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Creating Samples Drones Hits Transitions and Multisamples
Every FWG export is ordinary mono audio. A result can therefore be useful as a sample even when it would make a poor destination wavetable scanned across discrete wavetable frames.
Use this page when FWG is acting as a general sound source: one-shots, long textures, drones, transitions, resampling material, vector/crossfade layers, or multisample sets.
Use Single Engine / Playground to design and audition one endpoint quickly.
Playground does not ordinarily export WAV. When the patch is worth rendering, copy it into Morph or use it as the basis for another workflow.
Use START→END Morph when the beginning/end relationship matters.
Examples:
- clean → damaged;
- narrow → bright;
- stable → noisy;
- hit body → noisy tail;
- tension rise/fall;
- source/carrier interaction;
- long evolving drone.
Use Bulk Random for many unrelated source ideas.
Use Bulk Explorer for related samples that keep a recognisable identity: several impacts, velocity layers, vector corners, or multisample candidates.
Render and Export Settings offers Seconds, Cycles, and Samples.
🎹 Use Seconds when duration is the musical requirement.
| Role | Starting length |
|---|---|
| click / tiny glitch | 0.05–0.25 s |
| hit / short effect | 0.25–1 s |
| impact / transition | 1–4 s |
| pad / drone source | 4–20 s |
| long texture | 20+ s |
These are starting points, not limits.
Use Cycles when the material should contain an exact number of nominal root cycles, even if it is not a strict wavetable.
Good uses include pitched loops, oscillator-like sample sources, repeatable cycle experiments, and material you intend to layer by cycle count.
🔧 Use Samples when a sampler, editor, or later process expects an exact total output PCM sample count.
Different pools provide different starting biases:
- Classic Waveforms — clean/basic material for later processing;
- Smooth — pads, drones, tonal layers, controlled sources;
- Edge — bright motion, hard digital layers, transitions;
- Glitch & Noise — impacts, rupture, industrial/noise material;
- Cycle-coherent random — broad sources with more cyclical structure;
- Unrestricted — broad discovery;
- Absurd — deliberately unconstrained material, including silent/inaudible/extreme cases.
Do not let the pool name decide the final use. A Glitch & Noise result pitched down and filtered can become a pad; a Smooth result can become an impact after downstream processing.
🎹 Rendering both directions is useful for riser/faller pairs, attack/tail alternatives, reverse impacts, transition variants, and extra resampling material.
It doubles result count, so use it deliberately in large batches.
Fixed START-mod-END is often useful for drones, pads, metallic pressure tones, hits, and phase/FM/PWM/ring-mod source/carrier textures.
Those modes can be a poor fit for a classic evolving START→END wavetable because the endpoint branches remain fixed. For ordinary sample use, that is not a defect.
Forward and Reverse may still differ substantially because Fixed modes can swap complete source/carrier roles.
🎹 FWG does not have to produce the finished sound. Useful downstream operations include:
- pitching down;
- reversing;
- chopping;
- stretching;
- granular processing;
- filtering;
- distortion;
- convolution;
- spectral processing;
- hardware resampling;
- layering;
- looping selected regions.
If a result is too harsh at its original pitch, slow it down before rejecting it. High-frequency digital structure often becomes more useful lower in the spectrum.
Keep the JSON sidecar if you may want to regenerate a cleaner, longer, or differently pitched source later.
Explorer is particularly useful for building several related sources for another instrument's corners or layers.
For example, create variants that are bright, hollow, smooth, metallic, noisy, or unstable, then blend them with the destination instrument's XY pad, mod wheel, velocity, aftertouch, envelopes, LFOs, macros, or automation.
This is different from one long wavetable: every layer can retain independent tuning, filtering, envelopes, and effects.
Use Calculators to plan root frequencies and zones.
A practical workflow:
- design one complete source/Morph;
- preserve its JSON;
- choose the root notes/frequencies you want to render directly;
- change only Root Frequency/render settings;
- export each zone;
- assign WAVs to matching key ranges in the destination sampler;
- set destination root-note metadata correctly;
- compare direct per-root renders with simple transposition of one sample.
For a coherent set, keep sound-design state fixed while changing planned root/render geometry.
For one-shots and long textures, Whole File processing is often easier to reason about than Per Cycle cleanup.
Use DC Removal when offset is unwanted, peak normalisation when level matching serves the job, and Headroom when later processing needs space.
Ordinary sample material does not need to be cycle-coherent.
A result does not need to be “finished” inside FWG. Keep sources that have a clear downstream job.
Documentation rule: The executable code is authoritative. This Wiki describes the supported Fractured Wavetable Generator v3.0 contract and workflows.
- Generator Families
- Classic Waveforms
- Classic Split
- Drawn Waveform
- Drawn Wave-Shape Recipes
- Source Taps and Routing
- Wavetable Types
- Modulation and Filter
- Pitch, MIDI, and Pitch Offset
- Source and Result Windows
- Visualisers
- Morph Render Modes
- Morph Curve and Cycle Stepping
- Phase-Coherent Mode
- Loop Safety and Table Safety
- Creating Wavetables
- Creating Samples, Drones, Hits, Transitions, and Multisamples
- MPC Wavetable Mode
- Installing and Auditioning on MPC
- Render and Export Settings
- Auditioning, Curation, and Building a Personal Library
- Saving, Loading, and JSON Sidecars
- Sharing and Cleaning JSON Sidecars
- Randomisation and Seeds
- Keyboard Shortcuts
- Browser Requirements and Performance
- Troubleshooting
- FAQ
- Glossary
- Compatibility and Versioning
- Version 3 Release Notes
- Drawn Mathematical Reference
- Signal Path and Core Concepts
- Meditations on the 512-Sample Core
- Scanning Generator Wrapper Architecture
- Deterministic Randomisation — Technical Reference
- Render Diagnostics and Support
- Proof of Zero Prior-Work Knowledge and Forensic Evidence
- Authenticating and Timestamping FWG Outputs
- License, Provenance, and Outputs