containment

never cross them

20 HP

Modulation: a ghost that flies about on its own, and two writhing streams chasing it. Hold both on it and it's caught, pulled down into the trap until another gets loose. Let them cross anywhere else and everything runs backwards.

The CONTAINMENT panel: black, with an old ballroom in gold dots from wall to wall: a chandelier under the name, over WILD, the big knob; tall arched windows and pillars down both edges; a pale hanging figure in the middle, and two beams of light climbing to it from lamps by the bottom corners; the polished floor at the foot. Down the middle three columns of small windows of bare circuit board, a wavy ribbon either side and a tall wisp between them, with a slot across their foot. HAUNT and DART at the top corners, CHASE's and GAP's jacks under them, the CHASE and GAP knobs either side of the chandelier, SLY and TRAP either side of the windows' top, A and B either side of the slot, CAUGHT, GHOST and CROSSED across the foot, a dashed white ring round DART, CAUGHT and CROSSED. containment at the top, daylight noise at the bottom.

Turn a knob: drag it or tap either side of it, roll the wheel over it or use the arrow keys; a double click puts it back. The patches step on by themselves until you touch anything.

What you hear is a rack played by CONTAINMENT: the lead is GHOST, the glass under it is B, and A works the bass line's filter; CAUGHT and CROSSED have sounds of their own. It's all made in the page as you listen.

example patches

The ghost, the streams, every catch and crossing and every out here are CONTAINMENT's engine as it's designed, running in your browser. The drums, the bass line, the lead and the glass are a stand-in for the rest of a rack.

The chase

A ghost flies about on its own: it darts from place to place, and jinks when a stream gets close. Two streams chase it, A from above and B from below, each a follower with a writhe and a crackle riding on it, closing in while they hold it between them.

Caught

Hold both streams on the ghost for half a second and it's caught. CAUGHT goes high and the ghost's voltage spirals down to the floor, tighter and faster as it goes, into the trap. The streams follow it down and rest there until the next one gets loose and flies up out of it.

Crossed

Never cross them. If the streams pass each other anywhere but on the ghost, CROSSED goes high and all three CVs run backwards through the last second or so, upside down about the point where they met. Then the streams come out the other way up, wild for a moment, and the ghost gets away. On the ghost they may cross: that's how it's held.

What comes out

Specs

Format

Width
20 HP
Controls
5 knobs (WILD's big)

Inputs

HAUNT
CV, ±5 V: the ghost when patched
DART
clock, rising past 1 V
CHASE, GAP
CVs, ±5 V, added to their knobs

Outputs

The streams
A, B: CVs, ±5 V
GHOST
CV, ±5 V
CAUGHT
gate, 0/5 V, high while it's caught
CROSSED
gate, 0/5 V, high while it runs backwards