I'll offer that for clock "sources" one is ample. For clock divisions you might want multiple units if you want:
odd divisions and even divisions running concurrently for polyrhythms (triplets overlaid on a 4/4, jazz improv effects, etc.)
a second divider set/jumpered to be a pulse-length timed gate instead of a trigger
Otherwise, as others have mentioned, it's effective to patch the divisions into mults and run different copies of the division through a randomizer, slew, use it to trigger an effect another voice, etc.
And a sophomore tip on mults - patching into passive mults sends shorts to all the modules patched to it, quite randomly, throwing step sequenced units out of sync. Using a buffered mult only the unit being patched will receive the short, therefore only one unit to reset/resynchronize.
odd divisions and even divisions running concurrently for polyrhythms (triplets overlaid on a 4/4, jazz improv effects, etc.)
a second divider set/jumpered to be a pulse-length timed gate instead of a trigger
Otherwise, as others have mentioned, it's effective to patch the divisions into mults and run different copies of the division through a randomizer, slew, use it to trigger an effect another voice, etc.
And a sophomore tip on mults - patching into passive mults sends shorts to all the modules patched to it, quite randomly, throwing step sequenced units out of sync. Using a buffered mult only the unit being patched will receive the short, therefore only one unit to reset/resynchronize.
Statistics: Posted by camden-wander — Sat Jul 27, 2024 9:01 am