More efficient/flexible delays?

    Dec 21 2011 | 2:25 pm
    I'm currently using delays that look like this:
    I'm not a big fan really. It's not flexible enough in that state, and the only way I can see to make it more so at the moment is to add more tapout~ and gain~ objects, which takes up a ton of space. What other ways are there of creating delays? I'm after something that can primarily give nice flutter effects, and also disjointed/arrhythmic delays.
    Thanks! Any help or advice is appreciated.

    • Dec 21 2011 | 4:06 pm
      I have no idea what you're trying to achieve aesthetically, but you can easily create multiple delays from a single delay line by using multiple taps at mutually prime longish delay times and feeding them back into the delay line.
    • Dec 21 2011 | 4:17 pm
      some parts of a delay effect will also work fine inside poly~
    • Dec 21 2011 | 9:22 pm
      Flutter effects are commonly achieved by modulating the time - I'm assuming you'd like to go for a sound that begins where old analogue tape decks end, yeah?
      Fore that sort of thing you'll want to use things like cycle~ to do the flutter; perhaps with semi-random frequency changes along the way.
      What I prefer to do for the disjointed stuff is to use one of the maxforlive abstractions, actually. it's called "M4L.dl.vdelay~", and it does this clickless thing that makes it a lot of fun to switch up the delay time in mid air.
      Then you can randomly or whatever-ly switch up your delay time, making things nice and non-linear.
      Dunno if it's okay to post the abstraction here, it is after all sort of "premium-ware" from the MaxForLive pack? What say ye, mods? andreas
    • Dec 26 2011 | 4:23 pm
      @Christopher: Thanks for that! Not exactly what I'm after but it has given me an idea for something else :)
      @Roman: I need to learn how poly~ works. Had a look at the polyphonic synth tutorial video, might have to go and take another look.
    • Dec 27 2011 | 8:38 pm
      Have a look at using curves to describe the relationship between successive taps, for both delay time and amplitude. And you can have a ton of fun by putting things into the feedback patch - filters, pitchshifters, granular fx etc. If you put some kind of limiter in there too, you can push the feedback level and make the thing howl.
      For some examples, have a look at some of the modules in my Evil Tonelab patch - in particular, CurveDelay, RezDelay, Chorus & DelayShifter.
      Coincidentally, I've just uploaded a relevant Youtube video -
      And Evil Tonelab itself is at
      If you want to examine the modules outside of Tonelab/dynamicdsp~, you can stitch the GUI & Core patches back together by copy-pasting the [p audio process] from the Core into the GUI patch, and linking it's left inlet to the outlet of [p thru] - the reverse of the process of building them. Cheers Roger