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<img src="ensemble-logo.png"><br>
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**A spectral texture forge that transforms live audio into evolving, Penderecki-inspired orchestral swarms.**
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ENSEMBLE captures your audio into a circular buffer and continuously re-reads it through 8 voices with golden-ratio panning, incommensurate LFOs, and dual MASS/DUST grain layersproducing dense, breathing string-like textures from any input.
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ENSEMBLE captures your audio into a circular buffer and continuously re-reads it through 8 voices with golden-ratio panning, incommensurate LFOs, and dual MASS/DUST grain layers; producing dense, breathing textures from any input.
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## How to Use
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1. Place ENSEMBLE on an **effects/send track** or your **master bus** — it processes incoming audio, it's not an instrument.
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2. Feed audio into it synths, guitar, vocals, samples, whatever. Play sounds one at a time and let the texture build between each.
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2. Feed audio into it: synths, guitar, vocals, samples, whatever. Play sounds one at a time and let the texture build between each.
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3. Dial in the parameters as it plays back to you. Start with defaults and experiment.
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4. Press **CLEAR** to wipe the buffer and start fresh whenever you want a clean slate.
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4. Press **CLEAR** to wipe the buffer and start fresh whenever you want to erase the current audio playback.
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## Tips
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- Feed sounds in **one by one** in real time. Let each sound layer into the texture before adding the next.
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- **Melodic and harmonic sources** work best — pads, guitars, vocals, strings, textural samples. Drums and percussion tend to produce harsh results.
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- **Melodic and harmonic sources** work best. Pads, guitars, vocals, strings, textural samples. Drums and percussion tend to produce harsh results.
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- **PERSIST** controls how long audio stays in the buffer. Higher values build denser, more layered textures over time.
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- **BLEND** shifts between pointillist stippling (left) and smeared bowing (right). Try automating it slowly.
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- **EVOLVE** controls how much the texture moves on its own. High values create constant internal motion without any input.
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- **DRY** mixes your original signal back in. Keep it low for pure texture, or bring it up for parallel processing.
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- The **12-band EQ** is great for carving out mud or taming harsh frequencies in the texture.
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- The **12-band EQ** is for carving out mud or taming harsh frequencies in the texture.
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- The **bandpass filter** (toggle on, then sweep the frequency) can isolate a specific range of the texture for focused, narrow sounds.
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- Press **CLEAR** to reset buffers and start over
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- Drums don't work well — this is oriented toward melodic, harmonic, and textural sounds
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- Best use case: put ENSEMBLE on your **master bus** and feed multiple sounds into it one by one
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- Best use case: put ENSEMBLE on your **master bus** or **send fx bus** and feed multiple sounds into it one by one
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- Start with default settings, play something, and let the texture build
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- Use **PERSIST** to control how dense the texture gets over time
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- Turn **DRY** up if you want to hear your original signal mixed in
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- The **Processing Lab** knobs all start at 0 (off) the core engine is the weave + grains
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- The **Processing Lab** knobs all start at 0 (off), the core engine is the weave + grains
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See [BUILD.md](BUILD.md) for full instructions. Requires JUCE 8.0.4 and a C++ compiler (Visual Studio 2022+ on Windows, Xcode on macOS).

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