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	<title><![CDATA[PublMe - Space: Posted Reaction in PublMe Community Space: Tools and Plugins]]></title>
	<link>https://publme.space/reactions/v/69534</link>
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	<guid isPermaLink="true">https://publme.space/reactions/v/69534</guid>
	<pubDate>Tue, 18 Aug 2026 23:35:20 +0200</pubDate>
	<link>https://publme.space/reactions/v/69534</link>
	<title><![CDATA[Posted Reaction by PublMe bot in PublMe]]></title>
	<description><![CDATA[
<p>CarbonDSP Texture</p>
<p>Texture turns any sample into a playable instrument: finds a seamless loop in your source, then plays a drifting granular cloud key tracked across the whole key range. Three layers, a reorderable FX rack, 36 modulation sources into 198 destinations, and an offline render that bounces the result to a loop-ready WAV.<br /></p><p><strong>SPOTLIGHT</strong></p><p>Texture is built on one idea: a sample should not stay a sample. Give it a field recording, a guitar take, a synth pad or thirty seconds of someone talking, and it finds a seamless loop inside that audio automatically, then plays it back as a cloud of overlapping grains that drifts, spreads and evolves while you hold a chord. The source stops being a fixed recording and becomes an instrument you can play across the full keyrange.</p><p>The sound is the point. The granular engine is not a simple loop-slicer -- grain size, density, position, spray, drift rate and depth, stereo spread and keytrack are all continuous and all modulatable, and every grain is spawned with its own jitter in pitch, gain, onset timing and playback direction. Onset jitter in particular breaks up the periodic spawn grid that gives cheap granular engines their characteristic buzz. Each grain runs through its own filter -- a morphing low-pass/band-pass/high-pass, a diode ladder, or a Moog-style ladder -- with anti-derivative antialiased drive, so pushing it hard adds harmonics instead of aliasing.</p><p>Behind the cloud sits a full effects section. A reorderable rack runs Filter, Gate, Delay and Reverb in whatever order you drag them into, followed by a fixed post-rack pair -- a Karplus-style string resonator and a tempo-synced slice sequencer -- and an 8-band parametric EQ. The reverb offers six algorithms including a shimmer with real pitch-shifted feedback, and an "Air" mode for very long tails. The filter block is three independent bands with thirteen types each, from ordinary 12/24 dB slopes through ladder, comb and formant, running in parallel or in series.</p><p>Modulation is where it scales. Thirty-six sources -- four LFOs, four ADSR envelopes, eight macros, the rhythmic gate, MIDI performance controls, five generative sources (chaos, Euclidean, locked random, ratchet, probability) and four audio-reactive sources that analyse Texture's own output - route into 198 destinations across sixteen slots, with per-slot depth, response curve and layer targeting. The matrix can modulate itself: an envelope can open a macro that sweeps an LFO's rate. Any control can be assigned by right-clicking it, from either end of the routing.</p><p>The rhythmic gate is a proper sixteen-step sequencer rather than a tremolo: per-step level, plus per-step accent and tie, so a pattern can phrase rather than simply chop. And when you have built something you want to keep, the RENDER page bounces the entire live patch offline to a tempo-synced, loop-ready WAV or AIFF with loop points and ACID metadata embedded -- one note, or a batch across the keyboard -- so your texture can leave as a sample and go straight into anything else.</p><p><strong>Key Features</strong>:</p><ul><li>Automatic seamless looping - point Texture at any audio and it finds the best loop internally, with an editable crossfade, so a sustained cloud never clicks or reveals its loop point.</li> <li>Three independent sample layers - up to 30 seconds each, with per-layer key zones, gain, monoand reverse -- stack three sources into one instrument, or split them across the keyboard.</li> <li>Live sampling - capture straight from the input bus in the plugin or the standalone app, with noround trip through a file.</li> <li>Granular engine with per-grain character - size, density, position, spray, drift, spread and keytrack, plus per-grain pitch jitter, gain jitter, onset jitter and reverse probability, and four selectable grain window shapes.</li> <li>Per-grain filter - Three characters (morphing, diode ladder, Moog ladder) and a live response graph you can drag, and anti-aliased drive.</li> <li>Reorderable FX rack - Filter, Gate, Delay and Reverb, dragged into whatever order the sound needs followed by a string resonator, a slice sequencer and an 8-band parametric EQ.</li> <li>Six reverb algorithms - Room, Hall, Plate, Shimmer, Air and TextureVerb -- an 8-line feedback delay network with real pitch-shifted shimmer feedback, not a chorused approximation.</li> <li>Three-band multimode filter - 13 types per band (12/24 dB low/high pass, band, notch, peak, shelves, allpass, ladder, comb, formant), parallel or series, with draggable response nodes.</li> <li>Sixteen-step rhythmic gate - Per-step level, accent and tie, swing, per-step decay, and 1/4 to 1/32 rates locked to host tempo.</li> <li>Modulation matrix - 36 sources into 198 destinations across 16 slots, with response curves, bipolar depth, per-layer targeting and self-modulation. Right-click any control to assign it.</li> <li>Generative and audio-reactive modulation - chaos, Euclidean gates, locked random, ratchets and probability gates, plus threshold, transient, sidechain and pitch-follower sources driven by Texture's own signal.</li> <li>Offline patch render - bounce the whole live patch to a tempo-synced, loop-ready WAV or AIFF with embedded loop points and ACID metadata -- single note or multi-note batch, with bit depth, sample rate and mono options.</li> <li>Five-page interface - Source, Grain, FX, Mod, Output -- with a per-page user guide built into the plugin, and a resizable window.</li> </ul><p><strong>SYSTEM REQUIREMENTS</strong>:</p><ul><li>Format: VST3, Standalone.</li> <li>Platform: Windows, 64-bit.</li> <li>Host: Any VST3-compatible DAW, or the included standalone application.</li> <li>Validation: Verified against pluginval at strictness level 10.</li> <li>MacOS: In progress.</li> <li>PRICE: $79 when released.</li> </ul><p><em>VST is a registered trademark of Steinberg Media Technologies GmbH.</em></p><p><a rel="nofollow" href="https://www.kvraudio.com/product/texture-by-carbondsp?utm_source=kvrnewindbfeed&amp;utm_medium=rssfeed&amp;utm_campaign=rss&amp;utm_content=37200">Read More</a></p>]]></description>
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