
By Antonym
Fri Jun 29, 2007 8:56 pm
more with waveform simult layers. cool stuff while working with a kick drum (A01) simulted to a pad of sine and square waves (B01, out of sight out of mind)
the kick drum (A01) is 4 kicks out of a break velocity layered
the sine/square mix (B01) is just 2 normalized wav clips, NOTE ON with a little decay.
leave A01 as is, but give B01 a lowpass filter. set it to about 90 with a high RES.
go to B01's LFO. set it to SAW DOWN and start fooling with the TUNE and FILTER. match the rate in ticks with the length you want your kick to be. if you're trying to match A01, make the rate closer from .24 to .48
- if you want the tone to drone on past A01, raise the rate past 1 or so.
you can make some excellent layers this way, from just the addition of a low end frequency (bit of grit from the square wav) to bigger boomy drop kicks whose tune bounds down an octave and/or has a filter sweep. it can be really subtle or really present.
however, difficult is getting the right DECAY on B01. you don't necessarily want B01's sounds to play for a long time, you want to match the original kick's length often. if it goes over you hear the LFO wave start over again.
so get that decay just right. this and the LFO rate are crucially related with one another to get these drum simult layers sounding good.
it's completely reasonable to once you have a good WSL going, just resample pad B01. grab a full run of the LFO at the specified rate and trim it down to a perfect loop in TRIM. now you're good to go. normalize it, put it on B02 and change A01's simult pad to B02 instead of 1. once this resampled wav is on B02, you can use it like a normal simulted additive drum oneshot
keep the original in case you want to change it - OR just throw more LFO on the already LFOed resample!
i'd say you can't go wrong but you really can, there's a lot of bad noise to be made when doing this but in my experience you always eventually get something that sounds cool.
the kick drum (A01) is 4 kicks out of a break velocity layered
the sine/square mix (B01) is just 2 normalized wav clips, NOTE ON with a little decay.
leave A01 as is, but give B01 a lowpass filter. set it to about 90 with a high RES.
go to B01's LFO. set it to SAW DOWN and start fooling with the TUNE and FILTER. match the rate in ticks with the length you want your kick to be. if you're trying to match A01, make the rate closer from .24 to .48
- if you want the tone to drone on past A01, raise the rate past 1 or so.
you can make some excellent layers this way, from just the addition of a low end frequency (bit of grit from the square wav) to bigger boomy drop kicks whose tune bounds down an octave and/or has a filter sweep. it can be really subtle or really present.
however, difficult is getting the right DECAY on B01. you don't necessarily want B01's sounds to play for a long time, you want to match the original kick's length often. if it goes over you hear the LFO wave start over again.
so get that decay just right. this and the LFO rate are crucially related with one another to get these drum simult layers sounding good.
it's completely reasonable to once you have a good WSL going, just resample pad B01. grab a full run of the LFO at the specified rate and trim it down to a perfect loop in TRIM. now you're good to go. normalize it, put it on B02 and change A01's simult pad to B02 instead of 1. once this resampled wav is on B02, you can use it like a normal simulted additive drum oneshot
keep the original in case you want to change it - OR just throw more LFO on the already LFOed resample!
i'd say you can't go wrong but you really can, there's a lot of bad noise to be made when doing this but in my experience you always eventually get something that sounds cool.


