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@maru shared this effect so you can build on it and use it in your DAW.

AvailableEffect

Crush

Bit reduction and sample-rate reduction for digital grit.

A stage of OSC-1. It works the same on its own page as it does in the chain, same parameters, same paths.

About

A bitcrusher for digital grit, from a faint hiss to a signal reduced to a square wave of itself. Two knobs: how coarse, and how much.

The idea

Crush rounds every sample to a small number of levels. The distortion is the rounding error, which is why it sounds granular and digital rather than warm. The sample rate is also held down at a fixed 12 kHz, so there is no separate rate control; Bits is the knob that decides the character.

The scale is not linear. Twelve bits is a hiss you notice on quiet tails, eight is unmistakably digital, four is the classic crunch, and two or one stop being a texture on the source and start replacing it.

Controls

  • Bits sets the quantisation depth, from 16 down to 1.
  • Mix blends the crushed signal against the clean one. On a bitcrusher this is what keeps the effect usable: blending the dry signal back in restores the quiet detail the crusher throws away while keeping the grit on the loud parts. Low bits at a low mix often flatters a source more than high bits fully wet.

Getting started

Crush is a mono audio effect: play a recording, a guitar or a synth through it. Start with a factory preset:

  • Default: four bits at half mix.
  • Dust: coarse bits held far back, grit without sounding digital.
  • Lo-Fi Tape: eight-bit sampler territory, blended.
  • Hard Crush: three bits, fully wet. Aggressive and obviously broken.
  • Annihilate: one bit, the source survives only as its own envelope.
  • Edge: twelve bits, a faint hiss on tails.

How it works.

Quantises each sample to 2^Bits levels and mixes the result against the dry signal. The distortion is the quantisation error, which is why it sounds granular rather than warm - it is not a saturation curve, it is arithmetic being deliberately careless.

There is no rate decimation in the preview build; Bits is the only crushing axis here. The published schema keeps the name so the eventual kernel drops in without renaming anything.

What would you make with Crush?

Describe what you want to make. Build it with the Studio agent.

Goes well with.

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