summary: "A harsh metal-percussion voice wired to a random step sequencer you can lock. Every step re-rolls pitch, decay, noise, corrosion, accent and whether it fires at all; the Steps knob freezes the last N of those rolls into a loop. The metal and the kick come out of separate jacks so each can take its own processing." short-description: Metallic percussion driven by a lockable random step sequencer. Name: Slag Language: "C++ (Pico SDK + ComputerCard)" Creator: "Jason Moore" contact: { email: "casconed@gmail.com" } Version: "0.1" Status: "Released" License: MIT date-created: 2026-08-05 date-updated: 2026-08-10 panel: inputs: - id: AudioIn1 name: External Source description: Replaces the internal white noise in the voice mixer — blend it against the metal bank with the Tone knob - id: AudioIn2 name: Unused description: Nothing is wired to this jack - id: CVIn1 name: Pitch CV / Keyboard description: 1V/oct, adds to the Pitch knob. With no clock patched it also plays the card — a jump of more than about a semitone is a new note, and the voltage keys the timbre as well as the pitch, so four buttons on a 4 Voltages give four repeatable hits - id: CVIn2 name: Chance CV description: Adds to the Chance knob — modulate the density from an LFO or envelope - id: PulseIn1 name: Clock description: One step per rising edge. Unpatched, the internal clock runs at whatever Tempo is set to (and Tempo fully anticlockwise stops it, leaving only what you play) - id: PulseIn2 name: Reset description: Restarts a locked pattern at step 1 outputs: - id: AudioOut1 name: Metal description: The metal voice, rusted, with essentially no low end in it — send this to your reverb, filter or whatever else without the kick going through it - id: AudioOut2 name: Kick description: The kick on its own jack, clean and never through the drive stage, at full scale. Nothing on the card mixes the two, so their balance is yours to set - id: CVOut1 name: Step Pitch description: The current step's pitch as 1V/oct CV, sampled and held — the same random stream, for another voice - id: CVOut2 name: Envelope description: The decay envelope, 0..+6V - id: PulseOut1 name: Trigger description: Fires on every step that sounds - id: PulseOut2 name: Ghost description: Fires on every step that was skipped — the complement of Trigger, so Chance crossfades between two rhythms controls: switch: up: name: Machine description: Re-banks the three knobs onto the sequencer — Steps, Chance, Spread middle: name: Voice description: The three knobs shape the hit — Pitch, Decay, Rust down: name: Setup description: Held, the three knobs re-bank a third time onto Tempo, Tone and Metal — the things you set rather than the things you play tap: name: Hit description: Plays a hit by hand, ignoring Chance. It does not advance the sequencer, so reaching down to set Tempo cannot shift a locked pattern knobs: - when: { z: middle } main: name: Pitch description: Tunes the six inharmonic partials together, ~55Hz to ~1.8kHz — low is gong and anvil, high is hats and shrapnel x: name: Decay description: ~4ms to ~2.7s, exponential — tick to long ring y: name: Rust description: A Pade-tanh waveshaper, then continuous sample-rate reduction over the top half of the knob (48kHz down to 3kHz). Makeup-gain normalised, so it changes the character rather than the level - when: { z: up } main: name: Steps description: "Locks the random stream into a loop: Off (endless fresh chaos), then 2, 3, 4, 5, 7, 8, 10, 16, 32. Coming out of Off captures the window that just played; moving between lengths re-slices that same window" x: name: Chance description: Overall density below halfway. Each voice takes its own share of this and rolls separately, so the kick and the metal land on different steps; a step where neither wins pulses the Ghost output. Above halfway every step fires and the knob buys an increasing chance that a step subdivides into 2-4 strikes instead y: name: Spread description: How far each step is allowed to stray from "everything at once". Each step draws one of eight characters — kick-driven, metal-driven, hats, ghost kicks, heavy — and each carries a separate density for the kick and for the metal, so the two voices roll their own dice and run genuinely independent rhythms rather than sharing one. One archetype is held across a phrase, with about a third of steps breaking out of it. Also scales the per-step dice on pitch, decay, rust and the attack pitch blip - when: { z: down } main: name: Tempo description: Internal clock, ~0.5Hz to ~32Hz. Overridden when a clock is patched to Pulse In 1, and fully anticlockwise it stops altogether so the card only speaks when you play it x: name: Tone description: Crossfades the metal bank against the noise source — or against Audio In 1, if you patch it. Spread moves it per step around wherever you leave it y: name: Metal description: Crossfades a clean fundamental against the inharmonic XOR cloud, and opens the partial ratios out as it goes. Anticlockwise is a struck bell with a clear pitch; clockwise is atonal scrapyard