Master's Thesis
The Grain of Things: From Epicurean Atomism to Granular Synthesis Technology and Composition, by Nathan Carter
The following content is supplementary media to my master's thesis. All content can be found on this webpage. Here are some hyperlinks for quick navigation:
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Click here for videos/links of my synthesisers and compositions - also find my synthesiser Particle Sculptor on Github here.
Click here for sound examples referenced throughout my thesis composition discussion in Chapter 6.
Click here for my technical and compositional survey of granular synthesisers.
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Synthesisers and Compositions
Video demonstration 1: In-development synthesisers - Particle Grid and Particle Sculptor

Video demonstration 2: Particle Sculptor (Final synthesiser from the project)
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​A build of my granular synthesiser 'Particle Sculptor' can be found on Github:
https://github.com/nt-carter/Particle-Sculptor​​​​​​​​​​​

[ Compositions coming soon ]
Sound examples
S-01
Source sounds used in initial synthesiser studies: synthesised sine wave, noise, and 'drips'
Matter and Void
Excerpt from Section 2: atomic passage, filled with sine grains.
S-02
S-03
Excerpt from Section 4: field recordings and texturally developed grain soundscape (macro-environments)
S-04
Varied grain rates in Section 2 -- faster and slower grain streams
S-05
Matter and Void Sine grain motif isolated (melodic 'molecule')
S-06
Sine motif, droning re-granulation in the latter half of section 2
S-07
Section 3 sine motif developments: looping through water-y currents, and chime-like reharmonisation
S-08
Melodic motif transferred to handpan, and fire recording in Section 4 (DRN Book 1 reference)
S-09
Particle Delay examples: introductory sine grain drone tone, the sine 'delay bubble' texture from Section 2, and the stormy delay vector sine current in section 3
S-10
More Particle Delay sounds: Section 3 tonal swipes; large delay ramp gesture at end of Section 3
S-11
Particle Aposynthesis: granulated garden recording with extra processing (swipe gesture)
S-12
Particle Scanner re-granulations of S-11: Section 1 intro textures, and 'cell cycle' layers in Section 3
S-13
Particle Scanner granular effects (filtering/AM) layers in Section 4
S-14
Particle Compositor examples (Sections 2, 3, & 4)
S-15
Heart beat pulses in Section 3 (example of edited granular recording)
S-16
Example of DAW automation: panning swipes of cellular currents in Section 3
The Dance of Atoms
S-17
Introduction -- falling cosmic atoms represented as sine grain texture, followed by 'atomic swerve' transition
S-18
Example of colossal motions -- body collision represented with sub-frequency hit in Section 1
S-19
Subtle atomic motion depictions -- convolution waves (Section 2); sine stream frolicking (Section 3)
S-20
Composite body motion examples: the panning merge and split of organic sine atoms at 7:40, the unified textural shrinkage at 9:28, the delicate cityscape drones interrupted by sub-frequency hits through Section 4, and moments of body decomposition, such as the sine partial transformation at 11:47
S-21
Particle Delay sounds: universal noise floor; 'sine sparkle' texture introduced in Section 1
S-22
Compositor forest texture (Section 3); Aposynthesis city decomposition and harmonic drone (Section 4)
S-23
Particle Grid sounds in Section 1, all together
S-24
Particle Grid used in climax of Section 2 at 5:25; transitions into subdued drone at start of Section 3
S-25
Particle Oscillator examples: 'Transmuted suburbia' texture; 'reverse sine current' in Section 5
S-26
Particle Sculptor exemplary sound: Section 2 and Section 3 looping melodic pulsations
S-27
Particle Sculptor exemplary sound: low-frequency accompaniment layer
S-28
Particle Sculptor low-frequency accompaniment layer transformed: in Section 2 climax, ramped delay pulses, dragging downwards with massive repeating click-hits
S-29
Example of DAW processing: melodic filter drones in Section 4, using filtering and pitched delays
Technology Survey
The below results come from my survey of existing granular synthesiser technologies from my early research - these were a small selection of synthesisers which I found particularly inspiring in my research process, exploring granulation conceptually focused around 'atomic-level' (per-grain) processing and/or interfacing. This is not an exhaustive presentation of the survey (further information can be given on request), however, the below audio excerpts and comments detail my main heuristic analyses from my research. Each synthesiser was explored for their abilities to metaphorically express Epicurean atomism and emergence/complexity of motion concepts. For some synthesisers, this involved multiple recordings. The first two synthesisers in the list, Angstrom and EmissionControl2, also were both tested for an extra 'void and swerve' study.
The Epicurean conceptual questions reflected in each of the comments below were the following:
1. Epicurean atomism: How much parametric variation does the synth provide at very atomic levels (what level of microsound does the synth offer? (e.g., how close to sample-rate of grain generation? Or, e.g., how much/what ways can an audio signal be broken up? Also consider atomic shape - buffer/audio input microvariance, timbre, envelope shaping))
​2. Epicurean emergence/motion/complexity: how much sonic complexity or structure can the synth produce from a simple sound source?
These questions drove compositional tests, using a sine wave source, noise source, and drip source (sampled or generated). The parameter spaces were widely explored, with attempts to produces static textures, dynamic textures, gestures, tight vs sparse textural/spectral density and space coverage, explorations of textural layering (such as testing the maximum number of sonic streams concurrently possible), etc.
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Angstrom
Nathan Carter
Atomism
Scale-adjustable parameters in the grain engine and delay effects means very very small grain production and sound layering is achievable (setting the min/max range to extremely low values means scrolling through the full slider range only covers a very micro-sonic range.
Only simple signal separation/granulation on a spectral level can be achieved through the harmonic distorting of the degrade effect and stereo-separated filtering. This may be enhanced with extreme grain pitch settings though - e.g., extremely low grain pitch brings super-high frequency content into more audible ranges, which can then be separated with the foregoing processes.
Different "atomic shapes" achievable via different grain windows. Basic selection - no custom window shaping.
AUDIO EXCERPTS
Emergence/complexity/motion
Sine wave:
The dry test affected sine grain shape greatly - envelope shape can induce extra frequency modulation with different shapes clearly. Also can turn noisy at high grain speeds with randomised pitch - almost watery sound at very small grain size (less than 20ms). Long grains good for low pitches.
For the wet recording, distortion adds harmonic colouration. Delays add sense of layering and space - spectral complexity from multi-channel delay stacking. Super pure spectral swells - almost chime like. Stereo spread creating full soundscape. Short reverb, saw envelope, short delays, random filtering - creating complex timbre - bubbly texture. Reverb expanding long creates huge space. Random pure sine tones being resonated by the random filtering causes chord-like stacks of sound to ring out in the space. Delays adding repetition, lots of spectral gesture (up and down; resonant tones). Free panning with small reverb sound and long delay-line able to beam moments smoothly around the stereo field.
Noise:
Dry relatively limited. Grain speed and panning are the main effecting parameters here. Grain shape relatively negligible at high speeds as it approximates a noise signal anyway.
Wet is more sonically convincing with the added spatialisation, multi-fx signal routing, delay, and spectral manipulation of the effects. Resonant tones, lots of gesture, thick grain streams possible.
Drips:
Similar to sine in dry - noise at high grain speeds - can get icy sounding with the glassy tone of the source sound.
Wet - RAIN EXPLORATION - capable of starting very simple and pointillist, like a dripping tap. Pitch randomisation able to approximate organic dripping well. Can build to a thick watery stream mass with faster onset time, added delay, and reverbed swells. mc.delay to Degrade output to reverb can induce noisy clouds in background.
EmissionControl2
Curtis Roads, Jack Kilgore, Rodney DuPlessis
Atomism
All parameters are scale-adjustable, meaning every single sound property can be manipulated on the micro- and into the macro-scale. The grain size can be as small as 2000/SampleRate milliseconds (i.e. Nyquist frequency) - the smallest possible digital interval of a waveform. This tool is in many respects an extremely effective and sonically purist granular sound generator.
Sound file switching in real-time, happening on a grain-to-grain basis, makes for a unique means breaking down and atomising source audio - sound file switching at fast rates (for instance using a high speed LFO) may result in a composite granular sound texture, taking the same parameter positions of signal processing when each soundfile switch happens.
Consider this like atomic melting/interlacing of a combination of 'sound objects' - the same content from multiple objects can be rearranged and mixed together to create a new sound object.
Atomic shape - enveloping - simple slider adjusted shape. No jagged or custom envelope shapes available.
AUDIO EXCERPTS
Emergence/complexity/motion
For all sounds, powerful preset controller enabled consistent parameter application across different sounds to see how the same parameter settings would affect different input signals.
Due to the shear scale of parameter values allowed in every parameter, the simple input sounds had elegantly varied outputs from the various presets I made. Sonic complexity is quite dependent on the number of modulators used and grain density, but a vast range of densities can be achieved - from pointilist sparse grains to very dense and varied drones/walls of sound, with dozens or even hundreds of grains playing at once each with discrete parameter values.
Sine source is heavily affected by grain size and envelope shape, and the intense grain streaming, intermittency, and async variations can induce noise or even amplitude modulation style sounds. The custom LFOs enable all kinds of pitch, grain, and filtering sounds, with cyclical and random LFOs to introduce cyclical patterns, random fluctuations, or chaotic parametric value blasting. Filtering resonance works best with filter frequency movement to make individual sine grain resonances heard more clearly (especially in a pitch spread texture).
Likewise, noise benefits from the vast parameter ranges - the highly microsonic ranges in grain properties introduce great variations of noise timbre. Filtering works particularly well at introducing focused streams of noise. Noise can easily fill up the stereo field in dense, stormy/cloud-like textures, and create very crackly variations with intermittent short grains. Comb filter-style sounds can be achieved with short grain and pitch/scan speed variations.
The intermittent audio content of the drips source seems to be a bit more difficult to immediately get lots of complex textures when there is scan spread. When focused on the ping of each drip though, the sound can be controlled in similar ways to the sine grains to get lots of pitch varied textures. Fast scan speed across the whole waveform enables more chaotic cloud mass variations to form as the silence intervals are smoothed over from fast reading.
Sound file switching enables textural composite sounds to emerge - fast fluctuations between sound files can create complex sound objects or clearly layered texture streams built from an even spread of sound content from the different sound inputs.
Clouds
Rajmil Fischman
Atomism
Large amounts of parameters are controlled by number boxes, including all grain property parameters (position, wander, and predomiance value in audio buffer; grain density, duration, pitch, gain min/max; window shape attack/decay etc) - these have manual field entering or mouse-drag of float values. All number boxes can be set to values/ranges controlled in very small float steps.
Grain density/gain/size/pitch: all controls with unbound ranges (+ for density and size; +/- for pitch/gain). However, while the grain size can go all the way to 0, it interestingly won't trigger any grain sound smaller than 1ms size. So this is potentially a slight limitation for grain size in microscale, but otherwise sufficient control.
Panning is likewise unbound - microvariance in textural space achievable through combination of scatter and/or panning randomisation.
Predominance buffer combining grains together allows for interpolated microvariance of composite texture. Strong capability for textural and spectral atomism.
Atomic shape - near limitless variety.
Buffers can be set to extreme microscale (wavelength scale, individual samples clearly visible and adjustable). Extremely tiny buffers can create grain waveforms on the sample level (can be literally a single sample long, though this is inaudible). Sample drawing on the buffer allows for microvariance of waveform content in grain.
Grain envelopes can be hand-drawn with microvariance in shape in the envelope drawer.
AUDIO EXCERPTS
Emergence/complexity/motion
For these sine, noise, and drip studies, all adjustments were done manually by hand. Additional exploration of QLists could be done to automate much of this and create more extreme dynamic gestures, however, the following information is still a grounding point for the kinds of emergent sonic variations immediately possible:
Sine: static textures possible with different levels of chaos covering much of the spectral space - pure synchronous sine tones or chaotic, water-like flurries of mixed pitch and asynchronous sound. Can go endlessly low or high pitched. Grain sizes nearing 0ms can create added harmonic tone with trapezoid grain envelope. Gesture between different textures and dynamic movements can occur with individual range adjustments on the grain properties or window shape.
Noise: Like sine, static and dynamic textures possible with synchronicity or asynchronisity. Grain randomisation/min-max spread on grain density with maintained pitch and sharp grain envelopes can create tonal qualities. Wide pitch, size, gain, and density spread creates chaotic gaseous textures - stormy and airy. Long grains and high densities with different pitch variations creates more wind-like/ocean-like swells - wave breaching. This can be spacially exacerbated with wide panning variation.
Drips: Static texture with static pitch emphasises tonal qualities, while asynchronous and varied ranges creates different kinds of glassy/ceramic rain-drop textures. Lower pitches become more gong like - with static pitch and long dense grains, the drip attacks get lost in the texture. Sparseness achieved with much longer grains (where multiple drips occur in one grain). Hard panning left and right with the manual panner can introduce spatial centralisation, with scattering around it.
All together and presets (Predominance Grid): multiple sound object streams can play concurrently, creating rich composite textures (this is perfect for generating more elaborate layering of sound within single instrument interactions). Fading between them to get different average grain balances allows for multiple spectrums of texture. Shuffling between multiple presets enables very sudden textural juxtapositions of each composite textural space. Alternating back and forward between presets while adjusting the predominance values creates alternating gestures and interesting moments of sound-object repetition. Scrolling through presets quickly can produce very hectic sounds.
(note that more variations of emergence/texture/complexity could be explored with different voice counts - in all the above examples, 64 grain voices were used)
Spindrift Playground
Michael Norris
Atomism
Temporal atomism:
Grains can be generated with sizes between 1ms and 1 second. Spacing of grains can be as low as 0.1ms and up to 1 second. Extra microvariance possible through a combination control of duration variance, spacing variance, jitter (0.01ms-1sec), read speed (0.00%-200%), and overall grain density. Overall very good temporal microsonic control. Lack of value range customisability limits more microvariance possibilities at different scales (e.g. can't get as fine grain control over 20-30ms compared to 0.1-10ms on spacing knob).
Spectral atomism:
Pitch range and variance can create subtle pitch variations bewteen grains. Again, lack of scale adjustability limits the amount of microsonic manipulation possible.
Filterbank creates quasi-sine spectral granulation - lots of fine grain control and ability to break the signal down into a pure sine-tone texture, pitched to a range of different musical scales or custom-set with the float value Hz control. Random, filterbank, arp up/down provides rhythmic/temporal control over the spectral treatment. Overall, very good spectral atomism possibilities for the composite granular texture when using filterbank.
Atomic shape:
Envelope and envelope skew controls allow for seamless gradient of pointed to smoothed grain shapes (skew creates slope variety; envelop control controls slope range (0 is no/instant slope). Further grain content variation/timbre adjustment with reverse knob, flipping the grain content backwards. Fairly strong grain shaping controls - smooth gradients a great way of creating interpolated adjustments to other grain shapes. This is somewhat limited in customisation though, compared to e.g. Clouds.
AUDIO EXCERPTS
Emergence/complexity/motion
Spindrift Playground is a very capable granular tool for creating varied morphing musical textures, specialising in it's powerful spatial controls and filterbanking to enable complex or musically rich harmonic/inharmonic atmospheres and drifting trajectories of the sound mass. For each individual sound test, manual mouse control was used to hone in on the individual parameters. A final full sound test made use of presets, preset interpolation, and random grain animation for more dramatically varied textures. Each temporal grain parameter dial being skewed to the microscale pushes the user manipulation towards more microsonic granular manipulation (smaller grains, denser grain spacing). Grain voice overlapping is possible, with longer grains fading into each other at short spacings, but the sense of creating multiple textural streams of granular sound is difficult to achieve using simple samples (more complex audio input is needed to create enough grain variety to approach a sense of multiple grain 'layers'.
The synth encourages spectrally latticed musical emergence with its scale-preset filterbank system.
Sine:
The temporal and spatial parameters of the tool were able to provide the most variation in pure granulation. The sine tone sample was more limited in the pitch realm in the dry recording, only allowing a few octaves range maximum; but still, the pitch variance provides a range of static to very noisy/dynamic sine pitching. Both static and dynamic textures of high density are smooth and noisy - envelope shaping can increase or decrease the timbral harshness of the grain mass. At lower densities the sines can be clicky, sporadic, or regularly pulsing.
Adding the reverb and filterbanking opened up the spectral and spatial possiblities of the sine tones (interesting side note: the pureness of sine waves made the the filterbank easy to blow up in resonance at times (constructive addition of each filter-band resonance approaching single sine bandwidth), so had to be careful with levels). Density/temporal granular settings likewise had a strong effect on the filterbank and spatial response, with higher density gestures and motions leading to loud excitations of pitch and space. Resonance controlled the filterbank timbral quality, from pad-like long resonant tones to more percussive, woody notes. Adjusting the filterbank spread with inharmonic values and sliding the frequencies led to some more interesting atonal timbre variation outside of the grain pitch randomness control.
Noise:
As with sine, the density and time controls gave the most variation of the noise textures. The pitching was especially limited on the dry noise grains, only capable of producing a moderate range of noise darkness to brightness in the spectrum at absolute maximums. Rumbly or very high pitched noises were not immediately possible. Synchronous grain generation was a powerful timbre-colouring setting for the noise grains, turning a chaotic signal into thinner tone streams. Panning quite effective with the noise grains - as a spectrally busy signal, the perceived width and image localisation of individual grains or moving masses is quite clear. Envelope shaping with attack skew creates popping, crackling grains, and with decay skew creates swipier textures. Pitch randomness may be best heard here with sharp attack, discrete popping grains with audible spacing.
The filterbank and reverb are very responsive to the noise signal - with the noise spectrum being very full, any filterbank setting will get clear tone output from the noise grains, enabling highly spread and full tonal atmospheres to play. This is most noticeable with standard filterbank mode (every grain hits most of the filterbands). Random filter mode provides a rich liquid-like trickle; adjusting resonance and grain density/length can morph the tricklling mass into more smeared, airy tonal pads.
Drips:
As a dynamic audio source, Spindrift was able to find further temporal power in the dry grain generation. On top of the same time-based parameters controlled in the noise and sine grains, the drips jitter, read speed, and position/spread on the source file created lots of dynamic granular variations, from closely matching grain reproduction of the raw audio, to a wide gamut of temproal and pitch-controlled textures: noisy-pitched playback of waveform, smeared rhythm of waveform, dense clouds and airy currents, cyclical mass motions, super-trickly rainstick-style streams, sporadic chime like undulations, cascading pitch grains (synchronous grains, but random pitched, leading to cascading phase offset of each grain's chime pulsing).
The filterbank and reverb, like noise and sine, added good spectral and spatial atmospheres and variations. The drip waveform shape in the grains naturally emphasised the trickly sound of the random, low-resonance filterbank tones, leading to the most water-like musical sounds of the three audio samples. Interestingly, using a small, low-end inharmonic frequency spread on the filterbank leads to spring-like excitations of the grains.
All with Presets:
As with some of the other synths, the preset controls here provide a powerful form of dynamic trajectory generation and juxtaposing gestures. Interpolating between presets with smooth ramping creates strong parametric dives and ascents, while manual sliding and fast ramping increases force and chaos of change. Meanwhile, the animate mode randomly automates parameters to produce a slowly evolving constant cloud of sound. These preset controls, combined with a complex waveform, reverb, and filterbank variations, leads to a impreassive gallery of tonality-focused sculptural atmospheres and grain clouds.
Spindrift Synth
Michael Norris
Atomism
Temporal atomism:
Duration, grain spacing, and read speed controls all the same as Playground. Overall good control with dial skewing towards the micro-sizes, but limited by fixed dial value ranges.
Spectral atomism:
Per grain pitch control/variance not available - Spindrift Synth is designed as a musical keyboard granular synth. Pitch control afforded to MIDI notes, but not very powerful for micropitch/spectral controls.
Atomic shape:
Only control is envelope dial. (Square to smooth up-down)
More limited grain shaping than Spindrift Playground.
AUDIO EXCERPTS
Emergence/complexity/motion
Spindrift Synth, much like its sibling Spindrift Playground, can achieve some of the same granular sound spaces as Spindrift Playground; from a static texture persepective, its emergence is quite similar. However, because the synth is MIDI-note voice based (where a triggered midi note creates a new granular stream), parameter setting of a given voice can only happen before the onset of the note; the synth is thus somewhat limited in its ability to create fast changing textures and sonic emergences (still possible, but new notes need to be triggered every time). But in the face of this apparent lack of parameter control during note playback, the synth specialises in its ability to create impressively complex drone textures, enabling a large polyphony of inidividualised grain streams each with their own unique parameter settings. Thus, from a simple sound source, a very complex static (or slowly note-shifting) texture can be generated.
Soundgrain
Ajax Sound Studio
Atomism
Soundgrain, like the Spindrift synths, has a wide variety of granular parameter controls that are all scale-fixed. The grain duration and speed covers a similar temporal range to the Spindrift granular plugins, with grain durations triggerable between 5ms and 1000ms. Granular density can be as slow as 1 second and as fast as 2ms (500 grains per second). Likewise, the default pitch range is relatively limited from 0 to 1x waveform playback speed. Further atomic spectral variety is given with the filtering controls - the randomisation parameters of the filter reveals filtering on a per-grain basis, akin to the per-grain filtering of EmissionControl2
While these standard granular controls are fixed in their value range on the parameter sliders, Soundgrain manages to incorporate powerful scale-adjustable parametric variation through its Y-axis modulation multiply matrix. This, in combination with the fact that the synth's playback trajectory voices can be very carefully customised means that every single granular control can be indirectly broken up and microvaried through the Y-axis macro-modulation/automation of the trajectories.
What's more, the granular "trajectories" in soundgrain adds a visual metaphor to the sounds akin to objects/matter moving through physical space. The creative possibilities for representing sonic atomism in this spatially coupled manner are vast; myriad atomic motions can be directly translated to x-axis variety (grain position in waveform) and/or y-axis variety (macro modulation of all other granular parameters).
Atomic shape - as with all the above granular synths, the waveform position provides timbral/waveform variation to each sound grain. However, again, the trajectory based playback can create some interesting spatially-derived motions - a custom waveform position LFO drawn directly onto the waveform for clear playback mapping. In terms of envelope shape, Soundgrain is also very flexible; it offers a custom breakpoint editor for the grain window shape, which can be as simple or complex as you want (from a simple sine-like curve to a noisy jagged envelope with dozens of points).
AUDIO EXCERPTS
Emergence/complexity/motion
For Soundgrain, only 1 'all with presets' recording was made, as its sketch window control interface made it very appropriate to do waveform mixing through multiple granular trajectories. From these simple sound sources, sound grain is able to produce very dynamic, moving, and spectrally complex grain clouds. Multiple free-flowing trajectories looping in their own timeframes means that the collective grain texture is constantly phase-shifting in each grain trajectory gesture. Combined with global grain engine manipulations, such as using long grains and switching short grains can completely change the textural fill and timbre of grain clouds.
The recording builds up from a single grain stream, pitch-shifting and waveform shifting in a low density loop. Further trajectories are slowly added, bringing more textural, spectral, and dynamic thickness/intensity. After multiple streams are added, various global controls are manipulated, leading to numerous overarching texture changes as described above. This additive trajectory approach could be carefully constructed too, whereby loops may be drawn to last the same length, leading to more consistent, cyclical granular motions, with macro-stasis (but localised motion and activity)."