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Wavetable Types

atom edited this page Sep 3, 2026 · 1 revision

Wavetable Types

Wavetable Type is the collision/combine stage for the two routed inputs. It can select, mix, splice, compare, gate, divide, fold, quantise, or make one input control the other.

In Playground or a Morph endpoint, open Generator Taps / Wavetable Inputs and choose the Wavetable Type after selecting Input 1 and Input 2. Bulk Random can randomise this stage; Bulk Explorer can hold or vary it around a current patch.

🎹 If the list feels large, start with these:

Goal Good first type
Hear Input 1 by itself Input 1
Hear Input 2 by itself Input 2
Simple combination Sum
Hollow/subtractive combination Difference or Smooth Difference
Interaction/ring-like colour Multiply
Hard digital contrast Comparator
Folding/shaping Fold Sum

Then explore the categories below. For asymmetric types, swapping Input 1 and Input 2 can intentionally produce a different sound. See Source Taps and Routing.

Hard and literal behaviour

🔧 Some types deliberately preserve hard transitions or literal collision-stage levels. Comparator, selectors, gates, polarity flips, low-bit logic, Hard Clip Sum, and related hard modes do not inherit Smooth-engine neighbour smoothing. Literal-level modes preserve their rails, zeros, plateaus, and gated zero regions when the complete structural result still contains meaningful AC. A complete constant rail, closed-gate flatline, or other AC-dead result does not receive a literal-mode exemption from Table Safety.

Sources / Splices

Source selectors isolate one input. Splices divide the cycle into repeated Input 1/Input 2 blocks; higher × values create more rapid alternation and stronger high-frequency edge content.

UI Type What it does
0 Input 1 First generated source wave before combine/collision shaping
1 Input 2 Second generated source wave before combine/collision shaping
2 I1→I2 Splice First half Input 1, second half Input 2
3 I2→I1 Splice First half Input 2, second half Input 1
4 I1→I2 Splice ×2 Two repeated Input-1-then-Input-2 source blocks per cycle
5 I2→I1 Splice ×2 Two repeated Input-2-then-Input-1 source blocks per cycle
6 I1→I2 Splice ×4 Four repeated Input-1-then-Input-2 source blocks per cycle
7 I2→I1 Splice ×4 Four repeated Input-2-then-Input-1 source blocks per cycle
8 I1→I2 Splice ×8 Eight repeated Input-1-then-Input-2 source blocks per cycle
9 I2→I1 Splice ×8 Eight repeated Input-2-then-Input-1 source blocks per cycle
10 I1→I2 Splice ×16 Sixteen repeated Input-1-then-Input-2 source blocks per cycle
11 I2→I1 Splice ×16 Sixteen repeated Input-2-then-Input-1 source blocks per cycle

Blend / Difference

Useful for conventional mixing, subtraction, biasing, and smoother low-harmonic alternatives.

UI Type What it does
12 Sum Input 1 and Input 2 added together
13 Difference Input 1 minus Input 2
14 Abs Difference Rectified source difference; buzzy and octave-like
15 Smooth Average Heavily smoothed source average; rounded and mellow compared with Sum
16 Smooth Difference Low-harmonic subtractive blend; much smoother and hollower than Difference
17 Mostly Input 1 Weighted blend biased toward Input 1
18 Mostly Input 2 Weighted blend biased toward Input 2

Dynamic Input Interaction

One source controls which source is heard or how strongly it enters. These modes are directional.

UI Type What it does
19 I1 Level Opens I2 Input 2 fades in as Input 1 gets louder; quiet Input 1 favours Input 1
20 I2 Level Opens I1 Input 1 fades in as Input 2 gets louder; quiet Input 2 favours Input 2
21 I1 Polarity Opens I2 Positive Input 1 favours Input 2; negative Input 1 favours Input 1
22 I2 Polarity Opens I1 Positive Input 2 favours Input 1; negative Input 2 favours Input 2
23 I1 Threshold Selects I1 If Input 1 is above ±50% full-scale, use Input 1; otherwise use Input 2
24 I1 Threshold Selects I2 If Input 1 is above ±50% full-scale, use Input 2; otherwise use Input 1
25 I2 Threshold Selects I2 If Input 2 is above ±50% full-scale, use Input 2; otherwise use Input 1
26 I2 Threshold Selects I1 If Input 2 is above ±50% full-scale, use Input 1; otherwise use Input 2

Compare / Edges

Min/Max select pointwise extremes; Comparator and Edge create hard, bright or derivative-like structures.

UI Type What it does
27 Min Takes the lower of the two continuous sources at each sample
28 Max Takes the higher of the two continuous sources at each sample
29 Comparator Hard ±1 output depending on whether Input 1 exceeds Input 2
30 Edge Derivative-style mode that emphasises moving edges

Multiply / Divide / Polarity

Often useful for ring-like, gated, hollow, or unstable interactions. Direction matters for divide, gate, and polarity modes.

UI Type What it does
31 Multiply Sources multiplied sample-by-sample
32 I1 Divided by I2 Input 1 is reshaped by Input 2 level; quiet Input 2 areas push Input 1 harder, with protection from runaway peaks
33 I2 Divided by I1 Input 2 is reshaped by Input 1 level; quiet Input 1 areas push Input 2 harder, with protection from runaway peaks
34 I1-Gated I2 Gate = Input 1; audio = Input 2. Input 2 passes while Input 1 is positive, otherwise silence
35 I2-Gated I1 Gate = Input 2; audio = Input 1. Input 1 passes while Input 2 is positive, otherwise silence
36 I1 Flips I2 Polarity Input 1 controls Input 2 polarity: positive Input 1 passes Input 2 normally, negative Input 1 inverts Input 2
37 I2 Flips I1 Polarity Input 2 controls Input 1 polarity: positive Input 2 passes Input 1 normally, negative Input 2 inverts Input 1

Low-Bit Logic

Very coarse digital collision. Expect stepped levels, discontinuities, and strong alias-prone harmonics.

UI Type What it does
38 Low-Bit OR Very coarse digital source collision using bitwise OR
39 Low-Bit AND Very coarse digital source collision using bitwise AND
40 Low-Bit XOR Very coarse digital source collision using bitwise XOR

Folding / Shaping

Transforms a blend through folding, clipping, root/power curves, or trigonometric shaping.

UI Type What it does
41 Fold Sum Wavefolded sum for rich synth-like harmonics
42 Fold Difference Wavefolded difference for metallic hollow harmonics
43 Sine Shaper Clean trigonometric rounding of the blended source
44 Soft Clip Sum Soft-knee rounded compression of the source sum; gentler and less linear than Sum
45 Hard Clip Sum Flat-topped clipped source sum with strong harmonics
46 Root Shape Expands quiet/mid detail and brings low-level motion forward
47 Power Shape Suppresses quiet/mid detail, leaving stronger peaks and gaps

Symmetry / Harmonics

Projects the combined material toward odd/even symmetry, with soft and hard variants.

UI Type What it does
48 Odd Soft Smoothed odd-symmetric projection; rounded odd-harmonic emphasis
49 Even Soft Smoothed even-symmetric projection; rounded hollow/formant emphasis
50 Odd Hard Folded odd-edge mode with polarity gates and sharper odd-harmonic bite
51 Even Hard Rectified even-ridge mode with hard plateaus and stronger even-harmonic bite

Window / Interference

Softens zero crossings/cycle edges or creates cyclic comb interference.

UI Type What it does
52 Zero-Cross Blend Blends toward a sine-like curve near zero crossings
53 Hann Windowed Raised-cosine cycle window that softens boundary bite
54 Cyclic Comb Feed-forward phase-offset interference between the two sources; hollow, flangey, and metallic

Hidden compatibility types

Older JSON can still load several hidden legacy Wavetable Type identities that are intentionally unavailable as ordinary menu choices. This is compatibility behaviour rather than an extra bank of recommended types. Stable compatibility IDs belong in Compatibility and Versioning, not in the musician-facing menu inventory.

Choosing a type

  • Begin with 0 – Input 1 and 1 – Input 2 to understand the routed inputs.
  • Use Sum, Difference, Mostly Input 1/Input 2, or Smooth variants for controlled blending.
  • Use Splices, Comparator, gates, logic, hard symmetry, or clipping for deliberate edges.
  • Use Multiply, divide, polarity, comb, and Fold Difference for hollow or metallic structures.
  • Always test directional modes after swapping Input 1 and Input 2.

Fractured Wavetable Generator

Start here

🎹 Workspaces

🎹 Build and shape sounds

🎹 Make and keep results

🎹 Scanning and custom trajectories

Help and reference

🔧 Advanced / technical reference

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