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

PortTypeDefault
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.booltrue
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.int3
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.float0.5

Outputs

PortType
AudioThe signal to distort. Cable it from Audio Player, another effect or a synth; microphone input outside the engine graph passes through untouched.structure
Levelfloat

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

PortTypeDefaultDescription
AudioStructure—Engine audio signal to process.
EnableBooltrueWhen false, the distortion is cleanly bypassed — audio passes through unchanged.
PresetInt3Character algorithm, index 0–21 (see table below). Default 3 = Broken Speaker.
Pre GainFloat-6Input drive in dB, clamped to −80…+20. Higher = harder, more saturated distortion; very low values starve the effect.
MixFloat0.5Wet/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

IndexPresetCharacter
0Bit BrushBit-crushed drums — gritty digital reduction.
1Buffer BeatsBuffer-mangling glitch stutter.
2Lo-Fi DrumsWarm low-fidelity drum crunch.
3Broken SpeakerBlown-cone rattle and breakup — the default.
4CellphoneTiny-speaker bandpassed squawk.
5Decimated 1Sample-rate decimation, mild.
6Decimated 2Decimation, more aggressive.
7Decimated 3Decimation, heavier still.
8Decimated 4Decimation at its most extreme.
9Distorted FunkFunky mid-forward overdrive.
10Distorted CubedCubic waveshaping — hard, odd-harmonic clip.
11Distorted SquaredSquared waveshaping — dense, fuzzy clip.
12Echo 1Distortion with a long ring-modulated echo.
13Echo 2Alternate long-echo voicing.
14Echo Tight 1Distortion with a short slap echo.
15Echo Tight 2Alternate tight-echo voicing.
16Everything BrokenTotal destruction — all algorithms fighting at once.
17Alien ChatterRing-modulated alien speech mangle.
18Cosmic InterferenceSci-fi static and interference textures.
19Golden PiMetallic robotic speech modulation.
20Radio TowerAM-radio transmission grit and band-limiting.
21WavesUndulating 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.

More Audio nodes