Starfish turns a file or live input into floating textures made from four parallel layers: granular clouds, looping fragments, spectral sustain and the untouched source. Each layer can remain recognisable or dissolve into a wide, slowly changing field of sound.
Controls
gain
Sets the level of the live input before processing.
Density
Controls how frequently granular particles are generated.
Size
Sets the duration of grains or looping fragments in the current section.
Scatter
Spreads grain positions across the selected source region.
Smooth
Softens grain edges and blends particles into a continuous cloud.
Count
Sets how many small loop voices play at the same time.
Direction
Controls forward, reverse or alternating playback of loop fragments.
Low
Emphasises lower material or shifts the looping layer toward a darker register.
Flutter
Adds small unstable pitch movement to the loop layer.
Granular
Sets the mixer level of the granular-cloud layer.
Looping
Sets the mixer level of the fragment-loop layer.
Infinite
Sets the level of the sustained spectral layer.
Dry
Sets the level of the unprocessed source.
Master Pitch
Transposes the combined processed signal.
Spread
Widens layers across the stereo field.
Frequency
Sets the cutoff frequency of the selected master filter.
Resonance
Emphasises frequencies around the filter cutoff.
Reverb
Adds a final diffuse space around all layers.