Source —
drop an audio loop here
wav · mp3 · flac · ogg · m4a
decoded on this device · never uploaded
using: synthesised demo loop
The loop is remembered as fragments. Each generation misremembers them a little further.
Decay character
Presence culls fragments. Harmonic pulls surviving pitches toward just intervals — decay finding its own consonance. Tape erodes the medium itself.
Output
Hold = loop passes before auto‑decay advances a generation. Fade = how long the sound takes to leave when you stop it, up to a minute. Press x to cut a long fade short.
Reading this screen
Your loop is chopped into numbered fragments. Each new generation is copied from the last one and remembers it slightly wrong — so the damage accumulates instead of resetting. Press play, then auto‑decay, and leave it running.
Upper panel — one pass of the loop, left to right. Each bar is a fragment: height is how loud it still is, width is how long, position is where in the loop it now falls. Notches along the floor mark where it started out.
Colour — amber means the fragment has drifted sharp, blue‑grey means flat. Dashed outlines on the floor are fragments the system has forgotten; they occasionally come back as ghosts.
Lower strip — the whole history so far. Amber = total drift from the original, dotted = fragments still surviving, brown = remaining bandwidth as the tape closes up.
Right column — the family tree of generations. Click any dot to hear that version, branch to fork a different decay from it, freeze to stop one decaying. Press ? guide for the full explanation.
Lineage 1 node
Archive
A lineage render plays every ancestor in order, once each — the whole history of the damage as one file.
Keys
a advance b branch f freeze r origin
↑↓ lineage ←→ siblings ? guide