Transcripts
1. 00 PromoVideo: Greetings, Film anti own. Here. I've been invited by the pro
audio files to put together a series of tutorials
on sound synthesis. Videos are geared towards
musicians, producers, engineers looking to
develop or solidify an understanding of how
sound is synthesized by software and
hardware instruments. Using some custom applications
included with the course, we'll explore the
fundamentals of sound and the building blocks of common synthesis
methods and techniques. These apps are intended to
visualize various waveforms, demonstrate phase and
other sound interactions. Will look in depth at
12 popular software since that comes
stocked with Logic Pro, Ableton Live in Pro Tools. These range from fairly simple monophonic analog emulators, FM, and subtractive sense, to more complicated
component modeling and hybrid instruments. Of course includes
24 tutorial videos with over 4 h of material, 120 custom presets for
the instruments covered. Three custom analysis and
visualization applications. Currently Mac only,
analogic session with original track using
the instruments covered. Whether you're a
producer, engineer, musician are just starting
to work with synthesisers, were just want to
fill in some of those annoying gaps in your knowledge. This course will give you the tools necessary to
get the sounds out of your head and discover a whole new world of
sonic possibilities. Is it the pro audio
files.com for details and download or contact me at music at Philip
mandy.com. Thanks.
2. 01 Overview: Welcome to sound synthesis
with film anti-codon. That's me. I want to talk about a few of the goals I
have in mind for this course and give you an
idea of what's in store. So firstly, I hope the course will help you to
develop and or solidify a deep understanding of
basic sound parameters and interaction concepts the
way sound works with itself. Develop an understanding of
the basic parameters used in both software and hardware
synthesis, synthesisers. There's a lot of
crossover there. Developed the ability
to manipulate and adjust existing presets to
suit your own sonic needs. Develop the ability to
create sounds from scratch. Develop the ability to get
the sounds out of your head. And perhaps more importantly, give you the tools to
explore and discover sounds. You've yet to even imagine. We're gonna be using three
main does in these tutorials, Logic Pro, Ableton Live, and Pro Tools with an
emphasis on Logic Pro, since there's so many
great stock plug-ins that come with that
particular door. You don't necessarily
need to have any of these Dawes to go through the course and
get something out of it. But it certainly would
help to follow along. Especially having Logic Pro. We'll look at a variety
of instruments, from simple monophonic to
multi-faceted hybrid sense, including ESM, which
is monophonic, ESD, ESP, and the other
ones listed here. Ableton Live will
look at a couple of instruments called
analog and tension. Analog emulation synth and a component or physical
modeling synth. And in Pro Tools will
have a look at vacuum, which is another analog
emulation synth. So the ESM would
be the first one we take a look at in logic. And this is a monophonic synth, great for bass sounds. As we go through these
different plugs, they'll get more and
more complicated with more and more modulation
possibilities, more sound sources involved. The ES1 is a tremendous
analog emulation since the possibilities of some very juicy sounds with this VS2 subtractive synth and FM and vector
techniques are used. Efm one, a great FM synth. That although it looks simpler than some of the other ones, it's actually quite rich. The possibilities
are incredible. Retrosynthesis a several of the techniques in many
of the other sense. Sculpture is a physical modeling or component modeling sense. Alchemy. We'll have
a look at alchemy, although I won't get into
adjusting the parameters, we will have a look at browser. Comes with 300 or so
incredible presets. It's a very deep
plug-in worthy of its own set of tutorials which I will put together in the future. Tension is the component or
physical modeling sinth in Ableton Live similar
to sculpture in Logic Pro. We'll
have a look at that. Analog in Ableton is a
analog emulation synth. Here's a look at
vacuum in Pro Tools, also another analog
emulation synth. We'll talk about in the
next couple of videos that major techniques used
in synthesis and how they are used
to create sound. And some of those include
subtractive synthesis, additive and spectral
synthesis and resynthesis. Wave table synthesis, FM
or frequency modulation, amplitude and ring modulation, AM component or physical modeling synthesis,
granular synthesis, phase distortion, synthesis, sample-based synthesis,
vocoders, hybrid approaches. We'll talk about
digital versus analog versus hybrid approaches. And lastly, modular
and semi modular. Since the analog world, the first couple
of videos I'll be using some custom applications. I've written in Max MSP
as educational devices. I do include these as part
of part of the tutorials. So you're free to use
them if you like. It's basically freeware. It's more or less
for visualization and for analyzing sound. As opposed to generating sound of the instruments will look at do much better job at that. We'll look at also the
basics of sound and audio, which these are some things that a lot of people sort
of note they are. And many, many people know
exactly what they are, but I hope to fill in some
gaps in your knowledge, if you have any,
or to sort of open up some new ideas if you haven't heard of these
concepts before. So frequency, amplitude,
wavelength, period, these are all parts of
the sound waves and wave forms that you
should be aware of if you seriously want to
get into synthesis. Some of the common parameters
using sound generation and synthesisers are found
in all synthesisers. Hardware or software base. You're going to
see, start to see the same terms over
and over again. Waveforms, oscillators, noise,
various noise generators, filter types and parameters, modulation methods, envelopes and LFOs,
and global controls. If you feel like the material in the beginning
videos is to basic, feel free to skip ahead. But I highly suggest
you at least skim through the first
few videos to make sure you truly
understand the basics and the terminology to be
used throughout the course. For the beginner, this
course should open up a whole new world
of possibilities for the more experienced person. I hope the course fills in
some of those annoying gaps in your knowledge once and for all. So let's make some noise.
3. 02 GettingStarted: So let's talk about a few
of the prerequisites. Basic understanding of
digital audio workstations. I'll be using mainly Logic Pro, but we'll also explore
a few instruments enabled to live in Pro Tools. You don't necessarily
need to have any of these programs as the
concepts discussed, transcend any particular
platform or die. But it wouldn't be
helpful to follow along, especially with the
logic instruments. Need a basic understanding of midi controllers
and midi messages. I'll give a brief recap
of midi in this video. It's advisable to
have some sort of midi controller work with. And lastly, you'll need a set of open ears ready to explore, discover, and create new sounds. Downloads included with
this course include a set of 112 custom presets with the instruments
will be discussing. There's a preset notes
file included in that same folder
that'll tell you how to install those presets. I'll include a logic session
and a bounce file for track created with
custom settings of the sense that were used. Costume utility applications
for generating, visualizing and analyzing sound. Refer to the read me file for an installation
instructions. The use of these apps
is purely optional. You can always just
follow along with me in the video and get the
same information from it. Getting too many basics, you'll need to connect
a midi controller. You can your computer either
using USB or midi den, based on your
particular interface. It should have at least
a pitch bend wheel and a mod wheel and a keyboard, and preferably a few Continuous Controller
knobs are sliders. So when you press a key
on my midi keyboard, at least three messages
are being sent. Midi note number, typically
a range of zero to 127, where 60 is middle
C, also called S3. Some keyboards have the
option of setting it to S4, s3, standard velocity. That is an indication of how
hard you've pressed the key. Also range zero to 127. This is not the same as volume. Volume. You can have a velocity of 127, but if he turned
down the volume, it'll still sound soft. So volume is it
continuous controller? A different message? And then channel number,
typically one through 16, you can send messages or receive messages on any particular
channel or all channels. The mid ECC message or continuous controller
message also typically has a range
of zero to 127. So this can be a knob or
a slider on a controller. And it can, it can be mapped to pretty much any
parameter in a DAW. Some CC numbers are standards
such as the mod wheel, which is controller
number one and volume, which is controller
number seven. But often you can assign
continuous controllers to controls on the keyboard. Or if you're working
in software, you can map any controller
to any other parameter. You will also get
channel numbers. So again, three messages, continuous controller number,
value and channel number. Midi pitch bend is a dedicated controller
that affects pitch. And this is typically
used for vibrato or just, you can actually, in some cases, write melodies using
the pitch bend. Most instruments have a means to control the range of what
the pitch bend does. For instance, bent
all the way up, can be an octave, two octaves, or any other interval. And then bent down could be the same interval or
a different interval. The center position
is usually no effect. Other many messages are dependent on your
particular setup or device, and they might include sustain, such as a pedal or aftertouch. Aftertouch has to do
with what you do to the key or how hard you press the key after it's
already depressed. So certain keyboards have that capability and becomes
another controller. You press the key. And then if you press
a little harder, you're actually sending
more information called aftertouch, which can be used to
affect other parameters. Even if you don't have a midi
controller at the moment, you can still access
and use virtual sense. In most dogs using
onscreen keyboards, not preferable,
but they're there. Arpeggiator plugins which
are really good for just getting a sort of a
groove going based on some kind of chord.
You can hold down. Maybe loops come with logic. They also come with other dogs. And these are kind of
pre-written little loops that can be altered
or used as is. So in the next
video, we'll discuss the major synthesis
techniques being used today.
4. 03 SynthMethods: Let's talk about some of
the synthesis methods will be using and some of the most popular ones
that are being used today. First of all, let
me refer you to Logic Pro instruments Help
section on synthesizer basics. You'll find it at the end
of the instrument manual. Really good synopsis of
all the major concepts as well as even a history
of synthesizers. In this video, I'm going
to provide you with concise definitions and terminology regarding
these methods. For your reference. This will help you
understand the approaches used in the instruments
we'll be exploring later on. Subtractive synthesis,
this is probably the most common technique and is often used in combination
with other approaches. So the basic signal flow, and this is from
the logic manual, actually looks like this. There's some sort of
input midi coming in. Usually there goes through an oscillator section and
which generates the sound. That's then put through
a filtering process, typically either high-pass
or low-pass or both, or other types of
filters as well. And then to an
amplifier section, which typically has
some sort of envelope. And then output. Along the way, you can modulate any of the parameters
in the oscillator, filter or amplifier sections. And there are some
global controls, such as pitch bend or global tuning of the
instrument along the way. Frequency modulation
or FM synthesis. This approach uses
two main oscillators, a carrier and a modulator, to produce an incredibly
wide array of timbers. They are great for tight
base and brassy sounds. So when we get to the EFM
one in retrosynthesis, those are good examples. Component or physical
modeling synthesis. This approach uses algorithms to simulate instrument sounds. And typically a string metaphors used the idea of a
vibrating string. The user can specify
a material, e.g. glass, metal, wood, and an environment in
which the vibration occurs among many
other parameters, logic, sculpture, and Ableton Live tension
both use this approach. Wave table or vector synthesis. This is technique uses various single cycle waveforms arranged in a collection
known as a wave table. Method is good for producing
evolving textures, metallic sounds, bell-like
timbres and more. The ES and retrosynthesis. This capability
granular synthesis. This involves chopping
up the sound in a very small pieces
called grains, as short as two
milliseconds long. These can then be
manipulated and reorganize to create
completely new sounds. Alchemy uses granular synthesis, among many other methods. Additive synthesis. This method uses the concept that any complex sound
can be broken down into an array of sine waves of varying frequency,
amplitude, and phase. So once a sound has been
analyzed in this way, individual components
can be isolated in altered independently
of the others. Hence, you can change the pitch without affecting
duration and vice versa. Likewise, you can
create a sound from scratch by assembling a
collection of sine waves. Alchemy uses this
method as well. Faux coding. This method combines
a synthesized source with an input signal,
often a voice, to create a sort of hybrid sound by tracking the amplitude and frequencies in the incoming
song, computerized voices. And obvious example,
EVOC 20 in Logic uses this method, spectral synthesis. This method allows you to build a sound using
sine waves as an additive synthesis plus
filtered noise components. Vocoder is like
the EVOC 20 share this approach as an
underlying method. Alchemy has a spectral
synthesis section as well. Phase distortion. This approach uses the
reshaping of a wave form, degenerate variations
and texture and timber. Many logic sense have
this capability. This technique starts
with a sample, usually recording of an
instrument or a real-world sound. You can then map sounds
to a keyboard and alter their playback
in terms of pitch, velocity, multiple
layering, looping, etc. Samplers like the EXS24
and logic sampler or simpler in Ableton and expand to in Pro Tools
use this approach. Hybrid approaches, retro
Synth and alchemy and several other sense use some combination of many of
the techniques discussed. The bottom line is,
can the instrument make the sound you
hear in your head? If so, which method is used
is really not the issue. Analog, semi modular,
and modular synthesis. There's been a
huge resurgence in analog synthesis and in
particular the IRAC format. So if these things
deserve a mention here, first of all, what is analog? While the word analogue in
the world of audio refers to an analogous change in voltage in response to air pressure
or another voltage. Without a circuit. It is a
continuous smooth variation. This is in contrast to a digitized signal that is quantized based on
the sample rate, e.g. in 48 K24 bit file, sound is sample 48,000
times per second. And every sample is measured
at a resolution of 24 bits, which translates into over
16 million possible values. Digitizing attempts
to approximate as closely as possible what the analogous signal would
look like and sound like. There has been much
debate over whether analog or digital
synth sound better. My opinion they simply
sound different. Even in the analog world, there are digital components now and the lines are
blurring as we speak. The analog sound is
definitely attractive and rich and you might find yourself
drawn in that direction. Whether you go
digital or analog, you'll find much crossover
and terminology of sound synthesis, methods,
parameters, etc. So if you learn one system well, learning others becomes
significantly easier. There are analogs, standalone
keyboards available. Dave Smith has been
making them for decades. There are semi modular
sense available. This is the mode mother
32 of which I own one. So this has some hard
wired connections going on underneath the
surface and also allows for some physical
patching within the synth itself or in
connection with other modules. And then there is the
modular synth world. And your Iraq has really dominated that
whole area quite a bit. This is a standard
in terms of size, in terms of voltage that
allows you to connect modules from various
manufacturers together in the same system. And they can be patched together seamlessly and work
with each other. You can have
oscillating modules and modules, control type modules. There's basically a module to do every function within a synth that you'd have in
a software synth. But they're very
manufacturer of being very creative in terms
of their approaches. So you can really piece together a unique system this way. The next video we'll
have a look at some sound fundamentals and will finally start to
hear some examples.
5. 04 SoundFundamentals: So I've written a couple
of small applications here in Max MSP for the purpose of demonstrating some basic
things about sound. I've included these
with the course. It's not essential that you actually use them
or install them. You can just follow
along with me and get just as much out of it. But they are there
if you want to explore their good
for visualizing sound, analyzing sound, not so much for, for
generating or making sound, because there's lots
of instruments that do a much better job
that we'll get to. But let's talk about some of the fundamental things in sound. And what's often used is
the good old sine wave. Sounds like that kind of thing here to show
two cycles at once. Or I can show cycles depending
on what the frequency is. What we have here is a sine wave that's got a particular
very specific shape to it. It's based on a
trigonometry sine function. And it has a couple of
things that we can see, has a certain height, that would be the amplitude
and that relates to volume. It has a certain
number of cycles in a given period of time
that relates to pitch. It's called frequency,
measured in hertz. Amplitude is measured
in decibels. There's three
different views here. This is the oscilloscope. This is the
spectrogram view which shows frequency on the x-axis, amplitude on the y-axis. This one shows time
and amplitude. Then there's sonogram view
which shows frequency on the y axis and time
again on the x-axis. So we can see how
those things look. Pretty different ways to
look at the same sound. As I increase the frequency, the number of cycles increases
here and you're visually, you can see that, you can
see this going up here. Now, there's also
something called the period of a sine wave. I have a diagram here that kind of explains more in depth. I'm about the qualities
of a sine wave. So here's amplitude and
you see on the y-axis, here's time along the top. So this is 1 s of time. And there are two complete
shapes of the sine wave here that makes it a 2 hz sine wave, two cycles per second. It also means that the period
of that sine wave is 0.5 s. The period refers
to how long does it take for one complete
cycle to occur. And it's inversely related to the frequency so that if
the frequency is two, the period is one-half or 1/2, 0.5 s. There's also something
called the wavelength. This is the actual physical
length of the wave. If we could see it in space, you can see sine
waves in a room. That's how long the
sine wave would be. And this is a function
of the speed of sound, typically referred to as 11, 32 ft/s, divided by the frequency of whatever it is you're trying
to determine. So in this case, a 2 hz sine wave
would be 566 ft long. That's a very long wave. And it's also out of the
range of human hearing. Are human hearing is goes down to roughly 20 hz on average. Within the range. For instance, a 60 hz wave is still 19 ft. That's
quite a long wave. And when, if you ever get
into acoustics or trying to treat rooms for
acoustical purposes, you'll find out
that parallel walls or are kinda the nemesis of an echo station
because it creates standing waves where the wave
bounces back onto itself. I'm not gonna get
into that here. Just wanted to, I want you to be familiar with these terms. As we get into synthesis. What about harmonics? What are harmonics? We hear a lot about them. I have another little patch here in the back and you notice I like to name these little
programs after myself. Why not? It's one of the
benefits of programming. So this is the
phyllosilicate scope. Here we have something
I call forms. Notice the spelling. So here we have harmonics,
is a fundamental. Second harmonic is
zero amplitude, the third is down
here, and so on. So in this particular view here, every other harmonic is being
played when you do that. And let me just turn
this up. One down. Amount of waveform.
It's right now we're playing this
particular waveform. You'll notice that
it looks squarish. And indeed, these
are all sine waves. But if you accumulate or
add a bunch of sine waves together and you add
them in such a way that the fundamental is at
a certain amplitude. The second harmonic is zero. The third harmonic
is at one-third. The amplitude of the fundamental fourth
harmonic is at zero. Fifth harmonic is at one-fifth the amplitude
of the fundamental. And if you keep doing
that, you end up with this squarish type of wave here. This is the formula for creating a square wave out of sine waves. And it's kind of
demonstrates the power of additive synthesis by adding a bunch of sine waves together, you can clearly see that you
get a very different shape. Harmonics are simply
this integer multiples of the fundamental frequency. Therefore, if the fundamental
frequency is 100, the second harmonic
would be 200. A third would be
300400500600700 and so on. It's really that simple. There are integer multiples of the fundamental pitch, the
fundamental frequency. So let's hear some different
formations of harmonics. And we can see here
the results of those particular formulaic
accumulation of sine waves. There's a square wave.
Here's a sawtooth. See that here, every
harmonic is present and it goes down in a proportional
way in terms of amplitude. A pulse wave, all the harmonics are there and they're all the same amplitude. Here's a triangle wave, looks very different
than the others and sounds almost sine, sine like, but with
a little edge to it. So that's the way harmonics
contribute to a sound. They add into it. They get summed and based
on their frequency and relative amplitude and
create new sounds. So let's go back for the time
being to this other patch. I'm going to turn this one down. And again, let's look at
spectrum, spectrum this out. As I said before, the sine
wave has one simple frequency. If we go to a different type of wave source though,
let's look at it. Sawtooth. And now notice what
happened here. We have a different shape. It looks like a saw. We have the, the harmonics going down
and we're also seeing that they are related to the fundamental frequency unit
in a very predictable way. And we look here what happened
also to the sonogram. And now we have very
expanded spectrum that we didn't have before
with just the sign. So there you can
see what happens to the spectrum when we
do add different, different waveforms become
very much, much more complex. Let's look now at phase. This is one of those things
like compression and mixing. It's kinda hard to
wrap your head around. But once you get it,
you sort of get it. I'm going to select
here dual sinewaves. That's these two things
are playing right now. And I'm going to turn that on. And let me pick a couple
of frequencies here. Let's say 200 hz
for the top one. And let's say 201 hz. Okay, so what's going on here? We have two frequencies, 200 hz and 201 hz. We really don't hear
two frequencies though. They're too close together
for our human minds to grasp. So what we do here is a pulsing
or a tremolo type effect. It's called a beat or beating. And we're hearing it at
a certain frequency. And in fact, we're hearing
it at the difference between this sine wave
and this side away, which is 200 minus 201. One hurt. So if you listen, that's a one beat, one time per second. If I wanted to make
this, for instance, a 4 hz beat increases
the 2 041-234-1234. You can kind of hear that. See it here and you
can see it here. So what's causing this
phenomenon is that in this case, four times per second, we're getting a
complete cancellation when you sum these
two waves together. And that's being reflected here. Now if they were
the same frequency and they were complete
opposite phase, meaning when this one is at its low point in this one
is at its high point, we should get a complete
cancellation. Let's try that. So I'll put this at 200. And I'll put this one at 200. And I'm going to
adjust the phase, reset these starts together
just the phase 2.5, which is a normalized
way of looking at phase that's equivalent to
180 degree phase shift. So if we look at the way
these two things line up, this is at its high point, this one is at its low
point when this is at its low point and this
is at its high point. So you can imagine
if this was minus one and we add it to a plus one, we end up with zero. And that continues along the whole range of both
of these frequencies. That in its essence is phase. Phases. It's
everywhere in audio. It's, you have to know
about in terms of miking. It's used as an effect,
phase shifting, it's used as a synthesis
technique, phase distortion. So there's a lot of uses for it. You should get a handle of it. Once you do, um, it'll be part of your toolbox. Okay, one more thing
I want to talk about before we move on and that is hard sink. Turn these both effect. Let me okay, turn this up. Okay, So here we
have two waveforms. They're both sawtooth
waves. Right now. We're not hearing any hearts and they're just
playing together. What hard Sync does is it
uses one master frequency and it controls the phase
of the slave frequency. So that every time it gets to
the beginning of its cycle, it forces this wave to also jump to the beginning of its cycle even if it's
not completed yet. So watch what happens. So you can see that this
is just going about its business when it gets to the beginning of
its cycle though, it's causing this wave to
jump back down to zero, even though it hasn't
completed its cycle. At that point. This in its essence
is hard sink. And what, what happens when you heard sink one wave
to another is you create more harmonics and different content in
the harmonic spectrum that adds to the sounds. So it's a way of generating richness from two
simple wave forms. Okay, So that's about it for the sound fundamental section. When we come back,
I'll be looking at the basic parameters
of synthesis so you can kind of understand the terminology before we get into the actual instruments.
6. 05 SynthFundamentals: Okay, so let's talk about the building blocks of synthesis and what's actually
used in creating sound. So one of the most
fundamental building blocks is of course, the oscillator. And there are only so many waveforms that
are typically used, although there's a
lot of variation. Here's the sine wave
we've seen already. Here's a triangle wave and you
can see it looks triangle. Sawtooth wave has
kind of look to it. And square wave,
which is squarish. Okay, so those are the main
wave forms that are used. But what else is there? What else is used to make sound? There's a couple of things. Let's go back to
this patch here, and I'm going to turn
this up a little bit. During this one down. I'm going to core
here and listen to whitening can be quite intense. So notice the three views we're looking at
here in white noise. It's kind of a random energy for across the entire spectrum. There's also something
called pink noise, which is a more subdued sound. You can see what
happens over here in the sonogram when I
switch it to pink. So what this means
is that there's less energy and the higher
frequencies, and in fact, it goes down about three dB per octave as it goes up in
frequency or up the spectrum. This is often used to tune rooms because it's more
aligned with human hearing. We tend to hear that as well
in the upper frequencies. So oscillators and noise to
basic science sound sources. Now, what else is there? Well, let's go back to this patch here
for the time being. I want to show you
some DG waves. So these are our waves
that are various shapes. They're not a typical shapes
that we just talked about. But they can be
really any shape. And when you take one
shape and you use that as a cycle or
as a wave table, and then repeat it a certain
number of times in a second, you will get a pitch
and you will get a certain harmonic spectrum
of going along with it. Let's listen to some of these
I'm going to choose here. Did you waves, That's this
little section down here. And let's play some of those. You can see the
shape of it here. This length also to keyboard, so you can kind of hear
different pitches. Let's just choose one. Okay? These have also
including some digit waves along with the application
that you can play with. Hit random button here and see how every shape and subsequently
completely different. And that's because of the
harmonics spectrum that's, that's being generated by
that particular shape. Okay, What about filtering? It's a very important
part of synthesis. I want to go back to
this patch again. I hate to keep jumping
back and forth, but some patches do things
better than others. Let me put an I'll put
this back on white noise. Turned down a little bit. I have a little filter section built into this patch down here. Right now it's being
bypassed. Let me turn around. Immediately, hear the
difference there. This is a low pass filter, which means it allows lows pass. Nothing fancy about it. The name includes
the definition. Likewise, a high-pass
filter allows ice to pass and you can see
that cutting off everything below
certain point here. There's also something
called a band pass, which allows frequencies within a certain band between a high
and a low point to pass. There's also a band stop. Sometimes called a band reject. The opposite side of the
mirror image of a band-pass. There's also a peak
or a notch filter, similar to what you'd
find in a parametric EQ. There's a shelving filter. Allows you to put low shelf or a high shelf so that you can push frequencies up or down from one point all
the way to infinity. So these things are similar to what you'd
find in a parametric EQ. There's nothing
tricky about them. But what's important to
realize is that when you send a very rich sound source
through these types of things, you end up getting
a new spectrum. In essence, you end up
creating new sounds from the source
material you wouldn't have if you hadn't
done any filtering. Basic parameters are
cut-off frequency. This is the point at which the filter begins
to do its thing. There's the gain. If there's any meaning. Is it being accentuated or attenuated past or before
that cutoff frequency. And then there's the
slope that determines how fast frequencies are being
accentuated or attenuated. And it's really about
it for filters, we'll get more into them when we look at actual instruments. Some instruments have, well, most instruments have
filters built into them. So we'll be able to see their effect in a
more concrete way. Now what about modulation? Well, these same
oscillators that we found over here can all be used to modulate any parameter
within ascent. And they're called when you use a wavetable or an oscillator
to modulate a parameter. It's typically called an LFO, which simply stands for
low frequency oscillator. It's low frequency because
it's typically be low, the audio rate, which
is 20 hz or less. So that it generates
a table of data at a recognizable period of time that you can
hear the effects. For instance, you
can modulate pitch, modulating cutoff
frequency and so on. There's also something
called an envelope. And let me just close
these for the time being. I have little patch
here that talks about that demonstrates
what an envelope is. So here we have a keyboard. There's a table that has
this sort of diagram in it. It's probably familiar to you. If I hit a note. Let me of course
I'll turn it on. So when I hold that note that sustains to a certain point, which is really this
point right here. And when I let it
go, it goes down. So what we have here
is amplitude on the y-axis and time
basically on the x-axis. This initial section
here is the attack. How long does it take
to reach the peak? And then there's a decay time before it reaches some
sort of sustain level, which will stay there as
long as I hold the key down. And then when I release the key, it goes down to zero. I have a little diagram here that explains that
a little further, you can see it Here's level
on your y-axis. Here's time. There's attack, which is
expressed as time as well. There's decay which is
expressed as another time. How long does it take to decay? There's a sustain level, which is how loud is it
as I'm holding the key. So that could be as
long as I hold the key. So this is not really
a measure of time. Don't be confused by that. Then when you release the key, there's a certain period
of time that it goes from there back down to zero. Now, when this is often
associated with amplitude, but envelopes can be used to change any parameter
that they're mapped to. For instance, you can
have pitch going up, then down and then sustaining. As long as I hold
the key and then go down when I release the key, it doesn't have to be amplitude, although amplitude,
it almost always has some sort of envelope
attached to it. It also doesn't have
to have four stages. Sometimes there's just an
attack and decay stage. Sometimes there's just an
attack and a release stage. Sometimes you have more stages. There may be a stage after
the decay where it rises back up and then sustains
and then comes back down. And in reality, most sense only have
certain number of stages, but in reality, you can have as many stages as the
program will allow for. Since I can do the max and create as many
stages as I want. And then when I hit a key here. So you can hear that kinda
just doing its thing. I can also map this to pitch. Put this back to
the original shape. You can see that envelopes are simply
ways to generate data. Once you have data,
you can send it to where we want to have it to, whatever you like it to do. Alright, and then lastly, just a quick mention about
global controls will see actual use of these instruments. So I won't talk
too much about it. But global controls, there
are basically things that affect the whole instrument
in a sort of global way. One of them is pitch band, where you can
adjust the range of the pitch bend wheel up or down. There's the degree of polyphony. Some instruments only
allow monophonic playback, which means they'll only
playback one note at a time. And other instruments have pretty high degrees
of polyphony, meaning you can play
several notes at a time. Then there's usually
some sort of global tuning which allows you to either de-tune or
tuned to another instrument, or tuned down or up
by octaves and so on. So those are called global controls because they affect
the whole instrument. Alright, that's sort
of the fundamentals of what's going on now I think it's time to
make some noise and actually start to explore
some of these instruments. We'll start with the ESM, which is the monophonic
synth and logic. And I'll see you
on the other side.
7. 06 ESM: Okay, so let's take a look at
this first instrument here. It's called the ESM enlarge. It gets say, monophonic
synthesizer, which basically means it can
play one note at a time. When you play a second node
cuts off the first note. Let's first look at
the signal path. It's always a good way
to start when you're looking at a new instruments. So here you can see we have an oscillator section
that goes from sawtooth, two square wave. And we can mix between
the two by holding, holding note here. And
you can hear that. Can see the spectrum
that's happening. Fab filter EQ I have okay, that generates the sound. It goes through a
filtering section. And as an, as is often the
case with synthesizers, if you don't see any indication of what type of filter it is, for instance, this
doesn't say what kind of filter is a low-pass, high-pass. In general, that's gonna
be a low-pass filter. It's kind of the default. And so this is a
cutoff frequency and this is the resonance
for the filter. Just to make sure, let
me play a note and see what this cut-off
frequency does. So you can see indeed it
is a low-pass filter. This is a filter
modulation section which we'll get to in a second. This is the amplitude section, which has a just a single-stage, a sort of envelope
here decay only. And then there's a
built-in overdrive. And what's nice about
having built-in effects in a plug is that if you save
a preset with the plug-in, the effect gets saved with it. So you don't have to count on any external plugins
that might be in your effects chain to get the same sound
in another session. Now on the far left here, there's these three
numbers, 816.32. Let's hear the effect of those. So you hear it goes
down an octave. And indeed these do
change the octaves. Why 81632? This refers, this is
kind of a remnant from pipe organ days. And it refers to feet, 8, ft, 16, 32. So if you doubled the
length of a pipe, you'll actually get a lower
octave and vice versa. You'll see these indications are very typical in hardware and software sense in terms of
feet to represent octaves. Then you have something
here called glide. This is a portmanteau control that glides from one
note to the next. With it off. You just get a little more. With it off. It
basically jumps from one node to the next or
turn it up a little bit. You hear that gliding
between pitches. Exploring the filter
a little more. Let me get a little richer
sound going here and open, open up the filter a little bit. What does this
resonance control do? Well, it puts a little bump, a little boost right at
the cutoff frequency. So let's look at that over here and you'll
see what I'm saying. See this part right here gets boosted up a little bit
and you can actually, in some filters drive that
to solve a resonate so it becomes its own
pitched sine wave. So this has the effect of accentuating the
cutoff frequency, which is nice when you're
sweeping it, for instance. As such. Now, what type of modulation can we do in the plug-in itself? Well, there's something here
called intensity, the k. Hello. So the intensity is how much modulation
is going to occur. And what we're modulating in this case is the
cutoff frequency. And the decay time
would be how long it takes for modulation to happen. So let's, I'm gonna put it up halfway here and I'll put the
intensity all the way up. So it's very obvious. Keep this down for
the time being. Let's play a note and
see what happens. Okay, so you see how that decay influences a decrease in
the cutoff frequency. And although this
is not animating, we're not seeing it move. That's what's going on and can clearly hear it and
you can see it here. If I turn up the decay, you see it takes longer
for it to curse. So this is really
a time parameter. We're turning up the decay time. What is the velo do? Develo allows you to affect this situation here in terms of how hard you hit the
key or the velocity. So if I turn it all the way up, it's going to have velocity
will have the most effect. And let's hear the
difference between this with velocity all the way up and then velocity
all the way down. So that's hitting it very hard. If I hit it soft. Notice how the harder I hated, the longer the decay time is. So again, this is, the velocity is actually
changing the position of this, although you don't see
it being animated. Alright, so down here we have a simple amplitude envelope that controls the output and
also has a velocity control. So if I turn this all the way
down and let me turn down the decay time a little bit and see what that sounds like. Okay, so now we have
a very short decay as opposed to Okay, this is still being modulator. I'm going to turn
that off with B. So here the decay
that's happening there, I can make it velocity sensitive by turning
this all the way up. So here the decay time being influenced by velocity there. Then there's this
overdrive section. Its saturation to the wave. Which is kind of nice to get
some richer harmonics, coy. Alright, there's
one little section here that you'll
find in a lot of plugins that's typically
like not on the front panel, sort of hidden because they're global type controls
that you don't usually access unless you're
first setting things up. So down here we have two things or three things actually positive vendor range, negative bender range tuning. Vendor refers to the
pitch bend control on your midi controller. Right now it's set to 12, which means 12 half-steps
or one octave. And the vendor ranges is set
to positive vendor range, which means it's the
same as whatever you said here will be the same here. So right now let's hear it. I'm going to turn up
the decay a little bit. May turn down the overdrive
or not blowing things out. So we have an octave up or down. Now you could make the negative
vendor range different. Say I make it seven, which would be fifth. So there you can, actually, if you were just
to sustain a note, you could with automation, actually record a melody
just using the pitch bend, which is an interesting idea. This also has a tuning
feature which gives you $0.20 up or $0.20 down. Sense in terms of tuning, refers to the idea that
there's 100 cents between half-steps or between two
adjacent notes on the piano. So that's 100 cents. So if you go in-between the keys on the
piano, for instance, halfway between, you
would be at $0.50, which would be a quarter tone. This is somewhere less
than a quarter tone. Alright, so that's the ESM. I'm going to play well with a little arpeggiation
thing I've set up here and mess around with some of the presets or you
can get an idea what this thing is capable. No, no, no, no, no, no, no, no, no.
8. 07 ESE: So the next segment we'll
look at is the ESC, which is an eight voice
polyphonic synth. Put the keyboard window here so it kinda see what I'm doing. This particular center, as
I said, it's eight voices. So that means when you get
up to the eighth voice, notice that it'll cut out one of the voices as you
go beyond eight, which means it's capable of eight different notes at a time. Let's start by looking
again at the signal path and how the signal proceeds
through the instrument. So first we have the
oscillator section here. There's a sawtooth,
there's a square wave that is changeable in pulse width
so that when it's here, turn down these again
are actors 48.16. Again referring to feet from
the old pipe organ days. So down here we have
a sawtooth wave, and that's a square wave. And then as we slide this, we're actually changing
the pulse width of that. And if you remember from
an earlier tutorial, that changes the length of
time that the wave stays in either positive or negative
part of the square wave. So that's where the sound
is originally generated. There are some modulation
happening down here, which we'll talk
about in a second. But from here it goes
through the filter sessions as a cutoff filter, I'm sorry. Low pass filter. And this is the cutoff
control for it and resonance. And we have an AR indication here that stands for
attack release intensity. And what this will do is it will take the same envelope
that's controlling amplitude and modulate
the cutoff frequency for this low pass filter. We'll demonstrate
that in a second. There's also a yellow
filter which control, which adjust the intensity of the velocity and how that
affects the cutoff modulation. And then there's a very
low volume which controls how much influence
the velocity has over volume output
of the instrument. And a couple of different
built-in affects. Coursing and ensemble
type effects. So going back to
the beginning then, this is, has some built-in
modulation capabilities. Now, look at, I'm going to
put it on sawtooth here. And when it's on a sawtooth, we have this control acting
as a vibrato control. Vibrato is simply a modulation
and pitch up and down. And we can adjust the speed of it here and you
can hear that. So you see that as we go
further up the knob here, the range of the
vibrato gets wider. And this is just
adjusting the speed. So that's when this
top wave control here set to a sawtooth. As I change it to this
range of control, this becomes a pulse
width modulation control. So that I can change the
intensity of this is actually, is with many of
these modulations, you don't actually see
the knob animating. But you can imagine
that this thing is going back and forth like this, based on the control set
here and based on the speed. So you can see that it
actually chokes off as it gets towards this end
of the pulse width, which, which is a very small pulse wave
form at that point. So with this modulating, the Wave source here or
the sound source. We can then start to
filter it and where we get some subtractive
synthesis going. So here what the low-pass
filter sounds like. Just the resonance a little bit. I'm going to open up
a pro to hear from FAB filter will look at the spectrum is we
want this filter. So you can see as
the cutoff changes, we get a different group of different part of the
spectrum being emphasized. And also the
resonance is putting a little bumper at
that cutoff point. So now let's look at some of the other modulation
capabilities here we have first of all, the attack and release, which is hardware to output
or amplitude, amplitude. Let's listen to some
variation there. So you see we can set the attack and release quite nicely. They're very simple
amplitude and that there's no decay or sustained
parameter, but still useful. Now we can use this
same amp envelope to control a modulation
of the cutoff frequency. And the intensity of that is determined by this knob here. So as the center has no effect, but as we go this way, we'll see that the
knob actually will. Although again,
it's not animating, it will go up and then
it will come back down based on the attack
and release times. Let's see if we can hear that. Move it up, make it kind of exaggerated so can
hear it a little better. So you see there at
the end how it sort of made that sweep
downwards based on this sort of long release time. We make the attack a
little slower. Also. See what that does. So
you saw how that works. So now as I go to this
side of the novel, let's see how that
affects the same idea. Okay, so you see it has the
exact opposite effect there. Let's set it to zero. So by using the velo
filter control, we can also decide how much influence velocity is going to have over
this whole attack. Envelope, influence over
the cutoff frequency. And then there's Othello control to decide how much
influence velocity you will have over volume. So with its set all the
way down, I hit it softly. I get that tiny volume level. If I turn it all the way up
and hit it at the same level, you can see it's a much more dynamic or wider dynamic range. So a little more
control over volume. Then there's some chorusing
built-in to the instrument. And then down below, as many of these instruments
are some global controls under the disclosure
triangle here at the left, lower left-hand side. And once again, we have positive vendor range and
negative vendor range, which right now is
set to the same as positive, but it
doesn't have to be, for instance, right now
that's 12 steps up and down. But I could make this
five steps down, let's say eight steps up. So if I go all the way up. And so you can
actually play melodies with the pitch bend
or if you want it to. And then there's some global
tuning controls here. $0.20 to negative $0.20. And again, 100 cents would
be a complete half-step. So $0.20 is more or less sort of a detuning feature
in many of these controls. If you want it, set it back to default, at least in logic. Option clicking will bring
it back to the center. So that's the ESE
sort of simple, still more controls and the ESM head, and
also polyphonic. But let me play some little apple loop here and I'll play it
through some of the presets. We can get an idea what
its capabilities are and also mess with some of the controls as those
presets are playing. So you can see how you can modify some of these
presets for your own needs. We'll try a little more
with some pad type sounds.
9. 08 ESP: Alright, so next
we have the ESP. This is also an eight voice
polyphonic synth that emulates some of the classic
sense you'd find the 1880s. First, let's look at signal
path we have here where the sound sources originate and this is a subtractive synth. So we have some sound being generated here. In the center. We have some filtering going on. And as I said
previous tutorials, if you don't see the
type of filter listed, chances are it is a low-pass filter and that's
exactly what this is, is the cutoff frequency. This is the resonance control. Some modulation
capability here that uses the ADSR envelope, which is also hard
wired to the output. Here's a few velo
sensitivity controls which allow the
influence of velocity, built-in course and overdrive. And also in the far
left here we have the octaves as usual. Let's get a little idea of
what this thing can do. Let's start with a
triangle wave here. There's three different
octaves of the trial wave, and I'll put the
spectrum display up here so we can take a look
and see what's going on. Okay, So next to that
we have a sawtooth, which we can either
play on its own, blend with the triangle. And let's look at the next one, which is a square wave. And then we have next to that a square wave with a
little minus one in it, which identifies it as an
octave below the mean pitch. Here, that Octave
going on there. And then one next to that. This is minus two, which
is two octaves below. If we started out
higher with this one, get a nice blended octave, spread sound that way. Then the far right-hand
side is a noise generator. She's nice for generating
percussive sounds or accentuating the attack on
a particular type of sound. In the center. Like
I said before, is the filtering sections. So if we put, let's just get
a little blend of a wave here. Something like this. Okay, and if we use now the cutoff frequency
to manipulate that, maybe add a little
resonance to it. So some nice sounds
you can see are capable of this center is
capable of, right off the bat. Let's look at some of the
modulation capabilities. Just to the left of center
here we have vibrato and y, which is a modulation of
the cut-off frequency here. So when we're on this
side of the zero, were, this is operating as a
vibrato intensity control, and this is the speed of it. And on this side is the cutoff frequency
modulation control and also the speed. So let's just get listened to both of those.
Here's my router. It's fairly obvious
what's their debts doing? Let's look at the
walk control now and I'll start with a
slower speed as well. Center this up a little bit
and see what that does. So you can see that this is, although it's being modulated, it's not animating, as I've
said before in the past. And these plugins, zero those
out for the time being, two numbers p, We're back
to the original cell. Now, these three-center
controls here are key follow commands
and what they do. And there are three levels
of intensity, 12.3. When you, when you're
playing on the keyboard, if you're playing in high range and you have a certain
cutoff frequency, certainly get something
a little more. So you may want less of a cut-off frequency
when you're playing up high in the keyboard to emulate more of a
real-world sound, because higher, higher
pitch sounds typically have higher frequencies associated
with them and vice versa. So you can set that here with
these key follow commands. If I turn them all on, we'll get the maximum effect. I turn them all off. Here's all on or off. So you see what the cutoff
frequency set lower. It's a lot more obvious
what's going on. These are actually allowing
more frequencies to pass through the higher-end
as you turn them on. So it's good for when you want a more realistic sound that gives you the full
range of the spectrum, as opposed to cut off frequency
affecting everything. Here's residents that
goes along with cut-off, of course, like we
just looked at. Here is a ADSR
intensity control, which allows the
ADSR envelope here that's hardware to amplitude
to also affect cutoff. First, we didn't really explore that on its own.
So let's do that. I'm going to zero these out. We'll get a sound here. So just to go over winter in
a tech ADSR envelope does, let me turn all
these things down. And if I now we
basically get nothing. I turn it out the attack and I'll turn the
sustain all the way up. So what's happening
here is it's quickly jumping to the sustain level. And if you remember from earlier tutorial AD and are related to time and
S is related to level. So this doesn't really affect anything about how
long the envelope is. It's simply the level when
you sustain notes out loud. Those notes are,
see it right there. So this is the attack time. If I make it a
really long attack, see it kind of builds up slowly. Or you can make it
more percussive. And this is where
the noise comes in. It's nice when you want to get some percussive type sounds. The decay is after it attacks and goes to an
official peak level, it will decay and I'll
take a certain amount of time to do then
and now decayed down to the sustain level over
a certain period of time. So let's hear that. So
those kind of along to k. Let's look at
it a little shorter one and see how that went
down a little faster here. The spectrum. Then of course, the last
step is the release, which is what happens
after you release the key. So with a very long release, it would be something
like this release. Okay, versus something
with a very short release. And if I hit this keys, like this, release is more
of an immediate shut off. So that's the way all the ADSR envelopes
are going to work. So once you get the
hang of one of them, you'll pretty much
understand them all. Now what's going on here is this same envelope and this is a very common for
one envelope to be affecting more than
one parameter or more than one process
in the synth. So this is also affecting the modulation of the
cutoff frequency. Now it's on zero, it's
not doing anything. If I turn all the way
up and let me turn on, turn off the attack a little
bit and will sustain up here this too much effect that
you can actually see there. I'm gonna put a release, long release, turn
this all the way up. This here, and let's try that. Okay, so there you saw that long release on the cutoff frequency
actually changing it, moving it downwards with the release of the amplitude
envelope one more time. Okay, So that's fairly obvious. So you can change that
thing and have it go the opposite direction over here or send around Heather
have no effect at all. You can also have velocity
effect this whole process. If your velocity sensitive, if you have a line that's
more velocity sensitive, also velocity can affect the amplitude
envelope in general. For instance, if I had
right now it's set to zero, which means it's having
no effect when we put a little long attack
and a short release. Its right now no matter
how hard I hit the key, I'm getting the same level
and the same sort of effect. I turn this all the way up
and I hit the keyboard at the same speed I did
just a minute ago. Now you see velocity will have a much more
exaggerated effect. So it just depends on what you want in any particular sounds. Not really right or wrong. In terms of that go
the way that goes. Then there's a built-in course and an overdrive, which will really kick
things up if you want it to. Once again, the reason
you might want to put these type of effects as part of your preset as opposed
to having them external and in another process or another insert in the signal chain is because
when you then save a preset, these things will save
with that preset. So when you're using
things and other projects, it'll be ready to go without any additional
processing needed. Once again, down at the
far left-hand side, we have, as we've seen before, pitch bend range where
you can change it positive and negative and
also detuning as well. Again, let's hear some sounds
that are in the Presets. I'll place them and manipulate the parameters
as we go and kind of scroll through some of these
ideas and see what we have.
10. 09 ES1 Part1: Alright, so next we have the
ES1 and we start to get into some real possibilities in terms of modulation capability. Anyway, let's talk about
signal path first. As usual, this is
again octaves 2481632. Here we have two
oscillators that are generating the source material. One is a sub-oscillator
and meaning an octave below the upper, upper one. So here we have, on top I have a blended all the way right now
towards the top. So we're just hearing
this upper oscillator and let me open up the
filter all the way. Turned down the key follow, and kind of reset
everything and starts. So we just hear a
square wave here. And as we move it this way, modulating or we're
altering the pulse width. As you can see, this is
a pulse wave down here, so this is something
that could be modulated. Down below that we have software triangle wave
and back to the top. So that's what's
available on the tablets. Listen to the bottom ones. We have a octave below, really deep, a pulse wave
there, Here's a square wave. Let me just turn up the
octave a little bit. Here we have a hybrid
sawtooth square, which looks kinda
jagged line almost like a stepped type of sawtooth wave. Here's a little more jagged. Even though that different set of harmonics with this one, you can have it turned
off completely. Got some white noise
generation there. And another squarish way there. This external refers to external input or
side chain input that you can load in
from another track. So for instance, I'm going to just move this out of the way
for time being. And I'm going to, I have a tracking little
drum loop in here. Let me turn it on. Mute
the output of that, but I'll turn it down over here. Now when I hold a note down, notice it's actually coming
through the center itself. So the synth is now acting as a processor of
that live drum sound. So really a lot of creative
things you can do. But that's sort of scenario. For instance, I can
have the actual drum line playing along with the effected version and so on. And you would enlarge it anyway, there's many of
these instruments and other dogs also
have that capability, but you can do it in
logic here through the side chain input up on top where you can
choose some sort of audio track to be routed in. So that's your source
material than it'd be in the center here we have a drive control that routes or saturates the
input going into the filter. And let me get some
sound going here. So you can overdrive and
going into the filter and then cutoff frequency
for a low pass filter. Again. Resonance control. The two typical controls you'll find on a low-pass
filter, of course. Then there's four other controls
we haven't seen before. These are slope controls
for the filter. Now, what do I mean by that? Well, if I play it, juicy sound on here and we'll set the cutoff
somewhere around there. And now notice the
slope that we have here in terms of the attenuation past
the cutoff frequency. Okay, that's 24 dB classic. What that means is that one octave above
the cutoff frequency, we're getting a
24 dB attenuation or decrease in amplitude. Now if I go and make that 12 db, notice that now the
slope is a little more gradual and we're getting more high frequencies
because of it. There's also 18, which is
sort of in-between the two. Then there's a 24 dB fat
which attenuates quickly, but it also boosts mostly below the cutoff so that hear what
that sounds like. If you're looking for sort
of a thicker base on, you might want to
use the 24 dB fat. Then we have a key
Fall Control here, which is we've seen before, which adjusts for the
range of the keyboard. If you want more
high frequencies and higher range
to come through, set this all the
way up to the top. The far right, we have amplifier control
and this slider here allows velocity to have an influence over the
amplifier section so that if you want
it more sensitive, you would open it
all the way up. If you didn't care. Um, you would just
put this all the way like that and no matter how hard I hit the
key, it's the same volume. So this is how far
these are spread, determines the intensity
of the philosophy control. In other words, the far-left. Something says a gate
are ADSR AND gate. A gate our means
that it's gating the two middle stages of
the ADSR envelope here. So in this case, only the attack and release our functioning. This is particularly good if you want to use it
to modulate something. Adsr means all four stages are working AND gate our means. Only the release stage works delicious. Hear some
of those things. First, this is with all
stages functioning. So you can hear all four
of those stages working. This is just with
attack and release, working with these are
set in the center. Then we get the same sort of effect because
they're nonfunctional. Then there's just the release. Which case There's
an immediate attack. And we can set the
release time only. So before we go on, let's
take a little break and I'll come back with more explanation as far as what's going
on on the bottom here. This is the kind of the
meat of the synthesizer. It's the modulation section. So we'll come back
to that part too.
11. 10 ES1 Part2: Okay, Before we get into
the modulation section, just a quick note about some
of the global controls. So below here we have negative pitch bend range
in some midi stuff, a filter boost here. Also positive bender range here. There's a tuning, there's
general output level. There's some built-in
coursing effects. There's the glide control over here for gliding between nodes. And then a couple of things
we haven't seen this as an analog control which sort of shifts the pitch
around a certain percentage. That sort of tries, it, tries to emulate an analog synthesizer, which is really what this
whole sentence is about. It's about emulating analog. So this kind of helps
with that idea. So down below, here on the right-hand side we have the number of
voices and we have, for instance, one voice here. All the way up to 64 voices. Don't have that many fingers
and then a legato setting. So what's the difference
between legato? And, let's say one voice
which would be mono. Well, in, in mono mode, if we turn up the
attack all the way, and I try to hold one
note by another note. What happens is, you
can see here when I'm doing it tries to
play this phase. In fact, it does
play this stage of the envelope every time
versus legato mode, which skips this stage
entirely so that it's nice for Connected type of sounds when you
don't want to have the attack of every
sound coming through. Okay, I'm going to set
this back to full noun, the attack, a little bit. Sound going here. Okay, so let's explore some of these modulation
capabilities. On the left-hand side here we have the
low-frequency oscillator. Know it's low-frequency because it's below the audio rate, as we talked about
in earlier video. That's usually 20 hz or lower, but really it's much
lower than that. Usually. There are
two rates here. One on this side is sink, and this one is free. On the sync side,
we're actually able to modulate in terms of a
division of the beat, whatever the tempo might be, this will line up with it
and you go all the way up to 32 bar here if you want some really long sort of modulations. Or it could be as
small as in this case, one 64th note triplet. So when we're looking
at these things, the D stands for dotted. So this would be
dotted 16th note. This would just be
regular 16th note, and this would be a
16th note triplet. And that's the same
for the eighth and the quarters. And so on. On this side we
have a free rate, which means it's by Hertz
or cycles per second. So you can have everything
from very slow down 0.15 hz. All we up to 24 hz or
24 cycles per second. So let's try
modulating something. I'm going to set this
control here to pitch. And for the time being, I'm going to turn this
all the way up and I'll show you what
this is in a second, but we'll set this to pitch. And I'll put a
triangle wave is good. And we'll set this up
at the free rate for now to see what
that sounds like. You can kind of see
what's going on here. That's fairly obvious. Now
if we go on this side, we'll see it in
divisions of beat. So far were to change tempo. Changes also the rate
of the modulation. How these shapes, how, how do they affect
what's going on? Well, this is a triangle wave. A sawtooth descending
or max to min. Here's the same sought to
reverse a square wave. So it sort of jumps up
and below target pitch. Here's a sample and hold which we haven't
seen me for in this. Sort of jumps around randomly, stays there for a
second and then moves on something called a sample
and hold interpolator it. It's the same as this, only at smoothly goes from one point to the
next. Listen to that. Now here's an interesting thing. I can have an
external sound file modulating whatever parameter or target
parameter I said here. Since we already tried that external file
up here as a source, Let's see what it sounds
like as a modulator. So I'm going to play that
and see what happens. Now, remember whenever
you're using a side chain, the session itself has
to be playing in order for the sound to be routed
in through the plugin. So let's just see
what happens here. I'm going to start
the session and will loop over the length of
this particular sound file. Not too interesting as far
as modulating pitch goes. But you can certainly
hear that modulation occurring back for the
time being. And let me go. And let's look at some of
these other target parameters. So the intensity via
wheel setting here controls how much of
the mod wheel affects the intensity of a
particular module modulation you have set. So if I have this, let's say at a triangle wave, 6 hz rate, roughly for vibrato. I have this all the way open. There's no effect at
all on the pitch. But if I turn up the mod wheel, that's all the way open. Sort of barely open. So it's a very nice
expressive tool if you're playing live
and you want to record the mod wheel automation as you're playing or even
after you're playing. It's a nice way to
get some variety. What else can you modulate here? Well, let's look pulse width. So the pulse width, as we said before, that's this situation here. So if I have this set to 6 hz and it's not
a triangle wave, I want to modulate pulse width. It would sound
something like this. Again, where it's, where
it's set originally, will be the starting
point for the modulation. So it'll go up and down above that about with the sample
and hold modulator. So that's kind of a
nice effect like that. This back on triangle
for the time being, you can also affect the mix. And that's this
slider right here. So right now we have, we can affect how that gets
modulated between the two. And then this is actually
being modulated, although you don't
see it animating. But that's what's going on. Then there's the
cutoff frequency, which is often modulated. Seeing it some cool effects. Obviously with
modulating cutoff. And we know it
always reminds me of dubstep and that's one of the typical things
that's done there. Then there's the
cutoff frequency, I'm sorry, the resonance, which can also be marginally more subtle thing
going on there. But as we turn off or cut
off, That's interesting. Some nice sound design
possibilities there. And lastly, for the low-frequency oscillator
a modulation targets. We have volume tremolo effects that would sound like with a sample and hold interpolator. Two interesting, what
about a square wave? And the triangle gives you
the best tremolo effect. And you'll find that
some shapes are better for modulating some things than others just
depends on what it is. Let's turn off this LFO. Right now we're just back
to the straight side. And let's look at the
modulation envelope. This is another way to modulate all these other parameters, including two other ones. So I'm going to turn up
this is an intensity slider that allows intensity
via velocity. Let me just turn that all the
way up for the time being, but it works the same
way as the wheel only allows velocity to
control this intensity. So we can have pitch modulated. And you'll notice that on this side there's
an attack setting. On this side there's
the decay settings. Let's hear those two and I'll
set this to k and center. Shorter, shorter became longer
and even longer than that. And then there's the
attack which starts short. It's longer as we go this way. All the way up to 5 s. This is milliseconds right
here, so that's 5 s. So you can see a lot of
possibilities with that. And then we have all these same parameters that we can modulate. So I'll just end here
by messing around with a little vintage classic preset. I'll add a drum loop
here as we go on.
12. 11 ES2 Part1: Okay, Let's have a
look at the CS2. By far, the most complicated
thing we've seen so far. What we have here are three oscillators on
the left-hand side. So here's your sound sources. There's a filter
section in the center, and this is a dual
filter which allows you to either route one filter
into the other in series. As such, or clicking this button will allow the
routing to be parallel, meaning there, the signal goes through both
filters together and you can blend the result
with this slider here. And then on the far right, there are some effects or
some distortion that's built in various colors of
distortion, soft and hard. There's a sign
sublevel sine wave, which will be just
basic sine wave, an octave below the main pitch. Phasor, chorus, flanger. And there's an x, y pair here, which we'll explain later on. So that's the whole
top section. Briefly. In the center is a
modulation routing section. And there are ten different
possible modulation routings here where you can
take some source of my modulation and route it to many, many
different targets. And have it be influenced by various things such
as modulation, mod wheel or velocity and so on. Talk more about
this later as well. There's also a vector
section which is another way to modulate things
based on time. And down below are the various
sources of modulation. So we have alpha-1,
LFO 2.3 envelopes. All possible
modulations sources. At the bottom are
some macro controls. And you can change those
to midi controls as well. If you have various midi controllers that
you want to use, or you can close them all
up and use this macro only. And it kind of gives
you the basic controls for the whole instrument
in a small window. Then down below there's some additional controls
here for Midea. And mano pitch bend range of up to 48 semitones,
which is huge. So let's start by taking everything,
turning everything off. I'm going to turn off
all the distortion. And I'm just going to play from one of these
oscillators here. Let me start with
basic sine wave, a triangular wave. Square wave. So to triangle. Then what looks to be
another sine wave. But here's the tricky part. If you right-click on this bottom word here,
you'll see hundreds. Did you wait at your fingertips? And did you waves are
simply one cycle of the waveform then
doesn't have to be your typical waveforms
like we've seen before. These can be more irregular. Strange shape waveforms. For instance. Class two,
Let's look at heres. Sex to hear kind of has
the timbre of a sacs. Here's some, something
called Poor. Here's, let's just check
out one more here, rope. It's interesting. So a whole slew of possibilities underneath
this little menu here. There's also this whole
section here which sends frequency
modulation possibilities to oscillator two. This can be also much
later within this range. Okay, and then on
the left of that we have basic tuning up 36 steps, which three octets are all way down 36 steps, three octaves. Substantial manner
possible tuning there, and also some fine tuning
here in terms of sense. So we can go up $0.50
in either direction, which is quarter tone. You want a zero it out. Just option. Click on that
control right there. Okay. So here we have an
oscillator too. I'll turn this one
off for a second. Just, let's just play too. You'll notice to the right
of all these oscillators, there's this mixed triangle. This allows you to mix the
quantity or the level of each oscillator in terms
of where you placed the puck in the middle
of this triangle. So I'll put everything
on oscillator to see various things
going on here. So here's a square
wave saw tooth, as we've seen triangle. Here we have a square
and a sawtooth waves. These are linked
to oscillator one. So as we've seen
earlier tutorial that by forcing this
particular wave to start every time
this wave starts, they may be slightly detuned, creates its own
series of harmonics and a different kind of sound. There's a ring oscillator here, which is fed by
oscillator one as well. So if this is not turned on, you won't get any result. These both have to be operational in order
for agreeing to work. That can get quite rich. Then also we have
this whole set of waves and our fingertips
for this one as well. Okay, And then down below, very similar to
oscillate or two. In that we will have square wave sought to
triangle sinc square wave, a sink sawtooth wave noise, which is It's white noise. And also this whole
set of waves as well. And here and also in
digital oscillator too, I forgot to mention between the square and the pulse wave, we have pulse-width of variation here which
can be modulated. So what's going on
here on the side? Let's just talk about
that for a second. We have this analog setting, which as we've said in the ES1, this is intended to
emulate analog circuitry, which tends to drift or has
little variation to it. So that's kinda nice approach. I'm gonna go up here, turn off 31, and just
put out a basic. Use the digital wave
for sine wave here. I'm going to turn
off the analog. So we get a pure sine wave which is happening right there. The reason I wanna do this, because I want to show
you what the CBD does. This is constant beat detuning, and I'm going to set it to
100% so we get the full, actually let me
start with it off. I'm going to set this second
oscillator also to sinewave. And I'll mix equally
between the two. So we're getting much
in unison there. Now if I were to
change one of these, just by a few cents, notice we're starting to
get that bleeding that occurs when you have two sine waves that are
tuned very closely. But you notice that when
I play a high note, the beating is at a
certain frequency. But when I play a lower
note, it's much slower. So what the constant
beat detuning does is it compensates for that. So that now when I play
a higher or a lower now, or even a lower note,
all the tuning. The beating remains
fairly close. Let me turn that
up a little bit. So you see it's all
about the same words. If I turn this all off, you get very big
variations in the beating. So this is kind of
an unusual control and it's nice that it's in
this particular plugin. Okay, so we've got a
little sound going. Have a nice rich sound there. So let's see what's
going on in the. Filter section we're
going to turn these. Notice that this sets them to parallel or series right now
this is a parallel setting. I'm going to blend,
set the blend knob all the way down to the
bottom so we can take a look at the lowpass filter
on the bottom. Turn off this FM. Fm does is allows frequency modulation or the cutoff frequency
by oscillator one. Turn that off for
the time being. The resonance little bit. Okay, so sound that
should be used to by now. Once again, we have some
slope settings here. This is a 12 db slope.
Can see it there. 18 db. Here we're cutting off a
lot more of that slope. 24 dB, running off even more. And then fat, replacing some low end and also
cutting off 24 dB. Up on top, we have
a multimode filter, meaning it can be switched to different types of filtering based on what
you're looking for. Here's a band pass. Here's a band reject, which is sort of the opposite. Kind of see the whole
image of a band-pass, really a peak filter. So if we reset one
to a high-pass, this one, this one is already set to go pass and then I blend between the two. Gets sort of a
band-pass situation. You can find a sweet spot
there in this filter. Can also experiment
with routing them in series or just bypassing
completely by turning this off. There's also some
interesting connections here between the knobs, these little chain links here. Or when you grab that,
it allows you to change to controls
at the same time. Watch this. She's kind
of a useful technique come sometimes you just want to play around and see what
kind of result you'll get. Next to that we have
basic volume output. Here's a sign level here. Is basically sub oscillator, an octave below oscillator one wants you to
thicken things up. The distortion here is soft or hard distortion with
the intensity level here. Okay? And also different
tone from dark to bright. Really, that's just affecting the spectrum there
and how would, what frequencies are
allowed to come through. That's interesting. Really nice effects you
can get with distortion. And when you can build it
right into the preset, like I said before, that saves with your preset, which is very nice thing. Down below course flanging, phasing, and you can also change the intensity
of those course. In the speed. Get some nice
colors going there. So let me just
turn all this off. Up on top in the center. Just while I'm in this
area, There's polyfit, polyphonic and
monophonic settings, which you should
be worried by now. There's also a legato setting, which as I said in past, the difference between model and legato is that it doesn't, legato setting will not repeat the attack phase 0, the
amplitude envelope. You can set the number of voices here and there's
a unison setting. And what unison does is
it doubles every voice. We listen to this.
We add unison. You notice that the
number of voices, it's a little bit louder
and also the number of voices gets cut in half because
every voice has doubled. So that's sort of the whole
sound generation system. Up on top. We'll come back to
this random slider, which is pretty cool towards
the end of part two. But keeping in mind for now, I think with that,
we'll end part one. We'll come back with a cartoon
talking about modulation.
13. 12 ES2 Part2: Okay, Before we go on and
talk about modulation, I do want to mention the extra stage that we see here in the amplitude envelope. So something that we
haven't seen before. I just want to demonstrate
to you what's going on. So we have the attack
phase, a decay stage, a sustained level, a
rise or a fall time, and a release time. This is a velocity
sensitivity at the end. Let's watch what
happens as I hit a node here in the display here. You'll notice what happens
is there's an attack, there is a decay, and then there's a rise, in this case, backup
to some level. So that's occurring because
of this extra stage here. And we can also have it
fall as well, these things. And again, the last envelope in a synth is usually
hardware to the amplifier, which it is in
this case as well. But these can also be routed to use as modulators for any parameter in
this synth as well. So it can be very useful. Let's look at some of the
other moduli kept capability. And we have your LFO one, LFO to one says
poly, one says Mono. Let's see what
exactly that means. Let's get LFO one
functioning here. And I'm going to set this, I'm going use this first
modulation router. You can use any of them, doesn't matter which order you use. I'll choose this one and
I'll set it to modulate the pitch of oscillator one
to make it very audible. Set the sources LFO one
which is already set. And this is the intensity
I'll leave that turned all the way up. Let's hear what it does
right off the bat. Okay, so the rate here
is set to 1.1 hz. This is a free rate, it's not sink to the beat. And then there's another
control next to it, two way or decay. Now watch what happens
when I turn up the delay and listened to and see if you can
tell what's going on. Let me make it
even longer delay. So you see it
actually as delaying the onset of the modulation. And in this case up to 10
s, 1,000 milliseconds. And on the other end of this, we can away the modulation as well as check that
out or decay rather. In this case. And let
me make it longer. It's starting with a
very intense modulation and then decays away. So it's kind of an
envelope within an LFO, kind of a nice idea. Let me turn that
off for the time being. Let's look at all. So there's the case
of this Polly, what does that possibly mean? Why is this one mono
and y's this one poly. Well, The poly means
you can actually have more than one LFO going based on how many notes you attack. So if we have one, well, that's calling if I hit phases or different points
in their cycle. So you can actually
have different phased LFO is going
at the same time. Let's change this
same source now. The LFO to, and
this one does have, is you notice a free section, free rates on top in terms of hertz and then down below sink rates based on the beat
trip with his phone. Okay. Here are the various
wave forms that you can use. Here's a reverse or
max to min sawtooth. The opposite. Two different types
of square waves, a unipolar and bipolar
and unipolar starts at the initial value and goes up and then back down
to the initial value. The bipolar story goes
below it and above it. And you'll hear the
difference here as opposed to here. If you remember from the ES1, we have two different
types of randomness. This is sample and hold, and this is a sample and hold interpolating or smooth
or type of sampling hold, we can hear that as opposed
to the interpolated version. Okay, So a couple of nice LFOs there and these of
course can be mapped. To any of these parameters
within the synth itself, that gives you a
huge array of things that you can possibly moduli, including the pitches
of all three. You can detune one
of the oscillators. You can actually modulate
the waves themselves. This one right here. Actually, let's take
a look at that. I set this here. And now LFO to set
demodulate the waveform. So that's interesting. This is a interpolated sample and
hold modulating waveform. Let's try with a triangle wave. Hours of fun and enjoyment
right there, my friends. So lots of things that can be modulated, including of course, all the filter parameters,
LFO rates themselves. You name it really a lot of
lot to be explored there. Let's change now the source of this modulation to envelope one. We'll keep it. Let's
put it back to pitch. So let's explore
this envelope here. I'm going to use a poly version of the attack decay envelope. And I have it routed to pitch right here and we'll
move on to page one. So you see how cool that can be. Let's turn up the attack just to hear the
difference there. So you hear it along a rise
and then a shorter decay. Now the interesting about
this little envelope, two-stage envelope peers. It could also be a
release instead of decay. So set to release. If I hit this key here, it'll just stay where it is
until I release the key. And if I increase
the attack time. So you see the difference there. This envelope is a
little more advanced. So if I was to use a
little too on pitch, various effects you can get based on the settings
of the envelope. And you can also have
them look three. So there's a ton of possibilities
with modulation here. And you can have several things going on at the same time. For instance, let's
keep pitch where it is. And what if I was
to take and I'll put this back on envelope one. And let me also use the same
one for cutoff frequency to turn that on so we can
hear it and I'll give it a little something that we can actually hear
the cut-off working. This is blended all
the way towards the bottom filter here. And I'm going to have
this envelope one also operating on the same parameter. Turn up the intensity. Let me turn this back to decay. So you hear I
didn't get a lot of different effects by multiplying multiple parameters with
the same modulating source. So let's check out
the vector section of this modulation portion in
this particular plugin. If you look, I have
all the routing turned off for all the modulations ahead, that's
happening down here. And I have a basic sound dial, then I'm going to hit
the vector switch now. Now when I do that,
exposes this thing here. Now I clear it out. You'll look and it's basically a timeline with some nodal
points along the way. And if I right-click on
that timeline, Let's see, I insert eight by eight loop. Okay, so now it ends in
ate different points. Within that timeline. I'll show you what we're gonna
do with those in a second. But first, I want to set this. Xy pad up to control
certain things. And what I've done here
is I've set the x, this x domain here to pitch. One would be the pitch
of oscillator one. I've set the y to cut off too. So that would be this
cutoff parameter for the lower filter. Downwards as vector mode. I'm going to have
the vector affect both the mix and the XY pads. So it's this triangle
control and the XY pad. Now I'm going to set
some initial state. So with solar point turned on and this first node selected, I'm going to clear that there. Maybe I'll move that one there. I'll go to the next
one. The next one. The next one. The next one. Okay, so now I've programmed all of these points into this
vector section here. Now, watch what happens
when I hold a note. So it's basically playing
through all the points and it's jumping to the different
settings that I had made. When I set this thing up. There's a loop in a
sustain here and here. So for instance, I
can have it play through here and then start
to loop at this node, and then perhaps sustain at this node and then play forward. So that would sound like, okay, so you can set these things up to bloop and sustain
whatever you want. Right now this is set to normal. You can have it set to finish. So when it, after it hits the sustained point
and you release, it will actually finish out
the whole vector series. This is set to hold this
and step right now. But we could, if
we hold this down, choose a shape which allows
a morphing between nodes, which is quite cool. So listen to this. We'll set a concave six,
whatever that means. That's a smoother transition. Can set the rate right here. You can set a loop
smoothing factor. A nice effect right there. You can have it loop infinitely, which is what I have
it set to right now. Or you can maybe just loop
it twice you what that does. And then it would just basically sustain on the last node. You can have it loop forward, like we're doing now,
backward or alternating, which is a palindromic loop, goes forward and then
backward and then forward again like, like so. Let me set this
back to infinite. So there I'm holding
multiple pages and you can see
you can get quite complex because this is
a polyphonic instrument. So one last thing
before we go on and that's this slide are at
promised to talk about here. Button is random and
this slider gives you a certain percentage of randomness that you
can decide to employ. This drop-down
menu allows you to pick what is going to
be actually randomized. So if I set this to 0, and I have a sound for instance, and I set it to 100%, and I click the random button. You'll see almost everything
in the plug-in mode. And now what does it sound like? That's much different.
If I hit it again. Very strange. One more time. It's pretty noisy. So you see you can have a very drastic effect
with this button. But what it is good for other than experimentation is to slightly alter an existing
sound just for some variation. So I'll play you out here with just some variations
on this particular song. Everlasting preset. And I'm going to set the
randomization here to very low, let's say 3%. And I'll randomize everything
except router and pitch. And we'll let it play and I'll
see you on the other side.
14. 13 EFM1: So let's take a look at D, E, F, M in logic. This is their dedicated
FM synthesizer. And it's a very simple
looking interface, but an incredibly powerful
instrument on many levels. So we just hit a note and I have everything kind
of zeroed out here. Notice that basically all
we here now is a sine wave. And that's this frequency or this oscillator right
here called the carrier. So the basic premise of
FM synthesis is this. We have a carrier
frequency which is typically mapped
to the keyboard. Any modulating frequency also
that follows the keyboard. And in the case of the EFM n1, this is, can be tuned to a harmonic of the
carrier frequency. So when I hit a note here, I'm hearing right now just
the carrier frequency. And this can be
tuned in terms of harmonics above the
fundamental pitch. So this pitch is
the fundamental. There's the second
harmonic, third, fourth, fifth, and so on. And if you remember, harmonics are simply
integer multiples of the fundamental frequency. So if we were, for instance, playing an a for 40 or whatever, preconceived what one octave above that would
be 880 and so on. So where does the FM come in? Well, let's set this back to
the first fundamental pitch. Then I'll set the
modulating frequency. Let's say to the
second harmonic. Then I'm going to use
this center dial here to turn up the FM intensity. This is the intensity of
the frequency modulation. Let's hear that.
Alright, so already we have an incredibly rich Tamar going on just from
that little bit of modulation. And nothing else. Notice there's no filter
in this particular sense, so you could filter
it after the fact. But FM synthesis on its own really doesn't,
doesn't need filtering. So what happens if we increase
the modulating frequency? Let's hear what
happens to the tumor. So very rich, juicy sounds coming just from that little bit of harmonica modulation there. You can also change the waveform that's modulating the
carrier frequency. That will significantly change. Even though we can't really see the shape that's going
on, we can hear it. Okay. So these, the center and these two side sections are
the meat of this plug-in. Everything else is modulation
or global controls. So going back to the
global controls, we have the unison button here, which basically is
doubling every voice. You have any legato setting, which if you remember, legato is the same as mono, but it doesn't repeat
the attack phase. So if I had mono here and I
play two adjacent nodes here, that attack phase
repeating each time. Whereas if I put it on legato, it's a smooth or connection
between the two. Anything all we actually
up to, uh, 16 voices. Dorsal glide control,
which allows portmanteau type of effects between notes,
legato, mono mode. Then there's a couple of
other global controls here. This is a transposition. And you can go to full
octaves below and above. So right now we'll
just set it to none. So there's no
transposition going on, and there's also some
global tuning here as well. Down below we have a
sub-oscillator level, so adds a thicken up the sound of
sine wave an octave below the detuning feature and get some thickness
that way as well. I want to take these off
as I demonstrate them. Then here there's an LFO. And this LFO can do
one of two things. It can create a vibrato on this side or modulate
the frequency. Modulation intensity,
this knob here, on this side, and
here's your rate. So let's hear both of those. Here's vibrato cool animation going on right here. And then we have the FM. So that's going to be
animating this nob, even though remember it's not
actually going to animate some really nice
things going on there. And let me zero the LFO
for the time being. There's a velocity sensitive
sensitivity knob down below here for the
amplitude envelope. This one is hardware
to amplitude. You tack there the decay, sustain and release as
should be used to by now. And then up on top we have
in modulation envelope which can control one of
two things or both at once. You modulator, modulator pitch, this knob and the FM depth,
which is the center. So this can be done with the course of this envelope.
Let's have a listen. I'm going to turn up the release so that if we do
something up here, we can actually hear
the modulation. Otherwise, if this is
shorter than this, we won't hear the entire
modulation occur. So let's look at modulating
the modulator pitch. If I turn this up
and I'll turn up the attack, that sounds like you hear that kind
of thing being modulated shape
of this envelope. Turn that off for a second. Let me turn on the hub
depth now a little bit. See what that does. Of course, you can
have both going on at once for
treatment strongly, this and this one. What's that? So you can get a lot
of cool effects, lot of sound design type things coming out of this
particular instrument. Very nice. And zero these out. There's also
something here called fixed on the carrier frequency.
I didn't talk about. What this does is it locks pitch here so that the keyboard
doesn't have an effect. And this can be useful because
this is still tracking the keyboard where the
carrier frequency is fixed. So that can create some
unusual type of things. Let me, I'm going to turn down
this turn everything off. So can hear that in a minute. What would kill push? It's basically staying at
the same frequency there. But if I start to
change the modulation, the actual modulating frequency flowing or key tracking as
opposed to the carrier, which is an interesting
kind of effect. In the bottom right-hand corner, there's a button
called Randomize. And it's a very powerful
little button because it will randomize pretty much every
parameter in this plugin. It's a very nice way to
generate some variety on an existing sound or just create something
completely new. For instance, here I
have evolving lead me play this little
arpeggiating thing going on. So if I wanted to
take that sound and come up with a few ways, few variations on that side, I can take this down and you want to start
very small with, let's say, 3% randomization. And I'll just click
it a few times and see what happens
to the sound. So you can see even at 3%, after you click it a few times, you can get quite a distance
away from where you started. Just remember as
you, as you do this, there is no undo, There is no going back. So if you did come across a
sound that you really like, once you click this button, that sound is now gone
unless you can recover it by trying to
retrace what happened. So when you do get a sound, make it a habit to go up here, Save As, and then
you'll have it. So let me just take
a little sound here and play you out with
some arpeggiation and manipulate the parameters
manually. As we go out.
15. 14 RetroSynth: We're going to have a look
now at the retro Synth. This is an awesome
foreign one synthesizer. Does a variety of things in a very tight little interface. That's, I think you'll
enjoy it quite a bit. This does a lot of things
that the other sense do, but it's all in one and you can mix and match things together. So let's just, first
of all look at this. The main control for this thing is here up in the upper left as analog sink, table and FM. So what's going on there? If you look the bottom section, as I change these controls, although they change color, they don't really change function because they're
really the same. What we have here
is an amplitude envelope, the filter envelope. There's an LFO,
there's a vibrato, there's a glide control. So these things
are always there. In fact, the filter
in the center and this sub-oscillator
sine wave here and the volume in the
effects section here all also stay the same. So really all that's
changing when we change these things is the way that the sound itself
is generating this, this top, upper
left section here. So let's start with analog. So the analog section here
we have two shapes that are possible with a
blend controller and mixed control minute start
with this one. Let's hear. So here we have a square wave that we can modulate the pulse
width download elsewhere. Here's a sawtooth.
There's noise burst or white-noise, their own below. We have same thing. And sought to a triangle
wave in this case. Next to that we have shaped
modulation and vibrato. So how did these were? Also, these are some
tuning features here that I shouldn't mention. In the filter section. We have a low-pass filter set
right now at 24 dB slope. And here also I can
just grab it like this and I can increase
the resonance controlling. These controls are
changing here as I move. It can also change it from the numbers themselves just by dragging,
dragging and sliding. There's a key slider here which is related to key follows. So if you want the cut-off
frequency to fall, keyboard, the range of keyboard you're
playing can use this. So these controls in the
bottom here allow you to modulate filter parameters. Typically the, well, the cutoff is what's being modulated and you have two ways to do that. This will set the intensity of the filter cutoff modulation. It's being controlled by the UN, an oscillator, sine wave
oscillator from oscillator one. You can also have it controlled
from the LFO down here. I'm going to show you
how to do that in a second as far as modulating parameters or the envelope here, I can also be
modulating the cutoff. Here we have sub-oscillator at psi level, sine wave
sub-oscillator. We have coursing feature
and a flanger feature that can be offered. Again, it's good to
have these things built into a preset if
you like the way they sound as opposed to depending
on an external plugin. Then there's a glide
control down here, which is a typical
global parameter. Now let's look at how
these modulators work. So if we want to, for instance, modulate the shape of this
particular sound here. It turn up the
control here to l, up to the LFO side. And I have an LFO set here. And you can kind of hear that
thing rocking and rolling. Now this is a square wave, triangle wave, saw
tooth and so on. You can set this to sink for free right now it's set
to a quarter note triplet. I could set it to
a free settings so I can just control
it. Means if hurts. There's also a via control here. If I turn this all the way up and I have the mod
wheel set here. Now when I hold a note. I'm moving the mod wheel in order to control the
intensity of modulation. So that's useful. You can also have aftertouch control
that now aftertouch, as we mentioned earlier, is how hard you press
the key after it's already depressed if you
continue to press it, in other words, after
it's been touched, you can actually use that
as a another controllers. So right now if I have
this set to aftertouch, let me hit it and I'll just push harder and softer and you
can hear what's going on. Okay, so that's kinda nice
way to control modulation. Let's go to the filter side. And if I do that, I can have this filter here controlling the same parameter. So you heard that kind of go
up and then sustain level. And then when I released. So that's kind of nice. Here is a vibrato control. Vibrato is a dedicated LFO in
this particular instrument. So these two windows
Control the two. If I go to vibrato, vibrato is going to modulate
the pitch. Obviously. I turn that up a little bit. Clearly here that
doing its thing. Vibrato is one of those things. It's very useful to connect to a mod wheel because you can use it as you're
playing to kinda give a vibrato is a
real instrument would. And you can also have
it set to aftertouch. So if I did that, so I'm just pushing a
little harder after I touched the key in order
to get that to work. Okay, let me turn that
down for the time being. So now we have all the
modulation turned off. This filter envelope
we already heard. And then there's the good old amplitude envelope at the end. Both of these being
velocity sensitive. Let's switch now to sink. And you'll notice
that we do that we have all the same
controls down here. This, this has changed somewhat. We have some different wave
shapes to choose from. So in the sink setting of this upper left-hand
section here, we can control the sync between the two wave shapes.
Let's hear that. Some nice timbres
coming out of that. And we can also
modulate the sink. I put this on envelope here, or I'm not envelope with LFO. And I have this set to triangle wave and I have
it set to aftertouch. So let's hear what happens
when I press a little harder. Okay, So some very
nice effects there. And the same with vibrato
as it was with analog. You can modulate that or
increase it or decrease it along with some sort of after touch or mod wheel
or whatever controller. Everything else has remained the same. So I'm not
gonna go over it. You can filter things, you
can put effects on it. And you can apply modulation for many of these sources
at the bottom here. Moving forward to table, table has also two wave shapes
and these are wave tables. Can actually change the order and do different
things with those. But let's just hear
from oscillator one. Very nice single cycle
wave shapes there. Once you start to blend
it with oscillator to some nice effects there as well. Again, we can
modulate the shape. Right now it's set
to aftertouch on this triangle down
here at the bottom. So that's the first three. Last one is fm. This is similar to the
EFM. One instrument. A frequency modulated based
synthesized zones here, just off the, off the
bat, how it sounds. So some nice sounds
coming out of this thing just
right off the bat. I think you'll have
fun with this. If, once you start to explore the things and what
I'm gonna do here is I'm going to just throw
in a simple little baseline, little quirky FM synth bass. And I'm going to turn on the heater and just play around with
some of the similar controls as it plays. No. No, no. No. No, no. No, no. No. No, no. No, no, no, no.
16. 15 Sculpture Part1: Okay, So this is sculpture, it's a component physical
modeling since uses a very different approach than anything else
we've looked at so far. It's very complex,
so I'm gonna take my time and go through
each section with you. What we have here, and let's look at the signal path first, we have the objects that are generating the sound here, 123. Talk about those in a second. There's the material pad
and the center which describes the type of string
that's being vibrated. Think about component
modeling and typically uses the metaphor of a
vibrating string, which is animated
here in the center. And it tries to create a sound based on a string made of a particular type of
material could be nylon, wood, steel, glass, or
anywhere in between. And it uses the metaphor
of it vibrating within a certain media or environment, which could have a
very high media loss, meaning there's not
much wring out or very low meaning
or is wearing out. From there. This
generates the sound, goes over to the
amplitude envelope hair, typical ADSR, up to
the wave shaper, which is a noise generator or noise saturate or down
to the filter section, multimode filter, high-pass,
low-pass, and so on. Up to a delay built-in delay section with
typical parameters there, down to the body EQ section,
which we'll talk about. Up to this built-in limiter, which can be set to
Pali or mono or both. Then out. So it's kind of a
strange signal path, but nonetheless, once
you get used to it, you kind of know
what's going on. So going back to the objects, there are basically
two types of objects. One of them is a
exciter type object, which here are the
choices for that. Impulse. Strike gravity,
strike, pick bot, bot, wide noise and blow.
That's a strike. A blow noise. It's kind of a bot being dragged across a
string and so on. So there are different types
of effects you can get. It tries to emulate
the exciting or the initiation of vibration
on a particular string. This object here has all the
same excitation methods, but it also has
disturbing methods. And what this is is once the
string gets to vibrating, you can set one of
these things to stop it from vibrating or not to stop it but to interfere
with its vibration. For instance, here's
something called bouncing. Let's listen to that. So it's almost like a ball has been dropped on the
string as it's vibrating. Then this object down here only has disturbing
type of functions. So this has, this has both, this has exciting,
this has disturbing. Now what do these controls do? Well, that depends on
what this is set to. So if we look and
you can go here to Logic Pro instruments, I've already pulled it up here. And this gives you a
table of the controls or the excitation methods and also a description of
what they do and then what those particular
three controls will do. Strength, timber,
and the variation. So these three controls, it's also this
philosophy sensitivity, slider on the bottom. So for instance,
Boeing of a string. If you choose bow, the
strength would be the speed. The timbre control would
be the bow pressure. And the variation
controls would be the slip stick characteristics. So each one has its own thing. Now if we go to the disturb or damp table, we're
going to get it. Another similar thing where it has the name of the
particular function, the description, and what
the strength timber, and variation controls will do. So there's no way you can
remember all those things. That's why they
have those tables. If you get used to
using this instrument, you probably want
to print those out. Once it goes there.
And now we can choose. What is the material of
the string being used. You can hear those different
steel, glass, wood. Nylon can certainly hear the
differences in those things. This media loss can
see as I turn it up, I get much less wring out. Whereas if I turn it
down and staring longer, There's a tension
modulation here, which is emulating
what happens when you or pluck a string harder, normal and you get some
variation in the pitch. This is a resolution control
which changes the number of oscillators that are
used to create the sound. This can be low or high, uses more CPU when it's high. But you may want to
lower resolution sound that's very subjective there. You can map things
differently in the center here
based on key scale, where he, where you're
playing on the keyboard, or based on release. When you release the, if you have a very long
release here and have a different setting here in
the center for the release. The wave shaper gives you a couple of different
ways to saturate. The filter here
gives you highpass, lowpass, peak and so on. As I said before,
there's cutoff. These are all typical things
we've already seen in velocity sensitivity
is nothing new here. There's a built-in delay that has some
typical parameters, including a stereo spread and a groove function
which will line up with the beat if you choose to synchronize the
delay with the beat, you can have it free, or you can have it synchronized with
the division of the beat. The body AQ is unusual. This is what a first,
a default setting. You'd get the typical low, mid, and high controls here. But if you hold that down, you'll see that there's
a whole bunch of other, other settings here. This is a banjo setting. Necessarily going to
sound like a banjo. But what it does is it gives you the spectral profile of a
banjo that you can then use to sort of sculpt the sound that
you already have going. You can make that a
fine structure or a looser structure which is more smooth depending
on what you want. And there's all these other
instruments sounds in there. So that's the whole
top end of this thing. There are some basic things
we have already seen global controls like
poly mono legato, glide control, tuning,
bender range and so on. Those are things like I said, you're going to see these
things in just about every sense that there
is. So it's nothing new. So let's take a break here
and come back in part two, we'll talk about this
intense modulation section. In the bottom.
17. 16 Sculpture Part2: Okay, looking at the
modulation section here at the bottom, you'll see him number
of possibilities down the far bottom here we have Alpha-1
and Alpha-2 jitter. Dedicated vibrato,
velocity and note on random and then to blank
controller functions. So starting with LFO one, Let's turn one on. There are two possible,
possible targets with this LFO, and I'll set, set
it to pitch so, so we can hear things clearly. In turn that up a little bit. Right now set to a sine
wave. Let's see what we get. Here. It is without and with. We can set that to sync, to beat, or we can
set it freely. We can set it to a mono phase, which means it's
always going to play the same LFO no matter how
many notes I play or poly, which means it's
going to set off more than one row for each note. There's different
waveforms here. You can have a triangle,
rectangle, unipolar, and bipolar is a sample and hold a lot of cool
features here. You can also have this by using this curve feature
down here actually in this only works
with certain ones. Yeah, If we look at
the sawtooth wave, you see we can change the
shape of it with this. Now down below. I'll put that back
on sample and hold and get this envelope
decay and delay feature. We saw this in another
sense before this. This delays the onset of the LFOs influence and this decays the LFO
influence over time. So let's hear it
with a delay first. Okay, So it's kinda cool
this here with the decay. So it'll start out modulating,
slowly dying away. So kinda cool. You can have two different targets
for this LFO. And there's another
LFO right next to it, which gives you two
additional targets and to another complete
set of controls. Then there's something
called jitter. Let me turn this off
before we go on. There's jitter. Shooter
is like an LFO with a, with a sample and hold in a way, kind of moves around and
jitters around randomly and you hear what I mean right here. So it's cool when he wanted to kinda jittery type of sound, which is why it's called jitter. You can have two
different target for each one of the jitter
functions as well. Let's look at vibrato. This is a dedicated
vibrato modulation. And right now it's set to zero. There's something
here called via depth, via vibe control. And if I look down
below where it says many control assignments, it says vibe, depth
control, aftertouch. This means that currently the via control is the aftertouch
feature of your keyboard. If you have one, I do have
that control on mine. So as I increase the aftertouch or push down more after I
initially pushed down the key, you'll hear the vibrato
start to kick in more. So let's hear what it is. First of all, with
no via control. Here it is with a
lot of control. So it's increasing the
intensity of the vibrato. With aftertouch. Again, we have this phase, a model to poly spectrum. Here we have all the same
waveforms we hid in the LFO's and a curve control
it, distorts the wave. Then we have, turn that off. Then we have velocity. And note on random
Griswold velocity. Let's look at pitch. I'll turn it all
the way up. So this is going to have
velocity affect pitch. So if I hit the same key
with different velocities, I'll get different pitches. So that's fairly obvious. There's also something
called note random. So every time I hit
it, hit the same node, I will get a different pitch. So that's an interesting
thing as well. Let me turn that off. And then here again we have these two blank
controller assignments. Alright, so before I go on, we'll take a break and I'll come back and explain
those two envelope here that can be set to
different targets each. And this morph pad, which is unusual
on its own right.
18. 17 Sculpture Part3: Okay, so let's look at the envelope here and
there's two different ones. I'm going to set the
first one to pitch. So set that as my
main, main target. Their turn up the thing
a little bit here. And notice that I've hit
this little red button here that says Record,
Note plus control. So what's going to
happen is I'm going to hold a note and
move the mod wheel. And as I do, it will
modulate pitch. But not only that, it will record the movements
of the mod wheel. So check it out. There, you have it. Now if I play a different pitch, it's going to follow the same contours
what I played before. You can also loop
these things are as they sustain section here, you can loop it in different
segments of the envelope. Do some very unusual
things with this. And once again,
there's two envelopes. Each one has its own
set of two targets. Alright. Now the
morph pet is also an unusual thing and very
specific to sculpture. What this allows you to do is to set center position here for
whatever controls you have. Where this now, when
this puck is here, all those controls will
be as you see them. Now what I can do is there's some dice like icons
on the side here. What this is going to do,
that's what the four corners, it's going to randomize. Now, I can set this to, let's say 20, 19%. When I hit this button,
it's going to randomize these four locations based on where this is
the starting point. So if I do that, now
when I move this puck, you'll see all the
movement that's going on based on the position
of this puck. That happened automatically just by hitting
the random button, I could make it more extreme, but I didn't want
to be too wild. Now, with this
button in the notes, this is next to it,
note plus movement. I'm going to click this all the note and then
move this around as it's, as it's being sustained. And it's going to
record those movements. So let's check it out. There. You have it. So now
when I play another note, you'll see a little red marker here that follows the same path. Very, very cool. There's a depth control here
on that envelope so you can tighten it up
once it's created. You can also move
individual things around. You can do a lot of things with this morph envelope that I haven't seen in any other sense. Very powerful sound design
tool in general. Sculpture is. So I hope you have fun with it. I encourage you to experiment. I'll just play you out here
with a little loop on it. Tight base preset, move
around some parameters. So you can see
here's some things.
19. 18 Alchemy: Alright, so we're gonna
take a look at alchemy. Alchemy is an
incredible instrument that come stock with logic
and in its own right, it could be its own application. And in fact, in the past it was, we're not gonna go
incredibly in-depth into it because it's that will
be a future tutorial. It's very deep. But
what I am going to show you here is how to XX, access some of the presets
that are built into it, how to operate it in general. And I think once you
start to explore alchemy, you're going to have
a lot of fun with it. So let's first look at the
three different views we have. So we have brows,
which shows you the entire library here and there's about 300
built-in presets. I believe there's simple, which gives you a
performance patterns, some basic controls. And then there's advanced where you can get
into the nuts and bolts of how these sounds
are being produced. So starting with
the brows control, you can choose various
categories here, and then subcategories and
then genre and then timber. So let's say I choose something rhythmic and maybe something melodic and something in electronica, and
something bright. And you'll notice that
as we choose things, the list of possibilities gets smaller and
smaller here is it kind of narrows things down based on the tags that have been given. So if I choose this,
though, this is what I get. So I'm just holding
some pitches here. Now, you notice this
performance pair at the bottom here
is written out sudden pulsing has I'm
holding these notes. I could move that. You notice start to get dramatic changes in the sound. When you're set to a
certain area here, you can see that these controls
are in a certain place. And then when you move them, things start to change an
angle in-between the presets, sort of morphing between all the things that
are going on here. So it's a really cool kind of performance pad idea that you can play as
you're holding nodes, sustaining chords and of course record or automate
this kind of movement. Let's check out
some other presets. I'm going to reset these to all. And let me go to, let's say sound effects. Sci-fi, house in bright. There's something here
called analog bubbles. Me, me, me, me, me, me, me, me. So some cool actual bubbling
sounds going on there. You'll notice that there's
also comments here. It says here, aftertouch
Ben's the pitch downwards. Let's try that and see, as I press harder on the note, the aftertouch,
see what it does. It certainly does bend
the pitch downwards, so it does what it says. Now, what if I wanted to, let me reset all these sandwiches
searching for a sound. I'm not sure what's on, but I know kinda what
I want it to be. For instance, let's
say evolving drone. I'll just type it down here. See what comes up. Well, we
have three different ones. Let's check one out. Cool. Of course there's all these
other variations of that sun moving performance pad around. But this one. So you can see some
very cool sound design. Each type sounds you
might use for film work, post-production or sound design. Now, you can also
rate the sounds. So let's say rated this
one and I liked the way that we go back here, so I read it right now is three. I can also choose by rating here and find the
ones that I've rated, and then choose which ones
I like the best that way, Let's try a different category. How about metallic? Caution. Okay, a couple
of things show up there. This one, so that one doesn't have a
built-in arpeggiator, so I'll turn this one on here. I have a little faster track. You can see how the variety
of sounds is incredible. You can be all day here
and never really get tired because there's
just so much variety even within each preset, just by moving around
this morph pad. Tremendous amount of variety. So there's also a built-in
arpeggiator here. There's a built-in effects chain which is incredible to have
that inside the plug itself. And if we go to the simple, we can have just
this amount showing. So that way we can save some
real estate on our screen. But when you go to Advanced, you'll see basically for sources that are being
used for sound here. Each one, you can look
at it independently. You can look at all
of them together. A, B, C, and D shows
you what they are here. You can load in sound
files in this thing. You can do things like
spectral pitch, format, granular, and types of effects, as well as loading an entire
sampler instrument from, let's say the EXS24 can be
in just one of the voices. Pretty astounding really. The degree of control
on the degree of a complexity that
you can create here. The center section here
is modulation section. So you've got various LFOs. I believe you can have up
to as many as you want. I believe in terms of LFOs, different shapes going on there. There's an ADD ADHD SR. This is a type of envelope that can be used to modulate
any other parameters. Just wanted to give you a
brief look at this instrument. Because as you get more comfortable with the
parameters of synthesis, you may want to explore some of these more complex plugins and really dive deep
into the world of synthesis and create
your own world. So that's it for this video. We'll come back with a look
at some of the things that come stock with Ableton Live.
20. 19 Tension: Alright, so Ableton Live
has its own version of a sculpture or a physical or
component modeling synth. It's called tension and have a preset here called big Columba from that particular instrument, you see there's several
different categories. When we play, play around with the arpeggiator a little bit,
you can hear how it sounds. Okay, so you get an idea there. As sculpture had three
different objects for exciting and disturbing. This particular synth only has two sections for
those operations. We have an exciter here with four different possible
ways to excite bot, hammer, bouncing, hammer
bouncing, and plectrum. There's a damper section, which would be the
same as in logic, the disturb type of section. There's ways, various
parameters for that here. These parameters also have
velocity sensitivity along the top and key follow
sensitivity along the bottom. With logic. If you have this on the
left-hand side here turned on, you get a little
help screen here. So as you mouse over
certain parameters, you'll get an idea
of what they do. And that will help you sculpt out the sound
you're looking for. So I'm not going to go over
all of these parameters. You will find some that are
more sensitive than others. For instance, let me play this again and I'll show
you what I mean. So you see that some
of those things have very pronounced effect, whereas other ones
seemingly no effect. So it just depends
on what it is you're moving and what type of
sound you have coming in. Down here is sort of an
envelope control section for the string decay time. You've got. This slider sets how much the strings to Kate
will be modulated by note. You can have the note actually
affect the decay time. This is a string decay
ratio and so on. So there's various things here, and many of them relate
to what's in sculpture. So if you understand
sculpture and you get to this center, it'll seem a lot simpler. This termination section
down here has to do with going back to
the metaphor of this, of the string, any, let's say a finger
playing a string. You can set the amount of force applied to the
string by a finger. The stiffness of the
finger against the string, the stiffness of
the thread itself. So these are three other
types of controls, different approach to
the algorithm here. There's something
here called body. And if you remember in sculpture
there was the body EQ. This is a similar function, but with a lot less choices. Piano, guitar, violin,
and sort of generic. This is the main screen. And then when you go to this
section here in this filter, slash global, so this is a, there's a multimode filter here, 12 db low-pass filter, 12 db low-pass filter, or 24 dB, if you remember, this is the decibels relates
to the slope of the filter. So the higher the
decimal rating, the more pronounced the
cut or the slope will be. In other words, it will cut
off more frequencies faster. There's an envelope
section that can be used to modulate cutoff filter here, and you can choose
those parameters here. Built-in LFO that has
several wave choices. That can also be used to
modify the cutoff filter. And key follow can also
adjust cutoff filter. Let's hear a couple of things. So you see this
can also be set to free or ST, to the beat. And then there's some
global settings here for a polyphony unison, ornamental controls
and various things you'd find in many
other sense, you, as you've probably
understood by now, a lot of these parameters start to repeat
and you start to, once you see them once,
twice, three times. You don't have to figure out what they mean.
You already know. I'll play out here with a little arpeggiator metal sound and see where
that takes us.
21. 20 Analog: Okay, let's look at the
analog emulation synth called analog in Ableton Live. And it has all the controls
we've seen already. Just laid out a
little differently. The controls, we manipulate
them are a little different, but really all the
same processes. So let's look at what we
have in terms of source. We have oscillator one. There's a noise
white noise source and you can also change
the color of that. Listen to the noise. Right now I have this arpeggiator
on me. Turn that off. The LFO. There's the oscillator one and there's an
oscillator to oscillate or one can have the
basic shapes we've seen, sinewave, sawtooth,
square, sampling, whole. Likewise oscillator to
all the same choices. There's something
here says F1, F2, so you can control how much of the sound goes through filter one as opposed to filter too. There's a filter one here. Filter to hear. Filter one of these choices, low pass, various slopes
and pass notch and so on. There's also formant filters. And these are filters that have little bumps in resonance, similar to the way our actual
sounds like voice may have. And you can hear the effects
of those pretty clearly. Put everything
through filter one. That's a low pass filter 24. Let's listen to the format. Definitely hear some
resonance going on here. So different types of effects you can get
with the filter. Cutoff and resonance control. There's an app control here
and patrolling the bottom. So these are controls
for pan and level. Here's an envelope
that will control various things based on
where you have it set here. And then two LFOs. Lfos, or you can choose
the shape of those here. There's one, there's two. And the rate, and this can be a free LFO or sink to the beat. The way you assign an LFO to
particular parameter is you, Let's say we set this
LFOs at this beat. So we have a triangle wave. Now let's say I want to set
that to cutoff frequency. I click on cutoff here
around the frequency panel. And under LFO two or alpha one, I would choose the degree or intensity of this modulation. Let's hear that. Okay, you can do the same thing
with the envelope here and key follow here. Also, the resonance
can be modulated. So if I put this
up a little bit, so I can have an LFO modulating both parameters at
the same time here. So two LFOs can each be working independently to modulate
various things in the plug-in. So it's, again, not very different from
what we've already seen. There's a vibrato,
here's a unison control, detuning and so on. Glissando or b glide control. All the things
we've already seen. Let me little speciation going on this with some
of the parameters. And the next step we'll look
at vacuum in Pro Tools, which is again another
analog emulation synth.
22. 21 Vacuum: Alright, so what we're
hearing right here is vacuum. It's Pro Tools, analog
emulation, synthesizer. And let's have a look at the
interface, see what's here. And I think you're going
to find it's pretty much everything we've seen
before, nothing new. Here we have what's called
what they call VT0, v1 and v2 CO2. These are oscillators,
and you can choose the shape here,
sawtooth triangle. There's a pulse width of zero, There's pulse width halfway. So this is sort of like a rectangular way with a
modulator able pulse-width. Turn off the arpeggiator here. And actually I'm going
to turn down VT0 two. So there's two, there's two control knobs
here for volume. There's also a built-in
overdrive and there's, there's a ring modulation, which is basically one
modulating the other. So let's hear T01. We have again 2 ft, 4 ft, 8 ft, 16, 32. Again, things
controlled the same way as we've seen it in the past. There's a fine
tuning thing here. There's these little
icons showing sort of tubes that will light
up inappropriate times. This is V2, V1, V2 CO2. Very similar. Active control here. Waveshape wing includes down
here we get a noise control. You can set envelopes to shape. In other words, you can
have an envelope over here. Alter the shape of
the wave itself. So that's this part. There's a little mixer
section here, as I said, with an overdrive during
some of these things up here that saturating. There's a high-pass filter and a low pass filter with
changeable slope here, cutoff frequency resonance, key tracking also saturation
in the filter itself. Envelope control
over the filter. And this is the high-pass. Low-pass, same controls, two
different types of filters. There is some analog controls
here, drift and dust. And this just as a
reference to the dirtiness, greediness of an analog signal. And the drift is pitch
drift usually in analog circuits it tends
to drift and kinda doesn't hold to stay
in tune to well, But this, when you're doing things in digital and
trying to emulate analog, you have to add some randomness in there if you want it
to be authentic sounding. At the end here we have
the output and again, some extra distortion
there at the end. If we want to
saturate the sound. There, there's no
load one envelope to ADSR with velocity
sensitivity at the end. It looked too hard
word to the output. So this is the module
modulation section, and you can see there's
various sources here. And notice down in this little indicator
in the bottom here, it tells you what the
control is as you're moving. And so this is mod
source envelope. One source envelope to be TODOs can actually be
sources of modulation. So we have the source, we have depth, and then we have the destination,
what's being modulated. For instance, if I
take pitch and I want to modulate
using envelope one, here, the tech little
up, a little higher. Clearly modulating pitch
based on this envelope. So that's modulator one and
modulator too long bottom. Then we have little
built-in arpeggiator here, which is quite nice. Also mod wheel and pitch bend. Under the little wrench here, you'll get global controls
for pitch bend glide. These are things you
usually see hidden and you can look at those
and change them if you want. Here you can set
the mod wheel to do different things based
on what this is set right now Let's say
set to vibrato. I'm going to turn this
modulator off here. And let's just hear what
the mod wheel does. So you can hear that putting
in vibrato on there, the wall control would
be actually changing the cutoff frequency
on the filter. And you have the rate here. And also we can do
a tremolo as well. So one thing that's
not readily apparent, or these two little
indicators here now this one, I click it. Nothing happens. This one, you'll notice
a lot of things happen. And in fact, this is randomizing
the entire instrument. So this might be one way to explore just trial
and error wise, since you never know really what you're going to get when
you hit this button. So it's a nice little plug-in. I'm going to play a
little few things using this generic fat with
a little arpeggiation. And I'll take you out with that.
23. 22 PresetCustomization: So how do you take an existing preset
and make it your own? Well, that's pretty easy to do. You take an existing preset, you start moving some knobs and dials around till
you get a Sony. Like it's really that simple. But now that you have a better understanding of what
those knobs and dials do. You can get to where you
wanna go a lot faster. So I've taken a preset here in the ES1
call filter bubble. And I'm just going to move around some
things as it plays. I've got a little arpeggiator thing going in the background. I'm going to let it
play, move around some parameters until
they get a sound I like. And then I'll save
that as a preset. Okay, Let's say we take that. We want to go up here
and say, alright, just for lack of a better name, let's just call it
bubble mod one. So it will
automatically in logic, track you to the
ES1 preset folder. If you're working on your
own system, that's cool. You can just start
accumulating presets. You can also navigate to an external folder
if you want to, if you're not on your home
computer or you want to share those with someone else.
That's easily done. So that's one way you take a, take an existing parameter. You might want to find something that's close to
what you have in mind. For instance, if you
want a synth bass, you can audition some
of these baselines and see what works
for you in that way. I don't know why that
one's playing solo. Let's try difficult sub base. Okay, let's try these other
ones here, pluck base. So you might want a little
more high-end in this one. You want to mess
with the attack. Avian want some
noise in the attack. Now notice I also have a little bit of reverb on
in the background here, just, just for some flavor. You might want to
turn that off a bit to see what you have in mind
later down the road as far as putting
reverb around there. And then again, you can go up here and
say, Okay, plot base, I'm going to save that
as it's covered 30 days. So now you have that.
Then you can recall it. If you're on your own system, those things will
always be there. If not, as I said,
you can copy it into another folder and take
them wherever you want. So another approach
to customizing an existing preset is to
use the random button. So here I have dark
pad to select it as an existing preset and logic
and the AS2, like that. This random slider here, and we talked about
it briefly in the S2. But it's incredibly, incredibly powerful because
you can choose Justice, Certain things to, to randomize. For instance, just
the wave shapes. Just to Digi waves, just the filter is just
the envelopes and so on. For all, which is everything or all except
the router and pitch. So that's this
router section here. And pitch or all except
the vector envelope, which is as you
remember this here. So if we just choose all, remember we start with this. I'm gonna make it a very
small percentage here, change, let's say 3%. See what that does. Substantial change are ready. Try it again, no 3%. And I'll just keep going here. So I sort of like what that's
doing right there as far as that modulation of
the cutoff filter. So what if I make, make a permanent sort
of modulation there? So I'm gonna go
here and let's see, these are all being
used right now, believe it or not,
right now we have cutoff one already set here. And it's set to keyboard. Also, there's modulation
set to a cutoff in version. Let me, I'm going
to bypass this. Now I'm going to
change this one too. Hello For one. And turn up the rate.
See what happens here. Too fast. And maybe I want that
thing to decay over time. If you remember how that works, I'll set this here so that over 2,300 milliseconds
it will decay. Let's try that. Kind of a dirty sound there,
but you get what I'm, what I'm trying to say here. You start with an
existing sound. You then randomize it to some extent and that
you can make it very wild or just a
very small amount. You get to another
place where it's close, then you find the perimeter that's going to really
tweak it out to the get that sound you
have in your head. Just for fun, let's turn
this all the way up to 100%. Randomize the whole ball of wax here and see what happens. That happens sometimes.
Let's try it again. That's pretty nasty. Long
the lease term here, let's take that down. Let's do it again. So I wonder how that would
sound with repair she ate are going. Okay. Pretty weird. Pretty weird. Anyway, you get the idea and I hope you can find your own. Sounds a lot easier than
before taking this course. So we have one more video to kind of review
and wrap things up.
24. 23 Review: Alright, just a little bit of a review and some
final thoughts. So in this course we covered fundamental and commonly
used synthesis methods. Talked about a few mini basics. We discussed sound fundamentals, amplitude, frequency,
phase, and so on. We talked about synthesis
terminology and fundamentals and all the things you'll see
in just about every synth, hardware or software based. Talked about several
software synthesisers and looked at them in depth. All of them come stuck
with either Logic Pro, Ableton Live or Pro Tools. We talked about an
approach to analyzing a preset and customizing
it for your own needs. If you want to learn more in depth about any of these topics, let me recommend a few
classic books on the subject. Curtis roads, computer
music tutorials, considered the
Bible in this area, it turns out computer music
and synthesis in general. There's a great series. I believe they're about to
come out with volume three. But the first two
volumes were really, really good, called electronic
music and sound design. What I'm wanting
to buy Alessandra set Briana and married CEO Gary. I've read them both. They're fantastic. They use Max MSP is sort of a learning tool
to learn synthesis. And if you read both
of those books, you'll have a very, very
firm grasp of the subject. There's two other
books that are really good in a general way for writing and
producing, making music. 74 strategies, strategies for electronic music producers
by dentists to scientists, and making sound by
Christopher odd twist. Both of these talk about some general ideas in terms of just creating
music in the box and finding ways to get
creative, unusual approaches. I think you'd enjoy
both of those. Then there's a
landmark series of articles called synths secrets, Gordon Reed's guide
to synthesis. It's an extensive series
that began in around 2003, I believe, publishing
Sound on Sound magazine. And I think you can find
most of those things online. In the future. I have a couple of
ideas in mind of four new tutorials,
alchemy in depth. I like to take a whole set of
tutorials just on alchemy. It's a pretty, as you saw, extensive plug-in and take
some time to go through it. Exploring third-party sense, creating custom
sampler instruments. There can be a whole series just on how to create
an instrument and all the multilayered
multi velocity samples and things like that that
can be used in a sampler. Creating Max for Live devices. Max is something I've been
using for over 20 years now. And just in the last
couple of years, been writing custom devices
for use in Ableton. So it's nice to be able to manipulate devices that exist
and also create your own. Then a general introduction
to Maximus P for those people that want
to pursue that area. It's a very deep program. There's also jitter,
which is a video, video portion of Maximus P. So if there's interest, I would be happy to put
together something for Max MSP, iOS synthesis. This is a whole, another area That's exploded in
the last few years. There are so many
apps out there, really powerful in-depth
synthesis apps that mimic plugins or hardware, since that are just
really outstanding. And the thing about iOS, apps are so ridiculously cheap. You can pick up some,
sometimes $2, $5, $10, and you can get an app that's equivalent to a plug-in
for 100 or $200. It's worth looking into
and I'd be happy to do a whole set of tutorials
on iOS synthesis. Then modular synthesis, sort
of the opposite of that. Going into the analog,
rural into hardware. And a lot of people
want to get into it, but they don't really
know where to start. So one idea is to put
together a Getting Started type of tutorial that will help you sort of start with the basics and
be able to build a system. Love to get your feedback on the course and ideas
for future topics. So please send me a line
at music and Philip magnesium.com where you
can reach me through the pro audio files as well. Check out the logic session included with the
course to hear some of the instruments and
some custom presets used and musical context. Thanks for watching.
25. 24 LogicSession: So just a quick word about the logic session that's
included with the course. I used all the instruments
we've discussed, or not all of them,
but most of them, at least all the
logic instruments. And I took an unusual
approach here, which was to use
these to drum loops. And one is a variation
on the other. You can find them
in Apple Logic Pro as source material for
every other track. So I would copy this to
another instrument and then subtract and possibly randomize and transpose these
particular events. A lot of subtracting of events
in order to make sense for the instrument and
then experiment with some sounds on
the instrument itself. What happens when you
do that is, you know, things tend to line up
nicely because everything is happening when the event
takes place in the drums. And so things sound very tight
and at the same time you can get some unusual harmonies and things you didn't expect. Also, if you, if you do some randomization and you
keep the original events, you end up forcing
the instrument to do things that it doesn't
normally do or wanna do. And doubling of midi events on a monophonic
instrument, for instance, where tries to play one note and is forced
to play another really quickly or
just slightly off. So it forces it to do things
they wouldn't normally do. And that's called
the experimentation. Sometimes it works,
sometimes it doesn't. But it's an approach. I hope you enjoyed the course. Thanks for listening,
thanks for watching.