Audio node
Audio Distortion
A multi-algorithm distortion box with 22 factory characters — bit crushers, broken speakers, decimators, ring-modulated echoes, and alien radio voices — plus a pre-gain drive control and a wet/dry mix. It ranges from gentle lo-fi grit to total destruction, and every parameter is a cable-able port.
Inputs
| Port | Type | Default |
|---|---|---|
| AudioThe signal to distort. Cable it from Audio Player, another effect or a synth; microphone input outside the engine graph passes through untouched. | structure | — |
| EnableOff bypasses the distortion — the clean signal still passes through. | bool | true |
| PresetWhich of the 22 factory characters is used, from bit crush and decimation to broken speaker and radio voices. Values outside the list snap to the nearest end. | int | 3 |
| Pre GainHow hard the signal is driven into the effect, in dB. Clamped to -80…20; above roughly 0 dB most characters go from grit to full breakup. | float | -6 |
| MixBlend between the clean signal and the distorted one. Clamped to 0…1. | float | 0.5 |
Outputs
| Port | Type |
|---|---|
| AudioThe signal to distort. Cable it from Audio Player, another effect or a synth; microphone input outside the engine graph passes through untouched. | structure |
| Level | float |
How It Works
Audio Distortion sits anywhere in an audio chain: source → filters → Audio Output. Connecting the Audio input splices the node into the shared AVAudioEngine graph — the cables are the engine wiring, one clock drives everything, and the node can be dropped into a running chain without a glitch.
Internally the node hosts Apple's AVAudioUnitDistortion, a multi-effect whose factory presets combine waveshaping, bit/sample-rate reduction, ring modulation, filtering, and short delays into distinct characters. The Preset port selects one of the 22 characters; the preset is loaded only when the index actually changes, so switching is cheap and performable. Pre Gain drives the signal into the algorithm in dB — more drive means harder clipping and a more saturated, aggressive result; the −6 dB default leaves headroom for reasonably hot sources. Mix blends dry (0) against fully processed (1) — parallel distortion at moderate Mix keeps the source's punch while adding grit on top.
The Audio output re-emits the processed signal as a new engine-backed snapshot, so more filters can follow and an Audio FFT can tap the chain after the distortion — heavy clipping adds dense harmonics, which the spectrum shows vividly. The Level output is a peak-decay RMS of the processed signal. Enable = false engages the audio unit's clean bypass: audio keeps flowing, unprocessed.
Parameters in Depth
| Port | Type | Default | Description |
|---|---|---|---|
| Audio | Structure | — | Engine audio signal to process. |
| Enable | Bool | true | When false, the distortion is cleanly bypassed — audio passes through unchanged. |
| Preset | Int | 3 | Character algorithm, index 0–21 (see table below). Default 3 = Broken Speaker. |
| Pre Gain | Float | -6 | Input drive in dB, clamped to −80…+20. Higher = harder, more saturated distortion; very low values starve the effect. |
| Mix | Float | 0.5 | Wet/dry blend, 0…1. 0 = dry only, 1 = fully distorted. |
Outputs: Audio (the processed signal, chainable) and Level (peak-decay RMS of the processed signal).
Presets
| Index | Preset | Character |
|---|---|---|
| 0 | Bit Brush | Bit-crushed drums — gritty digital reduction. |
| 1 | Buffer Beats | Buffer-mangling glitch stutter. |
| 2 | Lo-Fi Drums | Warm low-fidelity drum crunch. |
| 3 | Broken Speaker | Blown-cone rattle and breakup — the default. |
| 4 | Cellphone | Tiny-speaker bandpassed squawk. |
| 5 | Decimated 1 | Sample-rate decimation, mild. |
| 6 | Decimated 2 | Decimation, more aggressive. |
| 7 | Decimated 3 | Decimation, heavier still. |
| 8 | Decimated 4 | Decimation at its most extreme. |
| 9 | Distorted Funk | Funky mid-forward overdrive. |
| 10 | Distorted Cubed | Cubic waveshaping — hard, odd-harmonic clip. |
| 11 | Distorted Squared | Squared waveshaping — dense, fuzzy clip. |
| 12 | Echo 1 | Distortion with a long ring-modulated echo. |
| 13 | Echo 2 | Alternate long-echo voicing. |
| 14 | Echo Tight 1 | Distortion with a short slap echo. |
| 15 | Echo Tight 2 | Alternate tight-echo voicing. |
| 16 | Everything Broken | Total destruction — all algorithms fighting at once. |
| 17 | Alien Chatter | Ring-modulated alien speech mangle. |
| 18 | Cosmic Interference | Sci-fi static and interference textures. |
| 19 | Golden Pi | Metallic robotic speech modulation. |
| 20 | Radio Tower | AM-radio transmission grit and band-limiting. |
| 21 | Waves | Undulating modulated wash. |
Use Cases
- Lo-fi drum crush: Audio Player (drums) → Audio Distortion (Bit Brush, Mix 0.6) → Audio Output — instant crunchy texture; drop Mix to taste for parallel grit.
- Megaphone / radio voice: Audio Input (mic) → Audio Filter (Band Pass ≈ 1500 Hz) → Audio Distortion (Radio Tower, Mix 0.8) → Audio Output — live announcer destruction via the engine's realtime source bridge.
- Harmonics-reactive visuals: Audio Player → Audio Distortion → Audio Output, with an Audio FFT tapped on the distortion's Audio output — clipping floods the spectrum's upper bins, so visuals explode exactly when the drive bites.
- Riser destruction: cable Pre Gain to an LFO or fader rising from −30 to +10 dB in a chain Audio Player → Audio Distortion (Everything Broken) → Audio Output — the track tears itself apart on cue.
- Sci-fi speech: Audio Player (voice) → Audio Distortion (Alien Chatter or Golden Pi, Mix 1.0) → Audio Reverb (Plate, Mix 0.2) → Audio Output.
- Preset roulette performance: cable Preset to a Counter or Random node triggered on beats — a new character per bar; the preset only reloads when the index changes, so stepping is glitch-free.
Tips
- Mix is the tone control people forget: full-wet destruction often sounds smaller than 0.3–0.5 parallel blend, which keeps the clean transient underneath the dirt.
- Distortion massively boosts perceived loudness and adds high-frequency energy — follow it with an Audio Equalizer (cut around 3–5 kHz) or an Audio Filter low-pass to de-fizz, and an Audio Gain or Audio Compressor to level-match against the bypassed signal.
- Filter before distortion changes what gets clipped (a low-passed input distorts rounder); filter after shapes the fizz. Try both orders — the engine rewires live.
- The Echo presets (12–15) contain their own delay lines: give them space, and be careful stacking them with an Audio Delay node unless you want rhythmic chaos.
- Pre Gain reaches down to −80 dB — near-silent drive plus Mix 1.0 is effectively a mute with character; automatable as a choked-amp gesture.
- Enable = false is a clean bypass on a toggle — the honest A/B for judging whether the grit helps, since level-matched comparison is everything with distortion.
Open Audio Distortion in the interactive catalog →
Audio Distortion is one of 381 nodes in Grafit Pro.
Free download. Every feature for 7 days, no card. Then €99.99 once — or keep playing your projects as a Player.