⚡ Microsound Sculptor
The Destroyer — Microsound Granulation Built for Harsh Noise
- audio
- microsound_audio
Some nodes are tools. MicrosoundSculptor is a weapon. It's granular processing aimed squarely at harsh noise and microsound art - the genre where audio is treated like material to be ground up, not music to be polished. If GranularProcessor is the friendly instrument, this is the one you feed a sound you don't like, and it comes back unrecognizable and angry.
What it is
Two independent damage systems stacked on each other. The destruction_mode picks how the signal gets wrecked at the sample level - bitcrush (crunchy digital aliasing), saturation (waveshaping grit), chaos (unpredictable sample mangling), ring_mod (metallic amplitude modulation), or frequency_shift (the detuned, sci-fi wobble). The amount of that is destruction_intensity (0–1). On top of that, sculpting_mode decides how the grains get treated: grain_filter, grain_morph, grain_feedback, or spectral_destroy - each a different way of mangling the granular layer, with sculpting_intensity (0–1) controlling how far it goes.
How it works
The engine is a microsound granular processor - grains here default to 25 ms, far tinier than GranularProcessor's typical settings, which is the micro in microsound. grain_size (1–200 ms) is the only real "musical" control; everything else is about destruction. chaos_rate (0.1–100) drives how fast the chaos mode churns, and feedback_amount (up to 0.9) feeds the output back into itself - with grains this small, feedback becomes a fast, snarling loop. microsound_density (up to 1000 grains/second) is the cloud thickness; near the top it stops being grains and becomes a wall of texture.
The optional controls: spectral_chaos adds FFT-domain randomization on top, grain_randomization spreads the grain timing/pitch unpredictably, and microsound_density you already met. Output is microsound_audio.
The inputs that matter
destruction_mode- the flavor of the violence.bitcrushandring_modare the most controllable;chaosandfrequency_shiftare where it gets unpredictable.destruction_intensityandsculpting_intensity- your two main "how far" dials. Start low; this node goes from 0 to terrifying in a few ticks.grain_size- the one dial that feels like an instrument. 1–10 ms is pure destruction, 50+ ms starts to sound like chopped samples.
Install
Standard pack install:
cd ComfyUI/custom_nodes
git clone https://github.com/eg0pr0xy/comfyui_noisegen.git
cd comfyui_noisegen
pip install -r requirements.txt
Windows embedded Python: ComfyUI\python_embeded\python.exe -m pip install -r requirements.txt. Or ComfyUI Manager, search "NoiseGen" / eg0pr0xy. No models, no keys.
Gotchas
Pack rule: don't skip the pip install - scipy is imported at module load and the whole pack fails to register without it. This is also the loudest node in the pack: high density + feedback + saturation is a recipe for brutal clipping, so check levels with the amplitude knob before you commit to a render. And honestly, this node is a one-trick pony in the best way - it does extreme, and it does extreme well. For anything subtler you want GranularProcessor or a SpectralProcessor instead. Bring a source you can afford to lose.
Inputs (12)
| Name | Type | Default | Description |
|---|---|---|---|
| audio | AUDIO | Input audio for extreme microsound processing | |
| destruction_mode | COMBO | chaos | 5 options: bitcrush, saturation, chaos, ring_mod, frequency_shift |
| destruction_intensity | FLOAT | 0.500–1 | — |
| sculpting_mode | COMBO | grain_morph | 4 options: grain_filter, grain_morph, grain_feedback, spectral_destroy |
| sculpting_intensity | FLOAT | 0.300–1 | — |
| grain_size | FLOAT | 25.01–200 | — |
| chaos_rate | FLOAT | 10.00.1–100 | — |
| feedback_amount | FLOAT | 0.300–0.9 | — |
| amplitude | FLOAT | 0.800–2 | — |
| spectral_chaosopt | FLOAT | 0.000–1 | — |
| grain_randomizationopt | FLOAT | 0.500–1 | — |
| microsound_densityopt | FLOAT | 501–1000 | — |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| microsound_audio | AUDIO | — |