Manufacturer: Request For Music
$15.00 $18.00
EDGEZ – Geometric Multi-Edge Oscillator
Signal Flow
BASE sets the reference pitch (V/Oct). Optional PITCH input is applied with PAMT. For each active edge, LEN sets a relative length which produces a pitch deviation around BASE. Each edge’s oscillator waveform is set by WAVE (with smooth morphing across shapes). All edge voices are summed, panned, filtered by depth, and sent to OUT_L / OUT_R.
Canvas
The canvas shows the current geometry. Edge markers indicate which edge is which, matching the LEN/WAVE rows. In 3D mode, an apex is drawn and connected to all vertices. Rotation is shown as a direction arrow; depth is shown as a depth bar.
WF1–WF8 (WAVE knobs left): Per-edge waveform morph. Smoothly transitions through sine → triangle → saw → square (and intermediate blends).
BASE: Base pitch in V/Oct used as the reference for all edges.
PAMT: External V/Oct input; PAMT scales how much it affects BASE.
SIDES: Number of sides/edges (3–8). Changing SIDES crossfades to avoid clicks. Only the target list in the MOD dropdowns depends on SIDES; the 8 MOD inputs always exist.
GEOM: Strength of geometric influence on pitch/shape. Low values keep pitches clustered; high values exaggerate differences between edges.
L1–L8 (LEN knobs right): Relative edge length. Longer edges shift pitch down; shorter edges shift pitch up. Length influence is strongest when GEOM is higher.
ROT: Continuous rotation of the geometry. Affects both the visual orientation and stereo motion of edges.
DEPTH: Depth (distance). In 3D mode it increases the “pyramid” effect; it also drives distance-based filtering (more depth = darker sound).
SPREAD: Stereo spread. At 0 the output is near-mono; at 1 edges are fully distributed across the stereo field.
LVL: Output level.
DIM switch: 2D polygon mode or 3D pyramid mode.
Modulation Matrix (8 Slots)
Each MOD input can be assigned via its dropdown button to a destination. Global destinations include GEOM, ROT, DPT, SPR, and LVL. Per-edge destinations include E1–E8 LEN and E1–E8 WAVE, but only up to the current SIDES count are offered in the dropdown. Assignments are stored with the preset/patch.
Tips
Use SID=3–4 for stable harmonic results and SID=6–8 for dense “chorus-like” geometry clouds. Increase GEOM for more interval spread. Animate ROT with a slow LFO for rotating stereo motion. Use MOD → WAVE targets for evolving timbre per edge while keeping LEN static for harmonic stability.
EDGEZ – Use Cases
Geometric Chord Generator
Set SID between 4 and 6, keep LEN values close to each other, and use moderate GEOM. EDGEZ behaves like a chord oscillator where small geometric deformations create musically related intervals. This works well for pads and harmonic beds.
Stereo Motion Oscillator
Use SID ≥ 5, SPR high, and modulate ROT slowly with an LFO. Each edge moves through the stereo field, creating constant spatial motion without traditional panning modules.
Physical Shape Drone
Increase DPT and GEOM, switch to 3D mode, and slightly detune LEN values. The result is a dense, evolving drone where pitch relationships feel “structural” rather than melodic.
Per-Edge Timbre Sequencing
Assign modulation sources to individual WAVE targets. Each edge can morph independently, allowing rhythmic or probabilistic timbral changes while pitch relationships stay intact.
Percussive Geometry
Use low SID (3–4), short envelopes downstream, high GEOM, and sharp WAVE shapes. EDGEZ produces metallic, percussive tones similar to struck plates or tuned objects.
Microtonal Texture Source
Push LEN values into asymmetric ratios and increase GEOM. EDGEZ naturally produces microtonal clusters without needing a microtuning system.
EDGEZ – Presets (Exact Knob Values)
1. Soft Rotating Pad
SID=5, BASE=0.0, GEOM=1.2, ROT=0.0, SPR=0.8, DPT=0.4, LVL=0.7
L1–L5: 1.00 / 1.05 / 0.95 / 1.02 / 0.98
WF1–WF5: 0.3–0.6 range (mostly sine→triangle)
2. Wide Harmonic Chord
SID=4, BASE=0.0, GEOM=2.0, ROT=0.0, SPR=1.0, DPT=0.0, LVL=0.6
L1–L4: 1.00 / 1.25 / 0.75 / 1.50
WF1–WF4: 1.0 (triangle)
3. Metallic Pyramid Drone
SID=6, DIM=3D, BASE=-1.0, GEOM=3.5, ROT=0.2, SPR=0.9, DPT=2.2, LVL=0.5
L1–L6: random between 0.7–1.4
WF1–WF6: 2.0–3.0 (saw→square)
4. Animated Stereo Spinner
SID=5, BASE=0.0, GEOM=1.5, ROT=modulated, SPR=1.0, DPT=0.3, LVL=0.6
L1–L5: all 1.0
WF1–WF5: 0.0–2.0 mixed
MOD: LFO → ROT
5. Percussive Plate
SID=3, BASE=1.0, GEOM=4.0, ROT=0.0, SPR=0.5, DPT=1.5, LVL=0.7
L1–L3: 0.8 / 1.3 / 1.9
WF1–WF3: 3.0 (square)
6. Microtonal Cluster
SID=7, BASE=-0.5, GEOM=3.0, ROT=0.1, SPR=0.7, DPT=0.8, LVL=0.5
L1–L7: prime-like ratios (1.0 / 1.07 / 1.13 / 0.97 / 1.19 / 0.89 / 1.31)
WF1–WF7: 1.5 (triangle→saw)
Design Tip
EDGEZ works best when treated as a structural sound source. Think in shapes, proportions, and motion rather than traditional oscillator stacks. Small changes in LEN and GEOM often matter more than large pitch shifts.