena. Six tunable frequency nodes drift independently against each other through slow LFO and noise modulation. The preloaded field of drifting carriers generates beating, phasing, and spectral collision artifacts characteristic of shortwave radio crosstalk.

ParameterDescription
Tune 1–6Six independent carrier frequency tuning controls. Each node drifts around its tuned centre frequency via slow LFO and noise modulation. The interference pattern between nodes depends entirely on their frequency relationships.
01
Tune nodes to near-unison relationships for slow beating. Tune to widely separated frequencies for distinct harmonic interference fields.
02
The drift is built into the system — do not expect stable tones. The nodes continuously slip against each other, creating evolving interference patterns.
03
Works well as a carrier layer under other modules — the interference texture provides a constantly shifting spectral substrate.
04
The “preloaded field” means the module starts with specific initial drift states. Each time you reload it, the drift pattern begins from the same point but evolves differently.
14 — Nitrogen-Cooled Warm Bubbles
Drop
Live 12 Only

A bubble mass generator with physically modelled resonance descending into infrasonic territory below 18 Hz. Warm bubble accumulations build pressure and dissolve inside a vast Quark reverb space. Size controls resonant body dimensions, focus shapes the spectral envelope, mix controls dry/wet balance. The system collapses under its own low-frequency pressure.

ParameterDescription
TimeBubble event timing and the overall temporal density of the generation process.
SizeResonant body dimensions — controls the fundamental frequency of each bubble. Large size = deep, infrasonic content below 18 Hz. Small size = higher, warmer bubble pops.
FocusSpectral envelope shaping — controls the bandwidth and harmonic focus of each bubble event.
MixDry/wet balance between direct bubble signal and Quark reverb output.
01
Drop requires Live 12. The Quark reverb architecture is not available in Live 11.
02
At maximum Size the content is largely infrasonic — you may feel rather than hear it. Use on a system with strong subwoofer capability or in a live context.
03
The Quark reverb space is extremely long and vast. Allow several seconds for the space to fill with bubble events before evaluating the output.
04
Low Mix (dry-heavy) gives a more intimate, close-miked bubble character. High Mix immerses the bubbles in the reverb — the space dominates.
15 — Granular Feedback Texture
Minuscolo
Push 3 Ready

Four probabilistic grain streams spanning low sub to high-frequency scatter, feeding into a shared feedback delay network. Grain pitch is continuously displaced by LFO, drift, and feedback modulation. Tilt EQ shifts spectral weight between deep low-end warmth and harsh upper-register crumble. Tape age adds saturation character to the delay feedback path.

ParameterDescription
DensityGrain trigger rate across all streams. Controls overall texture density from sparse to continuous.
WidthStereo field width via mid/side processing.
Tape AgeHPF cutoff raise, delay time extension, and saturation drive. Ages the feedback path character.
GrainIndependent rate multiplier for the high-frequency grain stream (stream 3 specifically).
MetamorphFeedback-to-pitch modulation routing amount. Higher values create self-referential pitch mutation.
AmpOutput gain.
DecayBase grain duration (8 ms to 8 seconds).
PitchBase grain oscillator frequency centre (20–400 Hz).
SpreadFrequency randomisation range per grain trigger.
FbAmtDelay feedback gain — primary accumulation control.
DelayTimeGlobal delay tap time scale.
FreezeSuppresses grain generation — recirculates buffer content.
ChaosStochastic grain pitch displacement rate.
TiltSpectral tilt from low-dominated to high-dominated output.
GateNoise gate threshold — creates silence between loud textural events.
Note: Minuscolo shares its core gen~ architecture with Schall. The main differences are in the parameter mapping, default values, and Push 3 encoder bank layout. Refer to the Schall section for detailed usage guidance — the same principles apply.
16 — Objet Sonore as Instrument
In The Bathroom
Push 3 Ready

A concrete sampler player with fixed bathroom texture recordings activated through gestural control. Scrapes, water drops, ceramic strikes, pipe resonances, and tiled-room reverberation mapped to performance gestures. The bathroom as recording studio and musique concrète source material. Objet sonore as direct instrument.

ParameterDescription
SpeedPlayback speed and pitch transposition of the texture samples. Values below centre pitch down and slow; above centre pitch up and accelerate.
FilterLowpass filter applied to the sample output. Controls spectral character from full-range to heavily filtered.
ReverbAdditional reverb send beyond the natural room character already present in the recordings.
AmpOutput gain.
01
The recordings carry their own natural bathroom acoustics. The tiled-room reverberation is part of the source material — it cannot be removed.
02
On Push 3, map the pads to trigger different texture events for live performance. The bathroom becomes a percussion instrument.
03
Extreme Speed values pitch-shift the recordings into very different spectral territories — a water drop becomes an infrasonic thud; a ceramic strike becomes a high shimmer.
04
In the spirit of Pierre Schaeffer — listen for the objet sonore, not the source. The bathroom recordings contain complex spectral content that rewards close, attentive listening.
Note on musique concrète practice: This module is a direct reference to Pierre Schaeffer's practice of field recording and reduced listening. The bathroom is a classic site for acoustic experimentation — tiled surfaces produce complex early reflections, plumbing creates resonant pipe tones, water generates stochastic particle textures. The module documents a specific acoustic environment as instrument.
17 — Feedback-Driven FM Voice
Fdbktrone
Push 3 Ready

A recursive FM oscillator with self-modulating phase feedback network. Carrier and modulator oscillators feed back into each other through a continuously evolving phase history loop, creating unstable, aggressive FM timbres that resist static tuning. Fully compatible with Ableton Piano Roll and Push 3 — responds to MIDI pitch, velocity, and note length. The Blast Room industrial reverb is built into the signal chain. The only instrument in Brain Recordings designed as a conventional pitched voice.

ParameterRangeDescription
Freq (CAR)20–2000 HzCarrier frequency root. When MIDI notes are active this acts as the root pitch — MIDI note numbers transpose relative to this value. Default 200 Hz = approximately G3.
Mult (RATIO)0–20Frequency multiplier for the FM modulator relative to the carrier. Integer ratios produce harmonic FM; non-integer ratios create inharmonic, metallic, or noisy timbres.
Amn (DEPTH)0–1FM modulation depth. At low values the timbre is relatively clean; at high values it becomes dense with sidebands and increasingly aggressive.
Fdbk (FEED)0–1Self-modulation feedback. Feeds the carrier output back into its own phase calculation through a one-sample delay. Above 0.7 the feedback begins to destabilise pitch.
PhaseFm (MOD PHASE)0–1Phase offset of the FM modulator oscillator. Shifts the harmonic content without changing pitch or ratio.
PhOscc (CAR PHASE)0–1Phase offset of the carrier oscillator. Affects the attack character of each triggered note.
FME (FM ENV)10–5000 msFM envelope release time. Longer values create a slow FM tail after the note attack; shorter values produce a punchy transient.
RelFm (RELEASE)10–2000 msMain amplitude envelope release time. Shorter values produce a tight percussive response; longer values allow the FM tail to bloom.
Metal (Blast Room)0–1Presence control of the Blast Room reverb — boosts metallic frequencies in the 800–2500 Hz range.
Room (Blast Room)0–1Dry/wet mix of the Blast Room industrial reverb. At 1 the industrial space dominates the output.
01
Fdbktrone is a Max Instrument — it responds to MIDI pitch from the Ableton Piano Roll. Draw notes on any MIDI track to sequence pitches. The Freq knob sets the root; MIDI notes transpose relative to it in equal temperament.
02
Velocity is fully supported. Each note's velocity (1–127) scales the output amplitude proportionally. Velocity layers in the Piano Roll translate directly to dynamic control.
03
On Push 3, Fdbktrone responds to pad pressure velocity. The pads trigger notes in the selected scale — the encoder banks map to the module parameters for real-time control while playing.
04
Note length controls the FM envelope — longer Piano Roll notes allow the FM modulation to evolve further. Short notes produce attack transients only; long notes expose the full FM tail.
01
Start with Mult at an integer value (2, 3, 5, 7). Integer ratios produce harmonic pitched FM. Move to non-integer values (1.41, 2.17, 4.37) for inharmonic industrial textures.
02
Feedback above 0.6 with Amn at maximum and short FME creates aggressive attack transients — industrial percussion territory. Combine with Blast Room at high Room mix for a large corroded space character.
03
For drone use without MIDI: set Freq to the desired pitch and automate Fdbk slowly from 0 to 0.9 — the FM signature gradually destabilises into an evolving self-modulating texture.
04
The Blast Room reverb has high feedback gain near the edge of instability. At full Room mix with Metal above 0.7 the reverb tail acquires a metallic ringing that compounds with the FM content.
Architecture: notein 0 → MIDI pitch → equal temperament transposition → phasor1freq param → gen~ (FM oscillator: phasor + modulator + phase feedback history) → velocity envelope (sel 0 filter → sig~) → FM envelope (line~) → amplitude envelope (line~) → *~ velocity scale → Blast Room gen~ (4 comb filters, 3 allpass stages, input saturation, presence BP, dual tanh saturation) → plugout~ stereo.