Multigrain

Intellijel 20HP
fw 1.3

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Live stereo morphing granular sampler with 8 Sounds, two morphable Scenes per Sound, three assignable CV inputs, built-in Blur reverb, looping recorder for live input, and microSD sample storage.

Patch Ideas · 5

Ambient drone cloud
Latch a sustaining pad Sound with long grains, slow rate, Bell shape and heavy BLUR for a self-running drone.
Walkthrough
  1. Load a sustaining pad/chord WAV on SOUND 1 (ALT → /WAVS → pick a sample).
  2. Set SIZE ~2 o'clock (~2 sec) and SHAPE to Bell.
  3. Set RATE ~10 o'clock (around 1 Hz). Unlink RATE–SIZE if linked so grains don't all stack.
  4. Set BLUR ~3 o'clock for a long reverb tail.
  5. Set LEVEL at noon, TONE at noon, PITCH at noon.
  6. Press LATCH, then tap SOUND 1 — grains keep firing without holding the button.
  7. Patch OUT L → Mixer L, OUT R → Mixer R.
Signal out OUT L / OUT R — continuous stereo granular pad with long reverb tail, audio level (~10Vpp).
Listen for A sustained pad that keeps flowing without any trigger — long Bell-shaped grains from the sample bloom into the Blur reverb. Press LATCH again to stop; grains finish then Blur decays away.
Show diagram
Patch diagramPatch diagram with 2 modules and 2 connections. Modules: MULTIGRAIN, MIXER. Signals: 2 audio.MULTIGRAINMIXERSIZE: 2-4sRATE: 1-2HzSHAPE: BellBLUR: highLATCH: ONOUT LaudioOUT RaudioIn LaudioIn Raudio11. self-sustaining drone, no external trigger neededaudio
Rhythmic grain percussion
Sync RATE to a clock and use short grains over a drum loop so Multigrain rearranges the beat one grain per pulse.
Walkthrough
  1. Load a drum or percussion loop on SOUND 1.
  2. Press ALT, then press SYNC so SYNC lights YELLOW (RATE is now clock-synced).
  3. Press RATE–SIZE link so RATE multiplies the clock and SIZE snaps to clock divisions.
  4. Set SIZE ~10 o'clock (100–200 ms short grains).
  5. Set RATE around 2 o'clock for 2x–4x the clock rate.
  6. Set SCAN just CW of center for slow forward scanning through the loop.
  7. Patch your master clock → SYNC. Patch a gate → GATE to play SOUND 1.
  8. Patch OUT L → Mixer L, OUT R → Mixer R.
Signal out OUT L / OUT R — short clock-synced grains chopping the drum loop, audio level.
Listen for Your drum loop reshuffled into a tight stutter that stays locked to the clock. Turn SCAN further CW to walk through the loop, or CCW for reversed ordering.
Show diagram
Patch diagramPatch diagram with 3 modules and 3 connections. Modules: MULTIGRAIN, CLOCK, MIXER. Signals: 2 audio, 1 clock.MULTIGRAINCLOCKMIXERSIZE: 100-200msSCAN: forwardRATE-SIZE link: 2-4xSYNCclkOUT LaudioOUT RaudioOutclkIn LaudioIn Raudio11. rate locks to external clockaudioclock
Scene morph macro
One slow LFO into MORPH CV crossfades every knob between Scene A and Scene B — a one-cable macro control.
Walkthrough
  1. On SOUND 1, press SCENE A and dial a calm state (SIZE noon, BLUR low, PITCH noon, SHAPE Tukey, RATE ~11 o'clock).
  2. Press SCENE B and dial a contrasting state (SIZE ~3 o'clock, BLUR ~3 o'clock, PITCH +1 oct, SHAPE Bell, RATE ~2 o'clock).
  3. Slide MORPH fader to the left (Scene A) as the starting position.
  4. Set MORPH ATT to ~2 o'clock.
  5. Patch a slow LFO (≈0.05–0.2 Hz, ±5V) → MORPH CV.
  6. Press LATCH + SOUND 1 so grains keep firing.
  7. Patch OUT L / OUT R → Mixer.
Signal out OUT L / OUT R — continuously morphing granular voice, audio level.
Listen for Every parameter breathes between the two Scenes in step with the LFO: grain size, pitch, envelope shape and reverb all evolve together. REVERSE and SHAPE flip probabilistically at intermediate MORPH positions.
Show diagram
Patch diagramPatch diagram with 3 modules and 3 connections. Modules: MULTIGRAIN, LFO, MIXER. Signals: 2 audio, 1 cv.MULTIGRAINLFOMIXERScene A / Scene B: contrasting settingsMORPH ATT: ~2 o'clockMORPH CVcvOUT LaudioOUT RaudioOutcvIn LaudioIn Raudio11. one cable morphs all paramsaudiocv
Live granular looper
Assign a Sound to the Looping Recorder so incoming audio is granulated in real time, with optional THRSH auto-freeze.
Walkthrough
  1. Hold SOUND 1 and press SAMPLE — SOUND 1 turns MAGENTA (now a Live Sound, Looping Recorder active).
  2. Patch a source → IN L, and its right channel → IN R (or leave R unpatched for mono).
  3. In ALT → SAMPLE settings, set GAIN so audio registers cleanly; optionally set THRSH so the recorder auto-freezes when the input stops.
  4. Set START full CW (newest audio), WRAP ~2 o'clock, SCAN at noon.
  5. Set SIZE ~noon (~1 sec), SHAPE Tukey, RATE ~noon, BLUR ~11 o'clock.
  6. Press LATCH + SOUND 1 so grains run continuously from live memory.
  7. Press SAMPLE to Freeze/Unfreeze the buffer (button turns CYAN when frozen).
  8. Patch OUT L / OUT R → Mixer.
Signal out OUT L / OUT R — granular rework of the last 8–32 seconds of live input, audio level.
Listen for Whatever you feed in is sliced into grains in real time. Freeze (SAMPLE) to lock the recent input as a static loop; unfreeze to keep capturing. THRSH auto-freezes on silence so pauses hold the previous phrase.
Show diagram
Patch diagramPatch diagram with 3 modules and 4 connections. Modules: MULTIGRAIN, SOURCE, MIXER. Signals: 4 audio.MULTIGRAINSOURCEMIXERSOUND: Live modeLooping Recorder: armedIN LaudioIN RaudioOUT LaudioOUT RaudioOut LaudioOut RaudioIn LaudioIn Raudio11. live input granularized in realtimeaudio
Probability shape mixing
SHAPE is discrete so MORPH becomes a probability crossfader between Scene A's shape and Scene B's shape, grain by grain.
Walkthrough
  1. On SOUND 1, press SCENE A and set SHAPE to Tukey. Leave other knobs where you like them.
  2. Press SCENE B and set SHAPE to Decay. Match the other knobs to Scene A.
  3. Set MORPH fader about 25% of the way from left (Scene A) toward right (Scene B).
  4. Set SIZE ~noon, RATE ~1 o'clock so new grains fire often enough to hear the mix.
  5. Press LATCH + SOUND 1.
  6. Patch OUT L / OUT R → Mixer.
Signal out OUT L / OUT R — granular stream where each grain is Tukey or Decay with set probability, audio level.
Listen for About 75% of grains use the smooth Tukey envelope and 25% use the sharper Decay envelope — the overall mix stays steady but individual grains fade or click differently. Slide MORPH to rebias the ratio.
Show diagram
Patch diagramPatch diagram with 2 modules and 2 connections. Modules: MULTIGRAIN, MIXER. Signals: 2 audio.MULTIGRAINMIXERScene A SHAPE: TukeyScene B SHAPE: DecayMORPH fader: 25% toward BOUT LaudioOUT RaudioIn LaudioIn Raudio11. shape chosen probabilistically per grainaudio

Behaviors

Granular Playback SOUND button press or GATE input

Press or hold a SOUND 1-8 button to generate grains from that Sound's sample at the set RATE. All 8 Sounds can overlap simultaneously. LATCH button sustains grain generation continuously.

Scene Morphing MORPH fader or MORPH CV

Each Sound stores two Scenes (A and B) with independent knob positions. MORPH fader smoothly interpolates all parameters simultaneously. REVERSE and SHAPE morph probabilistically.

Live Sound (Looping Recorder) hold SOUND + press SAMPLE

Assigns a Sound to live audio input. Looping Recorder captures up to 32 seconds from IN L/R. Granular engine processes live memory in real time.

Modulation Assignment press RAND / X / Y / Z button

Assign X, Y, Z CV inputs or internal random to any granular parameter. Attenuversion amounts stored per Scene and morph between Scenes.

Sample Loading ALT → /WAVS page

Browse and load stereo WAV files from microSD card (≥32GB recommended). Projects and Presets save complete configurations including Scenes and mod assignments.

Controls

Granular START Starting position of each grain within the sample or live memory.
Default: 0 sec · full range across sample length
Granular WRAP Defines the scan area width from the START position. Controls how far grains can stray.
Default: 100% · 0% = single point · 100% = full buffer
Granular SCAN Speed and direction of automatic position scanning through the sample.
CCW = reverse scan · center = no scan · CW = forward scan
Granular SHAPE Grain window/envelope shape. Controls the amplitude envelope applied to each grain.
7 discrete options: Bell, Sinc, Triangle, Decay, Ramp, Square, Tukey (default)
Granular BLUR Reverb send amount per grain. Controls decay amount of the built-in Blur reverb effect.
0 = dry · CW = more blur reverb
Granular LEVEL Grain volume level. Sets the amplitude of generated grains.
Default: 100%
Granular RATE Grain trigger rate — how frequently new grains are generated.
Default: 1 Hz · SIZE-linked by default
Granular SIZE Grain length. Duration of each individual grain.
Range: 20ms–4sec · Default: 1 sec
Granular PITCH Grain playback pitch/speed. Transposes grain playback relative to original sample pitch.
Default: 1x (unity) · tracks V/Oct via SELECT or GATE normalling
Granular TONE 2-pole LP–HP filter applied per grain. Shapes timbral content of each grain independently.
CCW = LP · CW = HP
Scene MORPH Fader Crossfades all parameters between Scene A and Scene B simultaneously for smooth timbral morphing.
Left = Scene A · Right = Scene B · LED shows modulated position
Scene MORPH ATT Attenuverter for the MORPH CV input. Controls level and inversion of incoming CV.
MORPH fader acts as offset when CV present

I/O

IN · 9

  • IN L + IN R audio AUDIO
    Stereo audio input for live granular processing via Looping Recorder.
  • NEXT >2V GATE
    Trigger advances to next Sound (>2V). Normalled to GATE.
  • GATE >2V GATE
    Gate input triggers the currently playing Sound. While high, grains generate at RATE.
  • X ±10V CV
    Assignable modulation CV input 1. Assign to any granular parameter per Scene.
  • Y ±10V CV
    Assignable modulation CV input 2. Assign to any granular parameter per Scene.
  • Z ±10V CV
    Assignable modulation CV input 3. Assign to any granular parameter per Scene.
  • SELECT ±10V CV
    CV selects active Sound (0–5V maps to Sounds 1–8). Negative voltage mirrored.
  • MORPH CV ±10V CV
    CV input for MORPH fader position. Scaled by MORPH ATT attenuverter.
  • SYNC >2V GATE
    Clock/trigger input for synchronizing grain rate to external clock.

OUT · 4

  • OUT L audio AUDIO
    Left stereo audio output of granular engine (includes Blur reverb).
  • OUT R audio AUDIO
    Right stereo audio output of granular engine (includes Blur reverb).
  • A ±5V CV
    Assignable CV output 1. Routable to various internal parameters.
  • B ±5V CV
    Assignable CV output 2. Routable to various internal parameters.