KUULES
Kuules suite

Ether

thicker here, brighter there, turning slowly

A drone is one voice design — something exciting a resonance, with an envelope — times a cloud of them tuned to a series. Kuules Ether is that, with the cloud in space: you paint it onto the sky like a mask. Where the paint is thick the voices gather, fire more often, sit a little louder; where it is thin they are sparse. A second channel paints how bright they are there, a third how high. Then the sky turns.

Kuules Ether

Nine axes, not nine engines. The series (harmonic, stretched, a tube's odd ones, a bell's, a plate's, random); what excites it (noise, a strike, a bow, a tone); how sharp the resonance is, from breath to glass; the envelope and how often it fires; the pitch's push over it; a wander; how unequal the voices are; the damping; and how many are held rather than retriggered. Planetary winds, a blizzard, a stalactite cave, a soft breath and a bell tower are points in that space, and the same knobs move between them.

Paint the sky

A dome from above — overhead at the centre, the horizon two thirds out. A round brush with size and softness; paint, erase, blur; Thickness, Brightness, Height. Start from a shape: a horizon band, overhead, one side, a ring, two clouds, patches.

Watch it fire

The voices are dots where they are, coloured by their place in the series, lit by their envelope. Beside the sky, the series as bars by pitch; under the voice, its envelope drawn and draggable.

A band to live in

Low cut and high cut at 24 dB an octave, on every voice before it is placed; drag the edges on the series.

Flow, breathe, settle

The cloud drifts round you at a rate; its thickness undulates with Life; Settle says whether voices stay where they are or move to the painted places as they retrigger.

The same space

A shell from near to far, each voice wide when close and a point when far, the suite's one law of distance and enclosure, the field.

Up to tenth order

Sixty-four voices at 10OA under ten percent of a core.

Every knob can move

A ring round every knob: drag it, and the knob moves — by an LFO, a wandering drift, a follower of the track or of the scene itself, or an envelope. Four movers, a trace of each, and one MOVE knob for all of it. The knob stays where you set it; the ring shows the movement round it.

A spaced array that keeps direction

Spacing gives the scene a spaced pair's width — the low end of the ambience opens up, and every source gets a little more ITD — without moving a single direction (measured: 0.0 degrees at every octave). From 0 (off, the scene untouched) to 150 cm; Character adds the spaced capsules' own comb colour to the ambience only. Drawn from above, capsules and all.

A rig ball in the same field

Rig blends a dense sphere of omnis on a rigid ball — the rig you would build with 121 capsules round a baffle, stamped per capsule — into the sharp field: its time structure and shading in every direction and every order, with no comb and no aliasing, and the direction of every source untouched (measured). 0 is off; Ball sets its size (30 cm by default); Sum mixes the two, Morph blends a fraction of the ball's character. Drawn round the head, to scale.

The world round you

A few early reflections off what is round you — trunks, stones, a wall — more and nearer with Scatter, from their own directions, so a low-Space scene stays out in the world. And a cleaner field: dense from the first millisecond, no metallic ring, no rumble piling up when Room is up.

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