Audio Bitcom User Manual

Bitcom User’s Guide
Audio Damage, Inc.
Release 1.0
The information in this document is subject to change without notice and does not represent a commitment on the part of Audio Damage, Inc. The software described by this document is subject to a License Agreement and may not be copied to other media except as specifically allowed in the License Agreement. No part of this publication may be copied, reproduced or otherwise transmitted or recorded, for any purpose, without prior written permission by Audio Damage, Inc.
© 2013 Audio Damage, Inc. All rights reserved.
Credits
Software Design and Construction, Documentation
Chris Randall Adam Schabtach
Field Testing
Jens Ågren Stephen Boyd Don Gunn Steve Hamann Jeff Laity
Made Possible By
Elle Tracie
Fuzzy Logic
Alfred Chica Edwin Garrus Madeline Pablo Tali Zed

License Agreement

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Introduction

Bitcom was created in part because of an argument. The argument essentially went like this: Chris asked Adam whether a particular bit-oriented operation could be applied to digital signals. Adam said yes, but that doing so didnt particularly make much sense from a digital signal-processing perspective. Chris asked whether it could be done anyway. Adam said yes, but tried to explain why it didnt make any sense and why the end result wouldnt be useful. Chris suggested that Adams notion of what is and isnt useful to Audio Damage customers, creative types that they are, might be limited by Adams engineering-centric worldview. Adam suggested that Chris should go learn something about binary numbers so that an intelligent conversation about his suggestion could be had, and hence the suggestion could be unanimously dismissed in favor of more promising ideas. Chris asked whether Adam could knock together a prototype for him anyway, just so we could listen to it. Adam became grumpy but decided that the only way to get Chris to let go of the idea was to build the prototype. Chris went off to sit in park and watch rainbows while Adam built the prototype.
Chris won the argument. Bitcom was the result.

System Requirements

To use Bitcom, you'll need a Steinberg VST-compatible host application which conforms to the VST 2.4 specification, and a computer capable of running it. For the Audio Unit version of Bitcom, you’ll need an application capable of hosting Audio Unit plug-ins, and an Apple computer with an Intel CPU capable of running it. Bitcom requires a host that supplies timing and transport information to plug-ins, and will not work with hosts such as Sound Forge that do not provide this information.
We support the use of Bitcom under Microsoft Windows XP, Vista, or Windows 7 or 8; and Apple OS X version
10.6 or newer.

Installation

Double-click the Bitcom Installer icon, and follow the instructions. During the installation process the installer will ask you to enter your registration code. Your registration code uniquely identifies your purchase, and you will need it if you need to reinstall your plug-in (for example, after upgrading to a new computer). You can retrieve your registration code from your account on the Audio Damage website if necessary. Please don’t share it with your friends. We’re delighted if you like our products so much that you want to share them, but please ask your friends to buy their own copy so that we can keep making new products.
On OS X, the installer installs the Audio Unit and VST versions of Bitcom by default. If you click the Customize button you can choose to not install one or more of these formats. There‘s no need to install formats that you
don‘t use, but on the other hand they don‘t take up much space if you do install them. The OS X versions are
combined 32/64-bit binaries.
If you‘re running a 64-bit version of Windows, you can choose to install either 32- or 64-bit versions of Bitcom, or both. (There is no reason to install 64-bit plug-ins on a 32-bit version of Windows, and there are good reasons to not do so.)

How It Works

In a nutshell, Bitcom is an unusual type of digital distortion generator, driven by a step sequencer. Each step in the sequence has eight bit buttons. The state of the bit buttons, each either on or off, changes how Bitcom distorts the signal. In addition, there are three flag buttons for each step. The flag buttons turn Bitcoms internal synthesizer on and off, allow the input signal to pass through without being distorted, and cause the bits for the step to be set randomly. Bitcom thus produces rhythmic changes in timbre by distorting the signal differently (and optionally adding a signal of its own) as it moves from one step to the next, in sync with your host DAWs transport. Its worth mentioning that by distort we dont mean just some lame soft clipping or even the usual bitcrushingwe mean Bitcom can totally destroy your signal, leaving only a vague approximation of the original buried in glorious digital noise.
Explaining exactly what Bitcom does requires speaking in terms of binary math and computer operations, and that explanation doesnt convey how Bitcom actually sounds. Instead, well look at a series of images of Bitcoms output and explain whats happening. Well use a sine wave as our input signal. The simplest of all periodic signals, one cycle of the humble sine wave looks like the image on the right no sharp edges, no jumps, just a smooth, continuous undulation. It sounds pretty boring by itself, but add together enough of them and you can produce any other periodic sound. Were using it here because it serves nicely to illustrate Bitcoms effect.
Bitcoms bits buttons and flag buttons are shown in the image on the right.
The numbers across the top enumerate the steps. Each steps buttons are arranged in a column, with the bits buttons on top (as suggested by the cunning placement of the word BITS on the right) and flag buttons below. Were going to work with just one set of bits buttons, the first one on the left. Youll see it peeking out on the left in the following screen shots.
If we turn on all of the bits, the output signal is passed with nearly no distortion. It looks so much like the input signal that you wont see any difference, given the resolution of the image1:
1
The oscilloscope screenshots were created with the Tone Generator and Scope plug-ins that are part of Studio One, a
product of PreSonus Audio Electronics, Inc.
Each of the eight bits allows part of the input signal to pass through to the output. These parts are added together to form one output signal. In rough terms, the upper bits correspond to the bigger parts of the input signal, and the lower bits correspond to the smaller parts. Putting it another way, the upper bits select the parts of the signal that correspond to big changes in loudness, while the lower bits select the fine details. In isolation, any one of these parts doesnt tell you much about the signal, but added together they make up the whole. If we turn on just the uppermost bit, we get a very chunky approximation of the signal:
That top bit selects just the part of the input signal that corresponds to the loudest part of the signal. If we didnt know what the input looked like, wed have a hard time guessing by looking at this output. Most of the original just isnt there. If we listened to it, wed hear a loud, buzzy signal with a lot of aliasing. Add the next bit down and we get a slightly closer approximation of the original, shown on the next page:
If we add the next bit down we get closer to reproducing the input. If you squint your eyes, or take off your glasses if you wear any, youll see that the output is now not too far from the shape of the sine wave input. You can guess what would happen if we were to continue turning on the bits buttons from top to bottom: the output would become closer and closer to the original sine wave. Thats how a standard bit crusher or bit-depth reducer works: it throws away the bits that represent the small details in the signal, leaving you with a noisier approximation of the input signal.
Now at least we could say that the input signal is something other than a square wave, because of those intermediate steps in the output. Still, most of the detail of the input is goneno smooth changes anywhere.
These effects always operate as weve proceeded here: they turn the bits on or off, but only working from one end or the other, and only by turning off the smaller bits. Bitcom, on the other hand, lets you turn on or off any bit. For instance, if we turn on just the third bit from the top, we get the output shown on the top right of this page.
Remember when we said that any one part of the signal, in isolation, doesnt tell you much about the signal? Now you see what we meant.
Heres an analogy: Imagine looking at just a single row of pixels on your computer screen. Youd have no idea what was actually being displayed. If you looked at a few other rows you still wouldnt know whether your screen was displaying a picture of Ke$ha or goatse. Its not until you can see most of the rows that the original image is discernible. Bitcom operates the same way: if most of the bits are turned off, the output bears no resemblance to the input, but is gloriously distorted. If some of the bits are turned on, you get strange conglomerations of parts of the original, like the output shown on the lower right.
Earlier we said that the lower bits correspond to the smaller details, so you might be wondering what happens if you turn on just the bottom button. If you think that youd hear just a teeny little signal, youd be right, except that Bitcom has another trick up its sleeve. Heres what you get:
Not at all teeny, eh? Whats happening is that since the detail parts of the signal are necessarily much quieter than the original, Bitcom looks at the bits that youve turned on and attempts to adjust the level of the output signal to compensate. Theres nothing intelligent or graceful about how it does this, and the end result is destruction of the signals dynamic range as well as its tone.
So, thats what Bitcom does: different settings of the bits buttons produce different approximations of the input signal. How the result sounds is not always readily predictable; Bitcoms effect varies wildly with the loudness, frequency, and pitch of the input signal. Combine this with a 16-stage sequencer, an internal tone generator, and automatic and manual randomization, and Bitcom becomes a strange and wondrous source of noise. Have an appropriate amount of fun.

Operation

Bitcom can be used in either a mono or stereo context. When used as a stereo plug-in, the input channels are processed separately. Bitcom is probably most useful as an insert effect, but theres no reason you cant use it in a send/return loop. If you do so, youll probably want to set its MIX knob to 100%.
The controls in Bitcoms window are grouped into areas by their function. Well look at each area in turn.

Button Matrix

If you read at least partway into the How It Works section above, you already know what the Button Matrix looks like. The buttons are arranged in a matrix, with each column of the matrix containing the buttons for one step. The BITS buttons turn different parts of the signal on and off.
Click the individual buttons to turn the individual bits on and off. You can also drag across the buttons to change many at once.
The three rows of buttons at the bottom are called the Step Flag buttons, or just the flags. They modify what happens when Bitcoms sequencer reaches the corresponding step:
RAND: if a steps RAND flag is
turned on, the step’s Bits are randomly turned on or off each time the sequencer reaches this step.
SYNTH: if the SYNTH flag is on, Bitcom’s internal synthesizer is turned on for the step. We’ll have
more to say about this synthesizer later, but remember that this flag has to be turned on if you want to hear the synthesizer at all.
DRY: turn on the DRY flag and Bitcom is essentially turned off for this step. The input signal passes
through Bitcom without alteration.
The little dot above the flag buttons indicates which step is currently active. This dot skips along from left to right as the music plays.

Sequencer Controls

On the right of the button matrix you’ll find the controls for Bitcom’s sequencer. The STATUS buttons are possibly the most important: click on the RUN button to make the sequencer run, and click on the IDLE button
to stop it. Bitcom’s sequencer is locked to your host program’s transport, and hence will run and stop when
your host runs and stops.
The STEPSIZE buttons set how rapidly Bitcom’s sequencer moves from one step to the next by choosing the metrical unit for one step. If the 1/16 button is set, for instance, Bitcom’s sequencer will advance with each 16th note. The SWING knob varies Bitcom’s rhythmic feel to line up its sequencer with source material with a swing or shuffle feel. If the SWING knob is at 50%, the sequencer has straight timing and all steps will have the same duration. As you turn up the SWING knob, the even-numbered steps get longer and the odd-numbered steps get shorter.
Finally, the RESET knob sets the step at which the sequencer jumps back to step #1. If you set the RESET knob to 16, Bitcom will cycle through all 16 steps. If you set it to 1, Bitcom will stick stubbornly to the first step.
To maintain some semblance of sanity, Bitcom also resets its sequencer to step #1 when it perceives that your host sequencer has reset its own transport position, for instance when you jump the playback position back to the beginning of your song.

Synth Controls

Bitcom has a simple internal synthesizer; its controls are found below the button matrix. Starting at the left we have two buttons, labeled WAVEFORM, which select one of two wave shapes, PULSE and TRI. The PULSE choice gives you a rectangular wave shape whose pulse width (or duty cycle, as its known in engineering circles) can be varied with the SHAPE knob. The TRI setting produces a triangular wave that can be skewed to produce a ramp wave. With the SHAPE knob at 50% you get a symmetric triangle wave; with the knob at 95% (its maximum setting) you get a ramp wave that rises at a fixed rate and drops back to zero almost instantly.
With either setting of the WAVEFORM switch, moving the SHAPE knob can produce some nice timbral changesnice enough that we hardwired the SHAPE knob to MIDI controller #1, the modulation wheel on most keyboards. If you route MIDI data to Bitcom in your host software, you can use a mod wheel to change the shape of the wave.
The TUNE knob sets the frequency of the synthesizer. In the absence of incoming MIDI data, this is the only control you have over the synths musical pitch. Its marked in MIDI note names and numbers, and covers the full 127-note range from sub-audio to annoy-your-dog-audio. Bitcoms extreme approach to bit destruction produces all sorts of aliasing so sweeping the TUNE control near either extreme of its range, perhaps with the automation feature of your host program, can produce all sorts of rather horrible noises interesting and unusual tones.
The FINE knob adjusts Bitcoms pitch by as much as a half-step sharp or flat. Its marked in cents, or 1/100
ths
of a semitone. If the input signal is slightly out of tune you can use the FINE knob to tune Bitcoms pitch to match. Or, more likely, you can use the FINE knob to detune Bitcoms pitch relative to the input signal, thus creating some beat frequencies from the two signals and hence a more complex sound for Bitcom to beat on.
The LEVEL knob sets the loudness of the synthesizer. It has a range of -60dB, which will effectively silence it, to 0dB, a full-amplitude digital signal.
The OUTPUT switches choose one of three operational modes for the synthesizer:
ON: Bitcoms synthesizer is always on, with its loudness entirely determined by the LEVEL knob. ENV: The synthesizer’s loudness is controlled by an envelope follower fed by the plug-in’s input signal.
As the input signal gets louder, so does the synthesizer. If the input signal is silent, the synthesizer is silenced.
MIDI: The synthesizer is controlled by MIDI note messages, in the manner you’d expect: press a key
on your MIDI keyboard and Bitcom plays the corresponding note. Obviously you’ll need to route MIDI messages to Bitcom in your host software in order to use this mode. Bitcom’s synthesizer is monophonic and not velocity-sensitive.
Bitcoms synthesizer certainly wont win any awards for software synthesis. During Bitcoms development we used a simple tone generator as our input signal. As Bitcom came to life we discovered that mixing that tone generator with other, more complex input signals produced sounds that didnt happen when either signal was processed by itself. Hence we gussied up the tone generator with an adjustable wave shape, an envelope follower, and MIDI control, and incorporated it into Bitcom itself.

Level Controls

Finally, at the lower right of Bitcom’s window, we find the humble but essential level controls. The OUT knob, at the far right, should be self-explanatory: it sets the overall output level of Bitcom. It has a maximum gain of 0dB, i.e. unity, because you’ll almost always find that you need to make Bitcom quieter rather than louder. To its left is the MIX knob, which controls the balance between the unprocessed input signal and the signal created by Bitcom. Its setting is expressed as a percentage, where 0% means you hear only the unprocessed input signal, 100% means you hear the signal after its destruction at Bitcom’s hands, and e.g. 50% means
you hear an equal amount of both. The 100% setting will present Bitcom’s true glory, but other settings are
useful. Setting the MIX knob to a small percentage mixes in just a little bit of the damaged signal, which can provide a subtle but interesting texture.
The TO FX knob is essentially an input gain control. It changes the level of the input signal before Bitcom crunches it. It has a range of
-24dB to +24dB, meaning a fair amount of attenuation to a fair amount of boost. Since Bitcom’s effects on a signal depend heavily on the amplitude of the signal, you may find that simply twiddling the TO FX knob changes Bitcom’s overall sound dramatically.
The buttons under the CONTROL header aren’t level controls as such, but this seemed like a good place to put them. Clicking the RND BITS button randomizes all of the BITS switches, turning them either on or off with equal probability. Clicking the CLR BITS buttons clears (zeros) all of those switches, zeroing Bitcom’s output. You might find it useful if clicking the RND BITS button produces somewhat too much cacophony for your current mood.
The BYPASS button at the bottom of the column is probably also self-explanatory: if you turn it on, Bitcom’s processing, and synthesizer, are bypassed altogether and you’ll hear only the input signal (if present).

Automation

All of Bitcom’s parameters can be automated using your host's automation features. Consult your host's documentation for information on how to use these features. Note that Bitcom’s RND BITS and CLR BITS buttons broadcast automation data when they randomize or clear the BITS matrix. If you find unexpected automation data in Bitcom’s track in your DAW, this might be where it’s coming from.

And Finally…

Thanks again for purchasing Bitcom. We make every effort to ensure your satisfaction with our products, and want you to be happy with your purchase. Please write info@audiodamage.com if you have any questions or comments.
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