This plugin is your source for the craziest glitch and stutter effects you ever heard! In modern clubmusic, these effects are mandatory for every production. VPS Glitch Bitch is your new favourite tool, when it comes to mangle your audio tracks: shorten or increase buffer sizes, sync buffers to your host tempo, add HP- or LP filters, apply rate reducing, reverse the buffers, use the "advance buffer mode" to create unheard effects, pitch down your buffers, apply volume and pan modulations, draw your custom envelopes (n-point envelopes), use the internal sequencer for triggering - the possibilities are overwhelming! GlitchBitch is the only destroying tool you'll ever need, go and get her now!

Hi,

This might be a novice question but nothing I found on the internet seemed to fit my question.

I started playing a game called Remember Me and the soundtrack interested me.

Soundtrack: - YouTube

So this got me thinking, how would I go about creating similar glitch and stutter effects that are used in this? I found on the internet ways of cutting up the audio and repeating it but it just seems to be missing something. Can anyone offer any advice?


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Hysteresis is a versatile effects processor geared toward electronic musicians and sound designers. Process anything from drums to synths, guitars, vocals and sound effects. On top of being able to create contorted signal mutations, it can also be tamed to generate classic delay effects.

Hysteresis features a delay effect with stutter, lowpass filter and modulation effects thrown into the feedback signal path. The input signal first goes through a delay line on each stereo channel, but instead of sending the output directly back into the delay line, the resulting signal is sent to a stutter processor, then to a lowpass filter and finally to another delay line on the opposite channel which is modulated for creating chorus type effects.

Ive tried moving the timing of the automation a few samples forward and backward but cant get a consistent result - the glitch still occurs. (Incase its relevant; I've had big timing issues with automation in Logic recently (automation becoming audible before/after its visual nodes) and often cant arrange the automation visually, so have to do it by ear).

I would hesitate to automate the on/off of any plugin which reports latency to Logic and find a way to bounce it from a point before I need it, and mix that bounced-output instead of dealing with the glitches.

Distortion and overdrive are forms of audio signal processing used to alter the sound of amplified electric musical instruments, usually by increasing their gain, producing a "fuzzy", "growling", or "gritty" tone. Distortion is most commonly used with the electric guitar, but may also be used with other electric instruments such as electric bass, electric piano, synthesizer and Hammond organ. Guitarists playing electric blues originally obtained an overdriven sound by turning up their vacuum tube-powered guitar amplifiers to high volumes, which caused the signal to distort. While overdriven tube amps are still used to obtain overdrive, especially in genres like blues and rockabilly, a number of other ways to produce distortion have been developed since the 1960s, such as distortion effect pedals. The growling tone of a distorted electric guitar is a key part of many genres, including blues and many rock music genres, notably hard rock, punk rock, hardcore punk, acid rock, and heavy metal music, while the use of distorted bass has been essential in a genre of hip hop music and alternative hip hop known as "SoundCloud rap".[1]

The effects alter the instrument sound by clipping the signal (pushing it past its maximum, which shears off the peaks and troughs of the signal waves), adding sustain and harmonic and inharmonic overtones and leading to a compressed sound that is often described as "warm" and "dirty", depending on the type and intensity of distortion used. The terms distortion and overdrive are often used interchangeably; where a distinction is made, distortion is a more extreme version of the effect than overdrive.[2] Fuzz is a particular form of extreme distortion originally created by guitarists using faulty equipment (such as a misaligned valve (tube); see below), which has been emulated since the 1960s by a number of "fuzzbox" effects pedals.

Distortion, overdrive, and fuzz can be produced by effects pedals, rackmounts, pre-amplifiers, power amplifiers (a potentially speaker-blowing approach), speakers and (since the 2000s) by digital amplifier modeling devices and audio software.[3][4] These effects are used with electric guitars, electric basses (fuzz bass), electronic keyboards, and more rarely as a special effect with vocals. While distortion is often created intentionally as a musical effect, musicians and sound engineers sometimes take steps to avoid distortion, particularly when using PA systems to amplify vocals or when playing back prerecorded music.

The first guitar amplifiers were relatively low-fidelity, and would often produce distortion when their volume (gain) was increased beyond their design limit or if they sustained minor damage.[5] From 1935 onward, Western swing guitarist Bob Dunn began experimenting with a distorted or "dirty" tone.[6] Later, around 1945, Western swing guitarist and member of the Bob Wills band, Junior Barnard, began experimenting with a rudimentary humbucker pick-up and a small amplifier to obtain his signature "low-down and dirty" bluesy sound which allowed for more "fluid and funky" chords.[6] Many electric blues guitarists, including Chicago bluesmen such as Elmore James and Buddy Guy, experimented in order to get a guitar sound that paralleled the rawness of blues singers such as Muddy Waters and Howlin' Wolf,[7] replacing often their originals with the powerful Valco "Chicagoan" pick-ups, originally created for lap-steel, to obtain a louder and fatter tone. In early rock music, Goree Carter's "Rock Awhile" (1949) featured an over-driven electric guitar style similar to that of Chuck Berry several years later,[8] as well as Joe Hill Louis' "Boogie in the Park" (1950).[9][10]

In the late 1950s, Guitarist Link Wray began intentionally manipulating his amplifiers' vacuum tubes to create a "noisy" and "dirty" sound for his solos after a similarly accidental discovery. Wray also poked holes in his speaker cones with pencils to further distort his tone, used electronic echo chambers (then usually employed by singers), the recent powerful and "fat" Gibson humbucker pickups, and controlled "feedback" (Larsen effect). The resultant sound can be heard on his highly influential 1958 instrumental, "Rumble" and Rawhide.[20]

In 1961, Grady Martin scored a hit with a fuzzy tone caused by a faulty preamplifier that distorted his guitar playing on the Marty Robbins song "Don't Worry". Later that year Martin recorded an instrumental tune under his own name, using the same faulty preamp. The song, on the Decca label, was called "The Fuzz." Martin is generally credited as the discoverer of the "fuzz effect."[21] The recording engineer from Martin's sessions, Glenn Snoddy, partnered with fellow WSM radio engineer Revis V. Hobbs to design and build a stand-alone device that would intentionally create the fuzzy effect. The two engineers sold their circuit to Gibson, who introduced it as the Maestro FZ-1 Fuzz-Tone in 1962, one of the first commercially-successful mass-produced guitar pedals.[22][23][24]

The word distortion refers to any modification of wave form of a signal, but in music it is used to refer to nonlinear distortion (excluding filters) and particularly to the introduction of new frequencies by memoryless nonlinearities.[35] In music the different forms of linear distortion have specific names describing them. The simplest of these is a distortion process known as "volume adjustment", which involves distorting the amplitude of a sound wave in a proportional (or 'linear') way in order to increase or decrease the volume of the sound without affecting the tone quality. In the context of music, the most common source of (nonlinear) distortion is clipping in amplifier circuits and is most commonly known as overdrive.[36]

"Soft clipping" gradually flattens the peaks of a signal which creates a number of higher harmonics which share a harmonic relationship with the original tone. "Hard clipping" flattens peaks abruptly, resulting in higher power in higher harmonics.[40] As clipping increases, a tone input progressively begins to resemble a square wave which has odd number harmonics. This is generally described as sounding "harsh".

In some modern valve effects, the "dirty" or "gritty" tone is actually achieved not by high voltage, but by running the circuit at voltages that are too low for the circuit components, resulting in greater non-linearity and distortion. These designs are referred to as "starved plate" configurations, and result in an "amp death" sound.[citation needed]

Solid-state amplifiers incorporating transistors and/or op amps can be made to produce hard clipping. When symmetrical, this adds additional high-amplitude odd harmonics, creating a "dirty" or "gritty" tone.[40] When asymmetrical, it produces both even and odd harmonics. Electronically, this is usually achieved by either amplifying the signal to a point where it is clipped by the DC voltage limitation of the power supply rail, or by clipping the signal with diodes.[citation needed] Many solid-state distortion devices attempt to emulate the sound of overdriven vacuum valves using additional solid-state circuitry. Some amplifiers (notably the Marshall JCM 900) utilize hybrid designs that employ both valve and solid-state components.[citation needed] ff782bc1db

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