AUD · Audio tools

Audio Flanger

Mix a signal with a copy of itself delayed by a few milliseconds, then move that delay. The two signals cancel at frequencies where they are out of phase, producing a series of evenly spaced notches, and sweeping the delay drags those notches through the spectrum.

Where the sound comes from

A delay of one millisecond cancels at 500 Hz and again at every odd multiple of it. That regular pattern of notches is a comb filter, and its metallic ring is the reason a flanger sounds harmonically related to the material rather than like a separate voice.

The peaks and notches move as the delay sweeps. Since the spacing is set by the delay time, the whole comb compresses and expands as it moves, which is the rising and falling whoosh.

Base delay and depth

Base delay is where the sweep starts, from 0.1 ms to 10 ms. Depth is how much is added on top of it.

Short base delays put the first notch high up and give a thin, bright effect. Longer settings move everything down and start to sound like the chorus range, where the copy reads as a separate voice.

Feedback

Feedback returns the delayed copy to the input, so it passes through the delay repeatedly. It sharpens the peaks between the notches and is what turns a gentle sweep into a jet-engine sound.

Feedback can be negative here. Inverting the recirculated signal moves the notch pattern to a different set of frequencies and hollows out the middle, which suits drums and noise-rich material. Positive feedback resonates and suits sustained sources.

At 90% either way the resonance is strong and long. It stays stable, but a loud source at that setting will need the output level checking.

Stereo phase

The stereo phase control offsets the sweep between channels, up to 180 degrees. At 90 degrees the two sides are a quarter cycle apart, so the effect crosses the image as it moves rather than pulsing in the middle.

Mix

Interference needs both signals present, so the strongest flanging is at 50%, where the delayed copy and the original are equal.

Pushing to 100% removes the original and with it most of the cancellation. That is a useful setting when the flanger is the sound rather than an effect on a source, but it is not the deeper version of what 50% does.

Example: a drum loop that needs movement

Set base delay to 0.5 ms, depth to 2 ms, rate to 0.15 Hz, feedback to -60%, and mix to 50%.

The slow rate takes about seven seconds per pass, so the sweep works across bars rather than beats, and the negative feedback keeps the loop from turning resonant while it moves.

Frequently Asked Questions

It mixes the signal with a copy delayed by a few milliseconds, and sweeps that delay so the notches created by the two signals interfering move up and down the spectrum. It reads WAV, MP3, M4A, AAC, Ogg, Opus, FLAC, AIFF, and WebM audio, and exports in the format the source arrived in.

It inverts the recirculating copy, which moves the notches to different frequencies and hollows out the centre of the sound. Positive feedback emphasises resonant peaks instead. Both are worth trying at the same amount.

A flanger creates evenly spaced notches from a delay, so they are harmonically related and sound metallic. A phaser creates a few notches from all-pass filters, spaced unevenly, which is a softer and more vocal sweep.

The comb filtering comes from the delayed copy interfering with the original. At 100% only the delayed copy is heard, so there is nothing left to interfere with and the sweep mostly disappears.

It sets where the sweep starts, which decides the spacing of the notches. Short values around 0.5 ms give a bright metallic sound, longer values approach the range where the effect starts to read as a doubled voice instead.

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