Synth Runner Sound Design Series - Pads [Arturia Pigments] | Voider | Skillshare

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Synth Runner Sound Design Series - Pads [Arturia Pigments]

teacher avatar Voider, from the future

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Overview Video - Pad Module

      2:24

    • 2.

      Brief introduction to pads

      4:47

    • 3.

      Episode 1 - First Pad

      25:33

    • 4.

      Episode 1.1 - First Pad

      29:35

    • 5.

      Episode 2 - Second Pad

      18:56

    • 6.

      Episode 2.1 - Second Pad

      7:03

    • 7.

      Episode 3 - Third Pad

      47:30

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About This Class

This course will expand your horizon when it comes to creating more complex and difficult, cinematic sounding pads. Creating a basic pad is easy, but how can your pads come really alive and stand out? You will learn how to give your patches more depth and uniqueness and how to create patches with a clear vision right from the start, so that you actually end up with the sound that you have imagined.

When it comes to the playability of patches, there are also quite a few things to consider. Sometimes ideas do sound very good at first glance, but mess too much with the practical utility and quality of the sound; learning how to make the right decisions - when and when not to go with an idea - is essential on your journey to become a great Synthrunner. Because at the end of the day our patches shouldn't just sound good when they are being played in isolation, but also work in compositions and enhance the music.

Although this module is a great expansion to the "How to become a Synthrunner with Pigments" course,
this whole series is designed to work standalone for everyone who wants to augment their sounddesign and patch crafting skills.   

Meet Your Teacher

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Voider

from the future

Teacher

Voider came from the future to gift this timeline with music that draws the feeling of his far dystopian homeworld. Mega-corporate towers conquered the skies and neon lights reflect all over the rainy streets, occupied by AI holograms and advertisement. Technology has become both: a curse and a blessing, depending on where you live and what you can afford. Hidden deep inside the cities exists a whole parallel world, ruled by black markets, gangs and freelance runners who do any job if you pay them with enough credits. Are you up for a run, chummer?

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Level: Intermediate

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Transcripts

1. Overview Video - Pad Module: Hey, welcome to this module about creating advanced pads on a synthesizer. We will create three brand new patches completely together, and I will also include them in the course for you to download. Let's have a look at what you will get in the first episode. We will start with a very unique sounding dystopian pad, with a nice modulation on every note that you play. And you will learn why good patches don't always need to be over complex. In the second episode, we will build bigger. This pad consists of two layers. The lower dark layer in the back playing a continuous poles, and the bright harsh layer in the front with our metallic character and a huge reverb. Here you will learn about the benefits of designing in separate layers. In the third and final episode, we will create a wide cinematic pad which makes use of our really cool time modulation, leading to another very unique sound character. And you will learn about the advantages of parallel FX processing. Are you up for this run? Load up your synth and grab a drink. We have got some sounds to create. 2. Brief introduction to pads: Hello and welcome to this advanced sound design module about pets. Before we start, I would like to give you a little brief introduction into what you can think of when we talk about pets. They are closely related to ambient patches or to textures. Of course there's no official definition, but from my experience and all the patches I've built and heard from other sound designers so far, there's quite a difference. I'm just picking something from my analog cyberpunk sound set. Now just to show you, if we take this lost facility patch and listen to what it sounds like, this is what I would call a texture. Could even make this a little bit quieter. Of course, there's this moving component here which you could say is a pulse. There are patches that you could categorize as pulses, so they have something that's posating but it's really gentle. Overall, this whole thing here is creating a soundscape that sits in the back and creates an atmosphere. It would be really hard with this patch to play nodes. If I play nodes I can. But it's really difficult for you to hear which nodes I played, what intervals, right? It still creates more of a background texture, and this is why this is more of a texture pad. However, if you compare, this pad is pretty good in itself, really thick. It's made to play most often single nodes because chords will blow up the sound. But this is a pad, right? And we can play this melodically, but it's hard to play this harmonically, which means playing chords. If I play chords and you may be want to turn down your speakers a little bit now, but if I play a chord here, right, instantly notice that it started to clip here. You see this red bar pads usually aren't designed to play chords. You can however, of course, create soft, tiny, gentle pads where each node is not that strong so that you can play chords. But usually they are more designed to play melodic lines and even that most often not so they really sound good if you really go either holding down one note like I do now, just enjoy the decay of the pad and then you can play other notes. I think personally, pads are more, they really shine. When you give each little note that you play all the time to shine, because it's difficult if they overlap, they easily add up to a huge fake sound that will easily consume your whole mix. They are more like some single notes in the bag or for the intro out breakdown for specific parts. This is how I use them and this is how we are going to approach them. Just that as a brief introduction so that you know what you can expect from pads and how you could look at them. That being said, let's just start with a fresh episode in the next one, for first patch. 3. Episode 1 - First Pad: Here we are. Hello for the first patch, just start a new preset. I would like to, in the next two episodes we will work more with a clear vision, like really setting goals from the very beginning here. In this one, I would like to keep it a little bit more open where we go. I just want to loosely say that let's create something dark and top, Okay, We are not going to include so many things that will create high frequencies, harsh frequencies. And especially in pigments. One needs to be really careful with that because pigments has some harsh metallic sound just the way it's designed, it can get pretty wild pretty quick here. Let's start, first of all designing a little bit the core. Then we will just try to freestyle a great idea of where to take this patch just for this approach. The next one will be more with our vision from the beginning. First of all, let's bring down the cut off into the baseline we like baseline in a sense of where is the default position here. Then increase the attack pad. Of course should not start like this. It should have time to evolve, maybe not that much. That's good I think. And then of course increase the release. We really need to make sure that this is playable. You want that if you release a node that's volume fading out. So that you can play multiple nodes and have some tails and not being cut off. If we do this too short, then we have the problem that everything disappears instantly. You can do this though if you want. This will leave more room in your music. Right. If you have a shorter release and you just have it the way we just had, then it means that there will be more space around your pads for your other instruments to breathe. That's even not so bad to go for this release because if reverb, the reverb will anyways create a tail and you won't hear it decaying that much. For now we will just go with a longer value. It's good to sort those things out right in the beginning when you can hear them clearly rather than later. Of course, we will probably go back and readjust because things change when we design and then we need to figure this newly out. But for now, it's really good for the beginning to have a clear point. Don't just freestyle anything and then you have to clean up half an hour, but rather really go with things you like. Let's bring in the sub oscillator, of course, one octave lower than oscillator one. And while you must not be the exact same, because it's supposed to be a little bit quieter to add low end, we can make this really brutal and gritty with the full square wave. This is really the strongest one you can get for a sub oscillator. You can even get cleaner if you want with trying. This is more rumbling and this is gnarling' big difference between these two. But I would like to go with the really fat sound here. Fm synthesis. Let me check something. Sometimes there's a little click clicking appearing. That's probably because if you release the key somewhere here and it starts again up your head, this difference in frequency. But that's not a problem yet. I think that won't be really audible later. But if yes, we will figure out a way to get rid of this. F M like I said, Pig Mans is wild when it comes to harsh frequencies. This hear sounds already a little bit hollow and I can already hear in the reverb later how this will create metallic tail. Oscillator tree is the modulator. We could of course tune this down one octave so it's a bit more gritty dark and gentle modulation. By detuning, we get a little bit of this movement here. I hope you're not confused right now. Oscillator trees are modulator here, we have chosen this modulator, it has no volumes, so we can hear this oscillator. But whatever we change on this affect of course the way it modulates or oscillator two at one since it's the modulator that's being fed into the signal. Of course, if you bring this up here, it will create different kinds of modulations here. Now you can hear something like a sequence. We're hearing this coming in and going because the fine tune here is detuning them a little bit from each other and adds the movement that we can hear. They are a little bit out of sync when it comes to the pitch. Now it's not even bad like I think. I'm not sure. I'm not sure, to be honest, if we use this then really tiny for a really slow modulation. Slow movement. Um, now what I'm thinking of is we can either stay here in this range so we just have more grittiness in low end, like continuously, or we modulate this **** and have something like this. But I think we should stay down here. We can maybe modulate this a little bit just for some motion, but subtle so we don't really this just that it's there. I think that's more clean because if we do this, sometimes stumbling, which can be cool, but we need to figure this out later with the Reb together. Because maybe the reap will enhance this stumbling, like these bumpy moments. Or maybe it will just work absolutely fine when it's in the ambient tail of the work. I like that so far, this is creating a cool feeling. Noise is really almost not audible here. But if we haven't even yet set up or filter envelope, right, let's bring in the filter envelope just a little bit. Make it a long attack. Let's take something similar at 2.27 It's not a problem if that's not exactly the same value like 2.2 is fine as well at 2.3 This is so tiny difference that nobody is going to notice. But if you really want to take the exact same settings always, you can hold down control on your keyboard while you move the *****. And then you will have this increments, you can really make every little second. Right now, of course we need to increase the delay as well because as you see did just fall down quickly. We set this decay around a similar value like to release. We have on the volume journey of filter being closed, maybe even not so much, you can already hear that it becomes to get roomy and hollow. Would you be careful with this when we add reverb, I think this will get really metallic. But. We can mess with that. Maybe before we add reverb, let's do something like a chorus. And the decay, maybe we can make the decay curve a little bit less steep. So it's not boom, falling off, but smoothly fades out can increase the release on the volume a little bit more. So if you release a key, we have a little bit more of a fade out. Because if it fades out too quickly, we can't really enjoy the filter closing because this is almost not audible anymore. So now we can determine the rate of the chorus. So that's pretty quick. That's good. Now this is a wide sound. This sounds more like in a closed room. Just as what you get visually, this is a good. This adds a little bit of quirks in the back. If you hear this like we are getting is a bit in the back. If we like that, we can leave that in. This is something we need to figure out with the reverb later or soon. And feedback simply is making this effect. By I think this is the time where we should dive into the reverb and see how this all comes together. Because it all stands and falls with the tail on a pad. Increase the size. No pre delay, high decay, maybe not that much. Double click resets this if you ever mess with the values. This is filtering a little bit out from the high frequencies here of course, and damping does the same, but in a different way than just applying a filter. You can see on the bottom left corner down here, it says what this button does, It says attenuitates and shortens the decay of high frequencies, which is basically simulating objects in a room that catch a little bit of the traveling. True. I think less feedback that we don't want to have a lot of this quirkness maybe make this effect overall. Fewer. So that's pretty dark right now, so even the reverb is pretty present, so I like that. So low nodes have really power here on this patch, but it's still playable in this frequency range here. I, as with real instruments, your pads don't need to be playable everywhere. While our lead or our plug patch should work pretty well in the whole huge mid section as they are the leading instruments of your composition. Just as the base, the pad have more specific areas to shine. You really don't need to make it playable from here up to here. Because now this node here, I feel personally, is really not enjoyable. You could make this work, but then this would sound different. You need to decide where you want your pad to shine and then just focus on that. Because otherwise you will endlessly going back and forth and back and forth and make everything work, except this is what your patch is supposed to be. A smooth a pad that shines everywhere and is somewhat diplomatic. You can do that. It works. If you really do this from the beginning with the clear vision to do so, then you wouldn't add too much elements that are extreme on the one or the other end. Generally, you just feel comfortable making your patch for one purpose and make it shine there and everything else is not super important. If we say that this should work around this area here, then we don't need to bother if that sounds good, that that's completely fine. It's really fine because just like in reality, if you look at the string instruments, for instance, in an orchestra or the brass instruments, they all cover different ranges of octaves. And they all have their sweet spots and strings or notes where you wouldn't like to play them so much. And even though technology gives us the ability to create a pad here that would work basically in every node, Even if I look, I transpose no. Four times up, right? It's technically possible to play that node, but it's not supposed to sound good on this note. Just keep that in mind when you create pads. And this is, by the way, especially true for pads. Like I said, for leads and other instruments, you maybe want to have more playability. But even there, you can somewhat try to nail down four octaves maybe that you like and don't spend too much attention to the other areas because you know like the base will get the low end and you have other instruments for the very high end. And your lead and your other instruments don't need to be perfect everywhere. But enough of this philosophical view, let's spend attention to our patch. Now, I'm playing around all the time. First of all, maybe I would like to introduce a little bit of drift. This will make it a little bit more interesting because it randomizes a little bit of our pitch for every note we play. So now let's see if we can add resonance. As you see here, it increases the frequency frequencies in this particular spectrum. Maybe a little bit just as a flavor, but not so much that it messes with the sound of the feeling. Now let me try some. That's a cooler fat like around here is a sweet spot. I think it has a really evil feeling that you hear. This creates a little bit like a ribbon. We could basically, we could take our alive. One. That's interesting, it's too strong. If we start at a position that doesn't sound good, but if we start somewhere here, we have this cool landing effect, like it starts with D and then goes down to the clean sound, then goes back. We keep holding down. That's pretty cool. Because we could hold this down now and just play something else over it in a composition, but this sacrifices playability. Of course, without this, we could play some melodic notes, but now it's getting more like a pad that really lives from one notes that you always she, I think that sounds cool. Especially that effect. I like that. But now I'm holding down three notes as you can see. And they get separate ribbons to avoid that, we can make this Legado, which means they always share the same LFO. Let me very fighters. Okay, As long as you play connected notes as you know it from Legado. So if I single notes without holding them, just if you spend attention to this window here, you can see it's resetting all the time. But if I hold down a note and play other notes, it will stay where it is, so the other notes not join seamlessly. Because I find that pretty cool just to compare what it was before. If we deactivate this one here and bring it back to the saw, this is what it sounded before. So we can now compare and see if you like, where we take this patch. So this is of course way more playable. Well, that's for now. Could even work with this way form, but doesn't have the school effect that we had here. Let's see if unison is good for this patch. So we make this a little bit wider. There are some strong pitch differences. Maybe it's from the Drift button or it's from the modulation that's check this out to reset this. Okay, now it comes from the modulation. Whenever the width changes here and it affects this, it does mess a little bit with the pitch. This is of course then sacrificing our playability. We have two choices now. Either we get rid of this idea, which is okay, we can do this, or we stick with this. But then we should really go all in and really shine in what it is. Maybe it's not super playable with two different nodes. You always want to play one node at a time. I would say we keep this decision for the next episode. Usually I do full episodes on every patch, but for this time I would like to split it so I can think a little bit about that and present you a good idea. I'm not going to do it without you. We will absolutely continue where we stopped here, but I will think a little bit about this and then later continue. See you next time in part two of this episode. 4. Episode 1.1 - First Pad: Welcome to the next episode. I thought a little bit about this, and I came up with some ideas where we can take this from here or let's say how we can polish this patch. Because right now what I don't like is if we play this, that's cool, then it gets, this is cool as well. Beginning then it starts to get slower until we have a really clean sound. But if we keep holding down a node because of the nature of LFO's, it will bounce back and we will have a pulse, a pulls effect. This pulls effect is even as we noticed in the last episode, taking our pitch up, because somehow this modulation here has a little shift in frequency upwards. And this is something that is too audible because of play nodes here. This really messes with the pitch. It's not really good playable. We want to make this patch playable. We want it to work in a practical sense and not just be cool. What we can do now is first of all, let's take this width thing away. This already gets rid of the issue. This means the easy solution is to bring, this'll take this off and we take the function and reverse that. We do it by hand. Don't use the scale button. If you do the scale button, everything will become messy because then if you move the points, it's inverted. That is really painful. Trust me. Then bring it to one shot. So we don't want it to loop speed, we will determine in a second. Now let's take off function one here. By the way, we'll be so cool if you could name them like giving them a name. But however, function one goes to the width here. Unfortunately, I forgot what value we had, but it was something around here before it starts to sound off. So let's try. That's a nice sum. Of course, you want us into the different direction we start. Okay, This is not exactly the same, we just had it by 0.0 not sends upwards, but it's not the same as 508. We somewhere here, I think. Now we take this because we want to start at our default position here. Being at zero means no effect. And then we go down, does good, make it slower. That's cool. Now we have this dropping in effect, okay, wow, this sounds really great. It sounds like like some low fi version of some '90s science fiction, cyberpunk movies. Totally love it. It sounds a little bit broken and dirty, but yet good and pleasing. And you can still hear the notes. This is now interesting. We will look at three different options. Now this is mono keyboard. This means that each time we play a note, we're going to reset this function for every other note. If I keep holding down this low A, I play another note. Now this A will be also retriggered and it will have the effect again. Now I hold down two nodes. Now I play a third one, and you will hear it for all the three nodes. It repeats for all. Which is a cool idea because it emphasizes on this effect each time you play a note. You retrigger the effect, it emphasizes on this specific characteristic thing in our patch. The pad without this was at, it's a good sounding pad, but it's not a pad that stands out from other pads. But this is now special on this pad, this particular feeling, this, emphasize this on every single note. The second option, of course, we have way more options, but we're going to cover the three most common ones now. Or the best playable ones. If you do poly, it will mean that if I play the first note and hold it, if play now another note, This won't be retriggered, but our new note will get this effect. But without retriggering everything that I'm holding down to. If he play another note, now it's not even really audible anymore. I think that's because in the background we have this. So then we have legado, which means that no node at all is getting this effect if we keep holding down. If you play connected nodes, we have it once and then it stays there. This apparently doesn't feel much different from this one. In fact, they sound pretty much the same. And I'm a little bit, I wonder why. Let's just, let's drive this to the extreme just to see if that's really doing behave the way it should. We are now in poly mode, we hold this done. A player. No, no, Yeah, absolutely works by the way. Cool effect. Sound Um, yeah, I wonder why it's not audible on this level. I assume that's because if I hold down this note here and I play no new note on top, we still have this constant sound down here and it's probably swallowing the effect. That's what I assume. It's a little bit in there. I could hear it. Just the last note, it was really gentle. Legato is super clean if you play connected nodes. So if you want to retrigger, you need to let go of all notes, then it happens again. Or we have poly, it's all the time in the notes, but as soon as you play several notes where holding down others, it's more subtle. Of course, you can let go of notes and then, and then you will hear it again. Everywhere. Yeah. Or we go with the mona. I think the mona was the coolest yet because what the strongest, and like I said, it does emphasize on this effect for all notes. If you see some funny going on, if you switch quickly between these, it will retrigger before it reached the end, which results in a little bump there. It's a little effect, but it's cool that this is the kind of playability. Sometimes there are these effects that you want to avoid because they take your control of the instrument. But in this case, it's actually one more way to perform if you know that you interrupt nodes in the middle and jump to the next one. Because all envelopes get retried, you can force this little bump. This one, oh yeah, it sounds beat. It sounds lovely down there in these low notes. If you use the pitch wheel on your keyboard, this one here on the left. I use it now, my keyboard, but listen, I think we can get really cool effects out of this. Oh, that's pretty cool. That's not a really low node. I transpose it down by one octave. Yeah, that's cool. I like it so far, really. It's a really characteristic Pat. Um, wouldn't have expected it to be turn out this good. Maybe I'm a little bit hit because I love the sound so much. Maybe you sit there completely unimpressed. I hope that's not the case. I really think the sounds so great actually, is we could leave it here at this point, but I want to try out one or two things. First of all, I'll see again with unison. Yeah, it's a different flavor. So this is a question. Do you want this or not? And I will just leave it for now. We can take it away in a second if you don't like it or you can mean you're not forced to do the exact same patches as if I do something that you don't like, you can go other ways or you can keep things that card. This is really up to you. Let's try. This should probably not sound good, but I want to figure out like we have this effect here. So we start with this hard effect and then we go down to normal. Maybe we can introduce more tune and bring it back to a value we like back to a starting position. This is the effect even stronger than we had it before. So if I just deactivate this for a second just to play this freely here, it's like tune does mess with the tune, the voices we set up here. And we can even experiment with more extreme settings. That's pretty damn cool. So the question you would ask yourself now, when you design this pad, let's just assume it's your own work and you're creating this pad or whenever you are at this point in our creating process. The question now that is really that is determining where you go from now on is do you want to have this effect subtle in your patch, so not too much so you can still play the patch and go melodic with it. Or do you really want to emphasize more on the special effects side of the patch and make it, and emphasize it even more of the idea. So this would be the one way to do it. That's funny, I'm just now retriggering envelope all the time. Of course sounds ********, but I just wanted to play around. But I must say, I like this effect when it was more subtle or going to take this away. Stay with the unison for now. Maybe not make it 100 stereo, maybe 50. Let's see, I, 100% unison is in pigments is absolutely normal. This is to basic setting in June. Which I like to use. I think it's around 50 or maybe 25 or something like this. So they start more subtle, more gentle. This means we will get, we have three voices now, right? If I bring this to zero, they are all in the middle, stacked. The patch just got a little bit thicker because we have three voices and they are being detuned a little bit. But if we just introduce a little bit of stereo, they are being spread a little bit to the left and right speaker, but still maintain the centered position, which is a good mix. I think it's a good mix between both when you make decisions like this. If you're not doing this for a composition, your patch, then it doesn't matter. You can do whatever you want if you're in your composition and thinking about making exterior it, of course depends on whether you have a lot of other instruments or information going on in the left and right channels. Or if you maybe want your pad to be more on the sides and everything else more central. This is classical panning question, where do you want to place your instruments in your mix if you would be doing a patch, particular for your composition. Otherwise you can do whatever you want and then you just adjust to whatever track you needed in. This is, by the way, the reason why I rarely include an equalizer. You could use an equalizer to push some things you really like in a patch or to take away clear problem areas. If you can get rid of some metallic or harsh noise, you can filter it out. But usually I don't utilize the equalizer here because songs are so different and it's better to leave it untouched. So whoever creates music with it can then equalize it the way they need it. Because it can really be completely different for two persons into compositions. But so far I like, I mean, this patch is pretty dark. It's really dark. So this is what I said earlier, one patch doesn't need to fit all sizes and can do everything. This apparently won't play beautiful chords, especially not in the high registra here you can, but it really odd. So this is more for this area here, down here, especially very down here. It sounds so good. This is, this is so dark and evil. I love it. Yeah. And I mean, could add some wind here. Some noise. But it sounds like wind. You know, we get this Ooh, that comes in now. I think that sounds good too. Maybe more Sato. It's now in the back. It's not really audible but it's adding flavor. It could even make more dark. So we go to the more red side here. Now the woo in, it's still in, but it's subtle. But I feel it's more now like the pad is flying. It's passing by, It sounds like a passing by thing. Whatever you imagine this pat to be, if you spend really attention to the noise, is this feeling? Yeah. But personally I think it doesn't need that. And basically we could leave it at this point. I'm pretty happy with this pad. Like we could go more complex now. But you don't always need to just because you can. Do you need to because your patches should still be playable. If we make this patch even more father and adding second engine and adding more stuff and cross modulations and everything. This will become so huge that we will have a hard time utilizing this in an actual composition, except we only use it for the intro or out some breakdown where it can shine alone. Then you can go complex. But if this is supposed to play along with other instruments, you want to keep it more like it is now. So it leaves room for the art instruments in the composition this way. Yeah, What you could basically do, of course, is utilize engine two and then try to emphasize more on this function. In fact, what we did here with the tune. No, like trying to, let me just show you what I mean. Let's make this one octifier. We could go crazy now and do something like, it's not strong enough, bring this down. Maybe not start at end at zero. Yeah. So you would like to end it somewhere where it still has this F because if you go completely down, it sounds odd in the end. So we want to and by the way, I keep holding down the no, this is why I can hear the end. Now, while I added the end, pick something you like. Let's say somewhere in this area. Now we have this cool effect. And if you bring them together, the fact is even stronger. Of course, this is now unison and this isn't. So we could make this unison as well. But then you need to be really careful, because it should be just a little add to the engine and as big as engine one. What is cool of course now, is that we can keep this full stereo in this 40% main patch will be more centered, while this weird funny effect here is more coming from the sides. Now I think if you make this two voices instead of tree, depending on how this algorithm works. But let's listen. I think tree will place one in the middle, but if you bring this to two, it will only split it left and right. So we can really pen this left and right with this way. And then I have this here more in the middle. And you'll now have this effect now on the sides more. But as you notice, the effect gets stronger. And so we have this more bumps, less playability. Of course, we can not go unison. Make this back to one and just keep it as a little add on which I would personally prefer. It's in there, It's not super audible, but it just emphasizes more on this feeling. It has this nice, a little bit more electric. So difficult to describe this, but I mean you can hear it. One sound says more than 1,000 words that's now in there and adding a little bit of flavor. What I basically wanted to tell you is that you can change the flavor. Either you go for what I did here now or you experiment with pitch. You can experiment with waveform so that you can modulate them without the FM of you could go completely and use wave tables here, which we will do in the next episodes. I'm not sure yet. But at least one time we will do this. We will have an example for this as well. You could take wavetable and modulate them across this or even work with samples. The possibilities are endless. The basic idea is just to emphasize on what makes this patch here characteristic, which is a little nice feeling, you can just try to mimic that. To do something similar that you sneak in a little bit gently so they blend well together and create a more strong feeling. Of course, you can do completely different things as well. You could just improve the core patch, add a more stable base to this. While this is moving, you could have not F M here and just make another clean sub oscillator that's not moving and have more low end. It's fine too. Can use this way form, get really gritty, a lot of different opportunities, we could go any direction now. But for me this patch is pretty well done the way it is now because it's not overcomplex. It's not over consuming the mix. It's playable yet complex in the little ideas that are in there. It's not always about like complexity is always about adding more Patch is not only complex if you have three LFO's, tree envelopes, tree functions, and two randomizes going on. But a patch can be complex in itself. Remember we have the chorus here with really carefully picked settings where we talked about why we do this. We have to carefully crafted rework with some high frequency damping. Here we have the FM ****, which is constantly moving and giving our patch some nice movement and breath and feeling. We have a little bit of resonance to emphasize the, the higher frequencies. To simply adds a little bit more character, a little bit more flavor to filter and everything that's going on here. Then we have our modulator clator tree here shifted one octave down, it modulates darker and a little bit slower. We have set it to polls. We modulate the pulls every time we play, we have unison dispatch is by all means, it's not basic, it's not simple, it's really well thought out and it utilizes detail, love, love for the details. This is important. You don't always need to more and more and more until your patch goes nuts. But sometimes it's really about polishing these little things and details. Yeah, I hope you enjoyed this patch and this episode from here on. You can take it further if you want. You can save it like that. You can start over and do something else and explore a little bit. So that's really up to you. But I'm sure we will see us in the next episode two, where we'll create another nice patch O there. 5. Episode 2 - Second Pad: Hello and welcome to episode two in this course T. Let's create another pad. Let's this time have some basic idea at the beginning. A little bit more maybe than the last time. Not roam too freely here. I think what would be cool is if we would try to make a pad based on samples. But if I do this, this will only be able here in Pig Mans and not in order synthesizers that don't allow samples. Let's go with wave tables. Because wave tables are something that most modern synthesizers have. It will be gritty will be definitely higher in its sound. So even here, we could get some nice movement out of this. So first of all, like always, I already automatically did the cut off a little bit just for the beginning of, first of all, a tech and release. We have something pad this time. Let's, I'm in the mood for L, let's take L and first of all, bring movement here. Maybe lower, we make it slower, that's good. Or even more slower. So, we could then bring the LFO here to the FM. This is this one? Yes. Maybe if we bring this to -23 we can start on the bottom on the dark side. Yeah, it works nice actually, the same here. I would like to start from the lower end or towards the lower end, but you can hear it. There's a dump in sound from here. It really changes rapidly there. The sound which must not be bad, especially if we add reverb later. This can be a cool, like a siren in the back that comes and goes. We will leave it for now here. Let's see if face mode is adding. No, not cool. Here we can see better what's happening. So this wave folding here is creating sine waves based on the shape here. We can even make it more gritty with the triangle. It's adding a lot of harmonic content A. So let's bring in a second envelope. Let's bring this down and have our typical pad, like a smooth progression for the filter. I'm using huge values here, because we have this slow LFO, it needs more time to shine. Oh, the Decay. I forgot the button. Yeah, the decay should be around the same as the release in case you want to have a stable play experience. Of course, you can have different decay times than release to have some performance. I don't like the bump that's happening up here. It now became worse, I think, because of the wave table modulation. Yeah, that was a bit better. It doesn't sound really good now, but I think it will sound better with reverb later. If not, we're going to change things, switch them a little bit up, find you. And I wouldn't include because if we do this, we will have a hard time playing notes. This is too strong on this pad. Could bring the modulation here. This is the modulator which is determine how these things behave. And we can bring this down by one octave. So we have a gratia modulation. Oh yeah, that's great. Huge difference. Just hear the difference here because I did the envelope two to this wave folding button. As well as we have this slow progression with the filter together, could even introduce some resonance. But this is for later, just here. Now like this adds a little bit more edginess when we hit the peak position. If I bring this down by one octave here, the modulator we will get more prettiness. Basically what's happening is, I believe if you bring the modulator down by one octave, it means that this oscillator, this is nothing else than an oscillator which we can't hear because the volume is on zero. Well, not zero, but so much in the minus that we can hear it. If you bring this oscillator, this modulator, by one octave, it means it will swing slower with broader distances between two of these. This will affect the way this modulation happens. It happens a little bit slow, therefore G gritty because we have more time to hear these more gentle frequencies while the progress. That's pretty cool. Now let's get crazy. Before we add reverb, I think the magic happens when we add reverb later. But now let's take a second wave table. Do we route to filter two to this one so we can treat this separately? And again, here on filter rooting, make sure you bring this on the site to separate both filters from each other. Now we play only this one. What I would like to have make this one octave lower. In general, I would like to have some movement. Let's take L two and make this square square. Don't go here down so you get this sample and hold. We don't want this, just go to square, choose sinc. So we have a timing that we can pick. Now, bring L two just a little bit to this here. Let's see. Yeah, that's pretty cool. But yeah, that's good. Now this is the idea I have now let's grab alive one again, a slower one, and let it modulate here. This is something we have now lying underneath under the engine one. We can make this quite later. This is too low. Too low, that's too strong. We can make a really gentle, fine humodulation here. So now together, let's see, maybe it doesn't work together, but let's figure out, let's bring down the cut off here so and more resonance in maybe, oh, maybe not too much because we wanted to be more the lower layer. I think that's cool together. Now, something that I just noticed. If you play notes like this, not in sync, We get the three different Rms, which is not bad. It's cool if you want that, if you want it to be the same. Hm. We need to bring this to Legato, which means they all share the same position of the LFO and they don't get all individual LFOs, like if it's on poly. Each time I play a note, that note will be triggered from the beginning. Here, if I play three notes now, they all have their individual starting position from the beginning, which leads to nyermonics here. But maybe you don't want you put it to legato and as soon as you play connected nodes, they will all be in sync. All utilize the same LFO ribbon. Maybe that's better. Bring this back in. And let's add some reverb now and see if this will bring the magic that I hope it will bring long decay. A lot of rework here. Let's start of 55, no pre delay, huge size. I can already see this being metallic in detail. A little bit of damping, maybe just this and then a little bit of this low pass filter filluring out the high frequencies. And then let's see, only engine two. Now let's listen to engine one alone. Engine one is a little bit thin, so maybe we can add unison. That sounds better already. Maybe we did tune them a little bit against each other. Let's see, that's too much. Maybe just something like this, what we could try to change. So this is the ultra, let's see, so it continues to use or settings. The modulation we have down there can even make this grittier if we change the wave form of this oscillators. If you make it a sawtooth, for example. By the way, let's increase the amount of voices and let's see. So now I put this to triangle. Let's listen together. I need to figure out if I like this. I think that's pretty cool. We can make it a little bit louder here or at all because the filters are pretty dark. This is just one nice low here. I really like this. And even we'll just keep holding these notes. We have this beautiful lush pad in the end, and as soon as you start to play again, of course you get the gritty initial sound from the filter opening by your envelope two, even one octave lower. Oh, that's pretty dark. If we didn't play with the pitch wheel here on the left side, it's really, really, really, that's pretty cool. Or you can start really high and then bring it down, hey, that's too high but stuff like this. Yeah. But I would say this is it. This is a great patch. For a second episode, I hope you enjoyed this and we will continue with the last patch and the next and final episode. See you there. 6. Episode 2.1 - Second Pad: Hey there, a little extension to this patch, to this pad. I want to 0.1 thing out if we play, this is like from episode two, if we played this Now it sounds absolutely astonishing down there. I love it. I told you in the earlier episode that you generally your instruments except leads maybe must not sound well in every octave or most of the usable octaves. But if we continue playing this now in higher notes, really, really harsh because engine one here is really high frequent. Right? And that is fine if you want to have this effect. So depending on what scenario or what place this pad is going to represent in terms of audio, this can be really well because it sounds metallic and of course it does create atmosphere and the flavor that are not metallic sound can't create. So in this case this would be perfect. But if you want to make this more playable in higher octaves without getting head edge because of this, these really high frequencies here. The cool thing is that we worked in layers. If we disable or engine one, which is our upper layer with the high frequencies, and we activate engine two here and we just play it. We still have the nice pulls from the beginning. Play other notes now, now you notice this legs high end. Of course, there's not a much high end going on. What we can do about this is we could simply change or engine one, this is our upper layer. Now this is what we put on top of our cool posting base line we have created here baseline in terms of just baseline in terms of the fundament, um, that we're building on. We could make this analog. Now we have a two filter. This goes into filter two right here, and this is filter one. So we could make this now bring this lower and now we can play this way better in higher ranges. This is of course now just a basic oscillator with a, so we didn't do anything else. We haven't even designed engine one. From here on you can really go explorative and change the upper layer because this is our upper layer. Now here of course, it does sound good because we have set up the filter, we have all the F X here going on. Yeah, that's how it goes. I'm right now, a little bit confused. It's some time ago that I recorded this episode. A couple of days because I was re, recording the first episode from this module. So just wondering why we have separated the filters here and the filter routing when it comes to the F X section. Because apparently we didn't use FX B. But it doesn't matter. It doesn't matter if it's like, this sounds still the same. We got the reverb and if we do this we will still get the reverb. This will just separate filter 1.2 from each other but still mix both into all of the FX. But I don't want to bother you with this now, just speaking out what I was thinking. So you don't wonder why staring at the screen what you can't see, noticing that I don't do anything. Um, so yeah, this is your upper layer and you can, like I told you, completely set up engine one as you want and this is the cool thing, if you work with layers, that if you decide, like I just said, oh, this is so much high frequencies. If you want to play up here, no problem. Cate Engine One, and play it like this, maybe you want to put something else on top. Just strings or something like from the orchestra or choir or something you like. It must not even be at the patch, but creating patches in terms of layers. If you think in layers, you can easily bring them in and out the way you want and this gives you a beautiful flexibility. Um, for your patches, you can make them more special if you did everything in one engine, right? You can't here because wave table is apparently just one oscillator where you could maybe bring in the modulator and tune it. One octave hit. Say this is not a wave table. Let's say he just the analog engine, because we did some patches just with the analog engine. You could easily have a main oscillator, a sub oscillator, a high oscillator, and yes, you can dial this then off. That's true, but I think it's a way easier approach to work with engines and just deactivate the whole thing. U demand if you want that. Yeah, this is everything. I just wanted to point this out because I noticed that I really like this patch that we had and it really shines in the lower register. But it becomes a little bit difficult if you play it in higher nodes. And I just wanted to show you that you don't need to throw away the patch then or let's say only use it for the low end. But you can still easily modify it, save it as a different version for different situations. Yeah, I think that's a cool thing to know. A good thing to know. Yeah, I hope you enjoyed this little add on information. We will see us then, really, in the next third and final episode. 7. Episode 3 - Third Pad: Hello and welcome to or third episode. After we have in the last episode created a patch based on wave table which was the basic idea from the beginning. Let's set different goals for this one. I would again like to work with two engines. I would like to show you process parallel FX processing and what the benefits of this are. I think we're going to create a time modulation pad. We have one layer which is maybe a little bit more distorted in the back or maybe not in the back but like the core of the patch, it's dark and a huge white cinematic pad. And then we will do a second layer with a little bit of time modulation. And we want to keep that clean, for it to sound really nice, we'll see how that fits together. Let's start with the basic layer first, So again, set the darkest starting point you want to have. Of course, mess with the release as always. That's cool. We take envelope two and do the occasional filter progression. Maybe that's too slow. What do we have here? Yeah, let's take something a little bit shorter so that the filter thing is even a bit quicker. Of course not with that decay you notice that that's not bad though. But you could even here, make the curve more like this if you want to have it more sustainable. But for now, let's keep it something like that. I think that's still higher than usual. The normal was minus four and we are now at minus y around two. So it's a bit less steep than before. Great, let's add our sub oscillator, which is a must have for a big cinematic pad. We could go full power. The square wave is the most powerful one. For now, I think we could just take this, maybe make it a little bit quieter. Well, actually I like that song because this here creates more harmonic content. Because this is wider. And you can hear the, there's some rumbling resonance in it. And this here is more gnarling, a bit more aggressive in its feel. We can swap that later. Now, let's bring in unison, definitely for the wideness. By the way, I don't know if it behaves the same way here as in June, but let me actually try to figure it out with my ears. I'm not sure, but I think they will do it. There's apparently no other way to do it with one voice. You can hear it clearly in the middle. With two voice, you hear it on the left and the right side with three voices. I think what's happening is that they put one voice in the middle, right and one to the left. This is something good to know. I mean, there's no other way to do it because how would you evenly distribute three voices otherwise? But this is good to know because maybe you have elements in your composition that play in the middle. And you want your pad only to be more split to the sides. And you can go with two voices. Right now, it's really spread to the sides and you have room in the middle for other instruments this way. Of course, this pad is more powerful and consumes power in the middle. But if you're just designing patches for general purposes, you could just go with three, which is the safe way, except you really want the whole patch to be designed that way that you're only hear it on the sides the. You compose and make use of that patch, you can just use your occasional tools in your DHW to do the stereo widening. Right base for instance has a stereo enhancer where I could, even if I make this three voices or even if I leave it at one, I can still make this signal stereo and then spread it to the sides. Yeah, just just as a side node. With the detune, we can again determine how strong these three voices should be, detuned against each other. So if you go higher, you get more of this, I would say atonal feeling, right? This is really difficult to play with. It sounds more like if you want to score a scary scene or a dramatic scene or something that is a little bit terrifying, but this is by default tree person. But if we take it's more like your values, we will get this effect slower. This becomes quicker the higher you put it and stronger both at the same time. Therefore, bring it to here, creates a little bit more width and space than the stronger effect. Let's go with something like that. I like this value. We could introduce a little bit more of drift, which will just u A little bit of fine tune like if you would do this fine tune variations to each know that you play just makes your patch a little bit more alive. Then I said we want to have distortion, right? We can turn this off, we don't use this anyway. Reb is not on yet. I would activate it a little bit later so we can work on the dry sound here. Really being able to listen to what's happening. Um, distortion is really not the best one in pigments. I must admit I like the one in dune way more. But let's see what we can do. Maybe you can use the gentle, usually these tone buttons. If you go to the right, they make it more bright and aggressive. And to the left more dark and damped. I think that's a good amount. So if you turn it off, gets a little bit more greasiness. We can even take our envelope and let that open these a little little bit more so that we just have a little bit more feeling of our increase in this distortion amount, but up there it sounds really strong. If we play without, where is that? It's already pretty strong. Let's try, try the way forward. It's even stronger but maybe it sounds better. That doesn't sound good. Distortion is it's pick man's problem child. I would love if they would redo this module. This sounds interesting. Hm. So one way to work around this issue is that we could turn this down to absolutely zero. And then just bring it in with the filter so we only get it at the highest point. This is one way to work around this. It's the only way, actually we could, for now, work with this I think. And then let's dial in some reverb here. As you know always distortion before reverb because if you swap them around, your reverb tail will get distorted by the module. And that doesn't quite sound good in my subjective opinion. Of course there are moments where you want this on purpose, then it's fine, but we don't want this, ah, this is way too far away. Even fewer, more decay. By now I would swap this wave form here, back to the square wave sub oscillator. We have more low end, more aggressiveness, maybe make this like minus seven, so it's more subtle. If you turn this down, this is all it adds. Now sounds really hollow. Maybe do something more like that. Then let's bring in the third one and make it a suboscillator to make it also quiet. We have a mix between these two waveforms as a sub, Let's try this. I could even find tune this a little bit away. Let's see. I think we can live with that. What the fine tune does is just tunes the pitch of this a little bit. So this is more distinguishable from this one or that one. Um, oscillator one, which isn't so strong audible because these are anyways, pitch down to an octave. But if I play a higher node, it helps to put a little bit more depth into the sound. If this is not the same, just for you to hear the difference stronger. This is what it does if you just add this gently. It's just another way of doing the tune here and the drift here, but this time more precisely on the oscillators. Um, would actually just pick a slight value and I'm not happy with the reverb yet that is too weak. I think that's good. Could maybe bring in some resonance. Let's see. Yeah, becomes a little bit more grittier and more characteristic. What the resonance does as you increase, you can see it here. It just pushes out certain frequency spectrum we just add, this is by default and we just add a little bit. So you can see that a whole spectrum being pushed upwards a little bit just gives a different fear resonance. I mean it's not just increasing the frequencies. I think it's actually re feeding a little part of the signal into itself. It creates a little bit ma harmonics on top. By the way, if you bring this all the way up, you can hear that really strong. If you bring a resonance button, usually up to 100% it starts to self oscillate. This becomes another oscillator swinging up. I think it's because it's being fed back into itself in this feedback loop. I think that is what's happening in my technical understanding, I'm not 100% certain about that. But it's definitely, at this point, self oscillating and it works well with noise together here. Maybe notice that this was even stronger. This ooh that the noise would create is being pushed. We could even make our mix. We could even introduce a little bit of volume, sorry, Noise Make this, but this makes our pet thinner. We want it big and cinematic. This is No, no, because it is not our initial vision. Let me at least in this episode, stay a little bit on track. Maybe start with a little bit more of distortion. At least ten persons, so we don't start at nothing and end at nothing. I think it sounds more coherent and better if we have a little bit of distortion in and then it increases and goes back. Instead of coming completely in, it just makes it more feeling like part of the patch. This dark note that I hold here or start an ending position on the filter has at least some distortion. I'm not sure if they disabled it, if that's funny, with the clicks in the reverb. Yeah, I would say that the first layer is fine, but I would actually bring this a little more. I wanted it to decay big. Yeah, that's good. And of course you need to be careful now, because what you may be noticed is that when we hit the peak position and it goes down, distortion sounds like it's over driving. It may sound to people like you didn't properly mix your music, but we can take care of the Slater. We could maybe think of using only distortion for the lower parts and then thin it out when it comes to the top. For this purpose we would just start here and then just bring this into the other direction, and then we have the opposite things. See, now the cool thing is we start with a lot of distort. The low end is even more stronger and grittier. And when we hit the open filter position up here, it's getting clean, so we don't have this inner sound that maybe sounds bad in the composition, right? Then you could try where's the limit? How far can I push it until that happens? So we think that was on the edge. I would, just to be sure, take a little bit more. We are fine, fine to go. And with drive, we could do the same, we could bring this a little bit up and then make this and see that sounds way better because now we are not getting into in the zone that sounds so badly mixed. Now it sounds really like clean distortion. Okay, cool. Now that this is done, so let's just treat this as our engine one. Let's deactivate it and activate engine two and work on that. I'll make it analog again, the first thing we need to do because I said I'm going to show you parallel F X processing. We are going to send this engine to filter two instead of one. It's not being affected. It does move now, but it's not being affected by this. I can prove this to you. If I click here and turn this down, we won't hear anything. This just moves because our envelope is moving it. But this engine here, only ten to filter two, where listen, maybe the wrong word. Feed this into filter two. But you can hear that we still have the reverb from or A. In order to separate that, we would just click here the little button and click on Split. Now, filter one, the content of filter one is being fed into, the content of filter two is being fed into. You can see it also here on the lines angle by default. Put to 100% filter one. It just goes into that. It gets the distortion in the reverb from module A. New engine two is here set to filter two. Goes into filter two, and as you can see here is being set into X B. We have a new rack to play with because no reverb anymore. Now what we want to do is we wanted to make the time modulation. Click here and take delay. Can take any of these. Increase the feedback so we can hear it better. A little bit of stereo spread, which makes the bounces a little bit more uneven. I think that creates more, more depth. Now if you unsynk that, you make it free to move. You see if we move this, we get some cruel facts. Let's just take alive one and let it modulate slower fashion. Set this to sync so we can get nice values. And let's see you notice one thing. If I play a note we get these strong bumps like this. This is because this is set to pull the keyboard. Every note you play gets its own LFO cycle and starts at this position. If we are playing and this thing moves and I play another note, it instantly gets reset. It resets the timer. And this makes these bumps. So we could set this to Legado, so they join each other if you play connected nodes in the fashion of Legado, which means it only works if you play our next node while you hold down the previous one. Now they all joined. By the way, we can decrease the feedback a little bit so it doesn't go so long. Or we could do free running, which means this LFO, he is just mining his own business and we just join wherever it is. When we play a node like this. I think actually that the poly was the best. But maybe because, you know, like it sounds better if we have some different rhythms, we need to figure that out. We will play a little bit, maybe we need something more gentle here. This will sound better I guess, if we introduce reworb later. So for now, let's save this reworp we have done, and don't mind this, this is from previous recordings. Just click Save, and we call it time modulation. Click. If we go to F X B and introduce our reverb here, we can just this preset here and we have the same setting. So this has now the same reverb as engine one. Can make this more subtle and deactivate this for a second so we can hear it better. Bit more feedback, maybe faster. Mm, no. Would maybe make it slower. Hmm, Introduce a fate. Let's try this now. It doesn't get rid of the problem that we reset all the previous notes. Well, it's a tiny problem, we'll take care of this. Let's first of all shape the overall thing. These are way too strong bumps. What could we do about this? I'm thinking, by the way, I'm just jamming a little bit while I think and try. Let's, let me see how it sounds together. It's even not that strongly audible anymore if you played all together, but sometimes you hear the bumps there, for instance. Well, if we say that together, you don't hear the difference anymore that strong. We could say we actually go to free running, so we get rid of these bumpy notes because it's always the same now for every note we play. So let me just play back. Only that engine Soc is really doing its own thing now, which maybe works better because it's controllable. We could now look for another sweet spot. I like that, by the way, at 330, 40. But let's see, that's cool. That's really cool. And now we could even, um, bring this a little bit down and do something like this. It's only our engine two by now, Just one single oscillator on our saw tooth, which is pretty cool, pretty strong. But if we don't do it that way, where is it here? I think it's better and clean. Let's get rid of that. Um, has changed the waveform. Maybe I think these are too strong for a pad because as you may be here, the sign wave has a lot of harmonic content. So this will really demand your speakers at threes. Really strong resonance sounds cool though, but for this patch it's over kill. So maybe maybe could give this also a sub oscillator. Trying a one, it's a bit quieter. Trying is a bit smoother as the sub oscillator is not that edgy and gritty. I think that sounds pretty cool U. Let's try together. I like it so far, but now we got this really cheap sin sound in, I think it comes from the. I think it's this one. Let's take this off again, let me try. Or maybe it's this one or engine two, because it sounds so basic. Like this one here is so nice. Then this one, sorry, I played them together. This one is so basic. Which isn't too bad, but it sounds too synthetic. We could, of course, go with unison here as well, but I think that will become too much. This is X B. We have the reverb here, delay. We could try to put our chorus before. To make this a little bit more basic. We work too much on this engine two, we will get two strong engines that contest against each other. We want this to be add on on top in order to make this more interesting. Without creating a two intense second patch into this, we could try to play with the chorus. Oh no, let me not disabled, Let's actually hear how it sounds process because that's where we get at the end and we want this to sound good. I think that's better. So we can chorus. This rate here is basically determine how quickly these two, this is making two of these swinging motion in or Sound. I think it splits the signal and then it against each other a little bit and make it swing. And this rate button here does just determine how quickly this happens. If you do it like this, it pretty quick. Here we get a sweet spot. Sound I think, I find, I think that's too strong. Of course, if you're bringing them closer to each other, you get less wideness. I would leave this delay at a default position, I think. So I could make the celibate quiet this effect together with the whole thing. I'm not happy with how that sounds if we keep holding down notes. So what we can do about that is actually we could bring this completely down and then root envelope two to it so that it goes back into darkness. Well, let's play back before I make changes. Is it both? I'll delete that. Let's just see, first of all where we stand. So let's say this is the maximum amount we want to have if we keep holding down a note. So this is where it should end again at 210 Hertz. So now we can just make that I play, now you see that they disappear again. And I'm holding down three notes right now. A whole chord. And it's gentle and we don't have this bad, cheap, synthetic feeling. Because oscillator one is all the time in the back, making just this oscillator one noise. We are at 210. Just to show you what I mean, compare this. This doesn't sound good, right? We always end here with this high note all the time, and this sucks. So starting at 210 is a good compromise. So if you play this now it will blend well better together. Pretty cool. I like that way more. It's way more playable. Pleasing Sophie played even one octave lower here works way better. And this is me holding down four notes. Now it's a lot of low end content. We could even say that we get rid of this one. Whoops, wrong engine. I just thought that we had this one still active. We don't. Okay, never mind. Um, we could just click this one and see if that's better. Yeah, this is a bit more tamed. That sounds pretty cool. I really like that now. It's a great patch. That's pretty cool. By the way, look at here. I'm playing just a now. I don't hold it down until everything opens up completely, but I release it earlier. We get a little bit of the filter increasing and then we just hear a little bit of the modulation here playing. Do you hear that in the tail? That's pretty cool. You have, of course, the option not to play notes all the time up to the maximum. If you say you don't like where it could end up, if I'm holding down, if you say that's too strong, if that's too strong for you can of course decrease the range. Or another way to do this is where is it here? Disable this and just. Make an envelope tree here and set it just up a little bit differently. So we could say we want to rise, but then we want to decay quickly, as you can see it here, because the delay will anyway, create bounces for us here. They are a little bit cut off now, but it takes a little bit care of the harshness because if we have this long time where this goes down, then we have a lot of high frequent content being present all the time. So we could at least make it a little bit more smooth. But you know, something like that feels different, right? Because the cool thing is that delay, as soon as this happens, even if this turns down the delay has catched or signal and is creating duplicates no matter what this does here. Yeah, you could either do it this way or you could take the envelope to here. It's still rooted. Now that's the difference. Of course, here we can go more cinematic and wide. Apparently, you still have the option to leave the key if you want to just have this. So yeah, I think that's pretty cool. I like that pat. Let me just play a last time. The final thing, not the most beautiful ending notes, but yeah, I think that's a cool pat. And depending on how you want to play it is how you want to perform in it perform, you can make different changes to the envelopes and how you treat that. I think that's a cool result and I would leave it for this now because this was a really huge episode. Like you could get lost hours in fine tweaking and fine tuning this and changing things for different purposes. But the way the patch sounds now, I'm absolutely happy with, and I think it's really able this way. Yeah, that's the module. I hope you enjoyed these three pads we've created. And if you like to check out the other modules because by now there's the other plug module available and I will also work on new ones and release them. Maybe they are already out. So the next one I'm going to plan is one module for leads and one for basis. Anyway, I will hopefully see you in any other of my courses. Have fun composing.