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Bitcrusher Online

Soft Clip, Fuzz and Fold-Back Distortion With Bit and Sample-Rate Crushing

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How the Distortion And Bitcrusher works

This bitcrusher online needs no plugin or upload. Make a clean recording dirty. Drive it into four flavours of distortion, reduce it to a handful of bits for that early-sampler grit, hold samples to fake a low sample rate, and mix the result against the original. Preview and export in your browser; nothing is uploaded.

Most audio tools try to make sound cleaner. This one makes it worse on purpose, and that is a legitimate creative decision with a long history. Guitar distortion started as a torn speaker cone and a faulty mixing desk in the early 1960s and became the sound of rock. The gritty 12-bit drums of hip-hop came from the limits of the E-mu SP-1200 and Akai MPC60 samplers. Chiptune is the sound of 8-bit game consoles. The three effects here, distortion, bit reduction and sample-rate hold, each recreate one of those limits, and they can be combined.

How the distortion and bitcrusher online effects work

Every sample passes through three stages in order: distortion first, then bit reduction, then sample hold. That is the order that sounds most like real hardware being pushed too hard. The Mix control then blends the result with the untouched original.

Distortion. The signal is amplified by the drive, where every 6 dB roughly doubles it, and then passed through a shaping curve that stops it exceeding full scale. The shape of that curve decides the character:

Bit depth. Each sample is rounded to the nearest of a limited set of levels: 65,536 at 16 bits, 4,096 at 12, 256 at 8, 16 at 4 and 4 at 2. Each bit removed raises the noise floor by about 6 dB. At 16 bits nothing audible changes. At 12 a grain appears in quiet passages and reverb tails, which is the SP-1200 sound. At 8 it is early samplers, the Amiga and game consoles. At 4 the music is buried in noise, and at 2 it is a square-wave buzz. Unlike the bit depth converter, no dither is added, because the crunch is the point.

Sample-rate hold. Only every Nth sample is kept and the ones in between repeat it. This is what a genuinely low sample rate sounds like without the anti-alias filter that would make it polite. Frequencies above half the effective rate fold back down as aliasing, a metallic sparkle that does not follow the pitch of the music. Holding 4 samples on a 44.1 kHz file gives an effective 11 kHz; holding 16 gives about 2.8 kHz, a phone line heard through a tin can.

How to read the result

Where each effect is used

Tips and pitfalls

Everything runs in your browser. The file is processed locally and never uploaded.

FAQ

How do I get an 8-bit retro game sound?

Set the bit depth to 8, hold every 4 samples for an effective 11 kHz rate, leave the drive at zero and the mix at a hundred. Add a little soft clip if the source is quiet. Simple tones and chiptune-style melodies respond best.

What is the difference between the four distortion shapes?

Soft clip rounds the peaks and sounds warm; hard clip flattens them and sounds harsh; fuzz saturates everything including quiet passages; fold-back reflects the signal back on itself and sounds metallic. Preview each at the same drive to hear the differences clearly.

Why is the output so loud or so quiet?

Distortion raises the average level even though the peaks are limited, so heavily driven audio sounds much louder. Bit reduction and holding do not change level. Run the result through the normaliser if you need a particular target, or reduce the mix.

Can I use this to reduce the bit depth properly?

Not for delivery. This page rounds without dither so the quantisation noise is audible on purpose. For a real 24-bit to 16-bit conversion use the bit depth converter, which dithers and noise-shapes so the result is clean.

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