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AvailableInstrumentExperimental

Terrain

Play an nn_terrain surface through a RAVE decoder.

About

Terrain is the instrument form of nn_terrain: a small Fourier-feature network maps a few continuous coordinates to a point in a neural-audio codec's latent space. Instead of sliding eight raw latent sliders, you move across a learned surface where nearby points sound related.

This is an explicit web prototype. The terrain evaluator is a pure, parity-checked TypeScript port of the trained network; the RAVE decode reuses the browser worker. The shipped fixture pairs a 4-D percussion terrain with the 8-D magnetic-resonator-piano (Strengjavera) decoder — a deliberate codec mismatch. Because RAVE's decoder is causal and expects encoded material, a raw terrain latent decodes to near-silence; so each take encodes a short seed clip and adds the terrain's XY offset to its latent trajectory. The terrain therefore steers the timbre of a resonator-piano seed rather than being decoded on its own — audible, and a legitimate proof of the terrain→decoder mechanism while a trained terrain/codec pair is sourced.

Presets

Start from a named sound, then adjust the instrument to make it yours.

InitDefaultDry ResonatorLow CornerBright RidgeSlow WanderLatent Drift

Signal graph.

Experimental

A drawing of the signal flow. Dashed cables carry modulation, not audio.

How it works.

On start, a short seed clip is encoded once through RAVE into a base latent trajectory, and a first take begins looping so the instrument is immediately audible.

The XY pad position is evaluated on the terrain surface, scaled to the codec's per-dimension latent spread by Depth, and added to the base trajectory as an offset; Motion drifts the point across the take so the timbre evolves.

The edited trajectory is decoded to audio by the RAVE worker and looped seamlessly. Moving the pad (or turning Depth, Motion, or the codec) renders a fresh take and crossfades it over the current loop, so the texture morphs continuously rather than restarting.

Goes well with.

Preview

Granular

A recording split into a playable grain cloud.

Preview

Wavetable

Two oscillator banks with continuous frame morphing.