Cracklefield is an advanced generative sequencer for Kontakt featuring cellular multi-directional and interactive patterns which can create wonderfully unique musical phrases and rhythms.
Cracklefield is a unique, generative music machine, inspired by cellular automatons and early videogames. I wanted a sequencer where sequence elements could interact with each other, creating a dynamically evolving patterns. The sequencer in Cracklefield is using a grid, two-dimensional cellular space called the field.
The field can be read or modified by cursors, serving as a sequence track playing position.
In the basic sequencer you have several tracks, each having its own one dimensional space, which can be read forward or backward.
In Cracklefield all tracks are sharing the same two-dimensional space, each track being represented by a cursor. Cursors can travel in any direction, horizontally, vertically or diagonally, each at it's own rate. They can can be set to bounce off field edges or obstacles, here named 'walls'. The fun part is that cursors can bounce off each other.
Imagine several sequencer tracks playing 'pong' with each other.
V1.3 Update requires Kontakt 5.8.1 (FULL version of Kontakt - Not Kontakt Player) and includes a few bug fixes and UI updates
V1.4 Changelog:
new feature:
- Added progression generator and sequencer, pattern/chord progressions can now be generated internally in Cracklefield.
fixes and tweaks:
- Tweaked random preset generator, the randomly generated presets should be simpler more often, possibly giving more useful results. The generator will affect the animator, reset it or occasionally set up a moving field. The generator will now also respect preset loading filters.
- Fixed scale key button set not being updated on certain occasions.
- The seed for random event generator will now be reset to a derivative of field checksum every time transport starts (you press play or record in DAW). This way any random event sequence in the project will be synchronized with field contents and each time you render a saved song it would repeat the very same progression of pseudo-random events.
- Small change in main sequencer queue, the animator will be now applied 1/3 sequence step ahead of other functions (with the exception of the first step). As the animator transformations can be CPU intensive, especially if you make it play several life games at one step, coupled with progression generator, it could occasionally cause audio dropdowns. Now that animator is processed a small while ahead of other functions it should make such situations less likely to happen.
V1.5 Changelog