All The Machines
FALSE MEMORY

FALSE MEMORY — Documentation

Overview

FALSE MEMORY is a real-time audio disintegration effect. Feed it any sound and watch it decay. A tape left in the sun. A corrupted file half-recovered from a dead drive. A memory dissolving as you try to hold onto it.

Turn up MEMORY and the destruction begins. Everything else shapes how the sound falls apart.


Core Controls

ControlDescription
MEMORYMaster intensity. At 0, audio passes clean. As MEMORY rises, all destruction modules progressively engage. This is the single most important control.

Character

The CHARACTER section determines the flavor of destruction.

ControlDescription
ANALOG / DIGITALCrossfades between two parallel destruction paths. Slide left for warm, organic decay. Slide right for cold, precise corruption. At 0.5 you hear equal parts of both.

Analog Types

TypeCharacter
CassetteWarm, muffled. Gentle wow, frequent soft crackle. Soft tanh saturation.
ReelClean to harsh. Subtle HF rolloff, rare loud pops. Hard-knee saturation at high intensity.
VHSChaotic. Deep pitch wobble, crunchy asymmetric saturation, tracking artifacts.

Digital Types

TypeCharacter
Lo-fiGentle degradation. Light downsampling, 8-16 bit quantization, occasional stutters.
CircuitAggressive. Rapid micro-glitches (5-50ms), heavy downsampling with clock jitter.
Data-moshLong frozen loops (150-800ms). Moderate crush, stuck buffer repeats.

Degradation

ControlDescription
DAMAGEControls oxide damage spread on a 4-second ring buffer. Higher values mean wider probability of dropout and more crackle from accumulated tape damage. Damage accumulates across loops, creating evolving weak spots.
DRIFTIndependent pitch variation control. At low values, subtle pitch breathing. Higher values create untethered pitch wandering up to ±500 cents. This is separate from the periodic wow/flutter tied to MEMORY and the analog types (Cassette/Reel/VHS). DRIFT applies to the full output signal regardless of CHARACTER position. Also adds sample-clock jitter to the digital path.

Atmosphere

ControlDescription
FOGSmears the frequency spectrum into clouds using a 2048-point FFT spectral freeze. At 0, the signal is clear. At 1, it becomes a shimmering spectral wash.
GHOSTSLets past audio bleed through the current signal. Reads from a 3-second history buffer. Lookback depth scales with MEMORY (100ms to 3s).

Fog Types

TypeCharacter
TonalSlow freeze preserving harmonic structure.
InharmonicFast smear destroying harmonic relationships.
EvolvingDeep freeze with 3 independent sweeping filter bands that slowly morph.

Ghost Types

TypeCharacter
EchoesSingle delayed copy detuned by -2 cents. Rhythmic repetition.
ImprintsLowpass-smeared residue. Resonant harmonic traces.
Granular8-voice grain pool. Random 20-80ms grains with cosine windows scattered across time.

Texture

ControlDescription
HISSTape noise floor level. Pink noise character varies by analog type. Weighted by oxide damage at each sample position.
CRACKLESparse impulse crackle via Poisson process. Frequency and character varies by analog type. Concentrated at damaged oxide positions.

Evolve

ControlDescription
EVOLVEAuto-ramp that deepens destruction over time. Pick a duration from 1 to 64 minutes. Walk away. Come back to something completely different.

When Evolve is active, it continuously pushes MEMORY, DAMAGE, FOG, and GHOSTS toward maximum over the selected duration. These four sliders will resist manual adjustment while Evolve is running. To regain manual control, turn Evolve off first. The other controls (Drift, Character, Hiss, Crackle, Mix) are not affected by Evolve and can be adjusted freely at any time.


Randomize

The RANDOMIZE button rerolls all destruction parameters instantly (except MIX, HISS, and CRACKLE). Hit it until something clicks.


Output

ControlDescription
MIXDry/wet blend. At 0, only the original signal. At 1, fully processed. Applied as the very last stage before output.

Signal Flow

Input → Dry Buffer Capture
      ↓
      ├─ Analog Path: HF Loss → Saturation → Wow/Flutter → Noise Floor
      │   (type: Cassette / Reel / VHS)
      │
      ├─ Digital Path: Bitcrusher → Buffer Repeat → Reconstruction LPF
      │   (type: Lo-fi / Circuit / Data-mosh)
      │
      └─ CHARACTER crossfade (Analog ← → Digital)
          ↓
        Drift (pitch walk) → Oxide Dropout
          ↓
        Semantic Path: Spectral Blur (FOG) → Ghosts
          ↓
        MIX (dry/wet) → Output

Formats

  • AUv3 (iOS) — runs inside AUM, GarageBand, Logic, or any AUv3 host. Multiple instances supported.
  • Standalone — runs as its own iOS app with built-in audio routing. iPhone and iPad.
  • VST3 + AU + CLAP (Mac) — universal binary, Apple Silicon and Intel.
  • VST3 + CLAP (Windows) — 64-bit.

Requires: iOS 16.0+ or macOS 11+ or Windows 10+.