Nodes/was-node-suite-comfyui/Audio Bitcrusher
ComfyUI Node Runs on cloud

Audio Bitcrusher

Reduce a clip to fewer bits and a lower sample rate for grit and aliasing, freely or as an SP-1200, MPC60, S950, 8-bit console, 4-bit chip or telephone, each with its own filtering.

By WASasquatch·Created 4 years ago·Updated about 9 hours ago· 1,884
Audio Bitcrusher
  • audio
  • audio
◄voicingcustom►
◄bits8.0►
◄sample_rate11025►
◄jitter0.00►
◄dithernone►
◄seed0►
◄mix1.00►
◄output_db0.0►
CategoryWAS Suite/Audio/Colour

Inputs (9)

NameTypeDefaultDescription
audioAUDIOThe clip to crush.
voicingCOMBOcustom`custom` = bits and rate as set; `SP-1200` = 12-bit 26 kHz, unfiltered crunch; `MPC60` = 12-bit 40 kHz, smoother; `S950` = 12-bit 32 kHz, dark; `8-bit console` and `4-bit chip` = game sounds.
bitsFLOAT8.01–24Bits per sample on `custom`. `16` = clean; `8` = gritty; `4` = harsh; `1` = a square wave of the sound.
sample_rateFLOAT11025200–192000Hertz samples are held at on `custom`. `22050` = dull; `8000` = phone; `2000` = ringing aliases. At or above the clip's rate nothing is held.
jitterFLOAT0.000–1How unevenly samples are held. `0` = steady; `0.3` = a worn clock; `1` = noisy and broken.
ditherCOMBOnone`none` = hard steps, most grit; `tpdf` = noise instead of distortion on quiet parts; `noise shaped` = that noise pushed up high, quieter to the ear.
seedINT00–4294967295Seed of the jitter and dither, such as `0`. The same seed gives the same result.
mixFLOAT1.000–1`1` = fully crushed; `0.5` = crunch under the clean sound; `0` = the input unchanged.
output_dbFLOAT0.0-24–24dB applied to the result. `0` = unchanged.

Outputs (1)

NameTypeDescription
audioAUDIOThe crushed clip.