Static Sculptor · paint sines, carve static

Drag to draw · shift-drag for a straight glide · click for a blip · dashed lines are the selected pad's branches
Variations (keys 1–8 to play)
No result yet←/→ step · space play
staticfinal

How it works. Your strokes become a target spectrogram, and each step pulls the static's spectrum toward it while phase-locking the tonal parts into real sines. Pad 1 is your drawing as-is. On the other pads, the static decides content too: it's smoothed into a random terrain, branches sprout from your strokes where that terrain is high, and they climb its ridges. Along the way they fork, break into fragments, swap brush, sometimes grow backwards into a swell, and snap to your scale. Your own lines bend a little with the terrain too. Wildness sets how far it goes. Keep branches copies a pad's branches (the dashed lines) into your drawing, so you can evolve a sketch round by round. Fidelity below 1 keeps some of the static's own shape as well. The random bits act on every step: Agency feeds the static's loud spots back into the target, so the noise pushes back. Drift random-walks the target's pitch. Smear leaves spectral trails that build up. Holes punches random tiles out of the target. Grains sprays in sine blips that the later steps carve into or erase. Churn adds fresh noise early on.

Ear safety. Every sample is loudness-normalised (weighted toward the 2–5 kHz range ears are most sensitive to), peak-capped at −1 dBFS, faded at the edges, and played through a limiter. Tame highs also rolls off bright tones before they're made. Volume starts at 60%.