The sound you chose is cut, over and over, into tiny slivers called grains: a few hundredths of a second long, each faded in and out so there is no click. The Murmuration lays down dozens of them every second. Position says where in the sound they are taken from; Scatter says how far around that spot they may stray. Wander makes the position drift to and fro by itself.
Size and Density decide the texture. Short grains in great numbers make a fizz or a shimmer; long grains, fewer, make a slow cloud in which you can still hear the original. Timing goes from a steady pulse to a random patter, like rain. Edges is how gently each grain fades in and out.
Pitch plays every grain faster or slower, which changes its pitch; the numbers are semitones, so +12 is an octave up and +7 is a fifth up. The moves are relative to the sound’s own note, whatever that is. Drift detunes each grain by a few cents so the cloud shimmers. Chord gives each grain a pitch picked from a set of intervals above and below the pitch you chose, so one note becomes a harmony. Backwards plays some grains in reverse.
The volume is kept steady for you: thicker clouds are turned down automatically so changing the density does not change the loudness. Very high pitches can sound slightly harsh if the sound has a lot of treble, because the sound is simply sped up.
The grains are made fresh by this page as you play, on this device. Capture records the result in real time. Nothing is sent anywhere.