VOLTAlearn

Learn Volta / Sound design

Noise & grit

Add controlled texture without losing the core tone.

lesson 12 of 39 · about 8 minutes

Open this lesson in the workbench →

Perfect waves sound like math. Real instruments carry breath, rattle, and dirt — and synthesis fakes all three with noise and controlled damage.

noise is a white-noise source, just another signal: square (freq pitch) + noise * 0.3 puts breath under the tone. (Try pink for a darker floor.)

|> bitcrush 0.35 quantizes the wave into steps — digital dirt that gets nastier as the amount rises. |> fold 0.5 and |> clip 0.5 are its analog cousins: the wave hits a wall and folds or flattens.

|> comb 12ms 0.6 runs the signal through a short feedback delay — a metallic resonance that turns noise into something almost pitched. This is how you build snares, rain, and robots.

Order matters: noise then crush then comb is a different instrument from comb then crush. Chains read left to right.

The starting point#

The lesson opens with this song in the editor. Every edit recompiles and plays.

-- Noise & grit: a clean square bass, polite to a fault. Rough it up.
bass = patch {
  source = square (freq pitch),
  ampEnv = adsr 1ms 140ms 0 80ms,
  cutoff = 1100Hz,
  gain   = vel * 0.45
}

line = play bass !"c2 c2 ~ [c2 eb2] g1 ~ c2 ~"

What to watch#

Noise fills the spectrum edge to edge instead of standing in harmonic spikes; bitcrush and fold add fresh spikes ABOVE the ones you started with.

Goals#

The workbench checks these as you work; the solution is there when you want it.

  1. Mix noise into the source
  2. Break the wave: bitcrush, fold, or clip
  3. Stretch: ring it with a comb

Make it yours#

Build a snare from nothing: pure noise source, a tight amp envelope (1ms 120ms 0 60ms), a touch of comb. No oscillator at all.

Further reading#

The effects reference in the reference.