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

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Synth Runner Sound Design Series - Plucks [Arturia Pigments]

teacher avatar Daniel 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.

      Synthrunner Pluck Module - Overview Video

      1:57

    • 2.

      First Patch - Ambient Pluck

      40:16

    • 3.

      Second Patch - Dreamy Haunting Pluck

      20:55

    • 4.

      Third Patch - Scoring Pluck

      33:08

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About This Class

This course is about creating pluck patches, e.g. simulating plucking on real instruments like the guitar, or string instruments like the cello, double bass and harp. Plucks are short by design which means they don't have much time to shine - the content of each note will decay quickly so what we put into that little timeframe matters - and it makes it harder to make plucked patches stand out from each other.

In this module we will explore various options to create a pluck, we will begin with an ambient pluck patch that kind of cheats us a bit around this issue, because while the pluck itself is short, the ambient tail from the reverb will highlight the sound. In episode two we will create a dreamy and haunting pluck which bends the rules of a plucked patch to its limits to get an unique sound, followed by episode three where we will finish with a more classical and realistic sounding pluck that would fit perfectly for scoring movies or games.

You'll also learn how to add subtle modulation to different parameters in order to create an almost inaudible flavour into the very fabric of the patch, which will lead to a more natural and dynamic feeling rather than a static artifical sound.

Meet Your Teacher

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Daniel 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. Synthrunner Pluck Module - Overview Video: Hey, Runner. Welcome to this module about creating advanced plugs on a synthesis. 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 create an ambient pluck with a lovely lush and warm rewir. And you will also learn what round Robins are and how you can simulate that on a synthesis to get more realism out of your patches. In Episode two, we will craft a plug that sounds either haunted or dreamy, depending on how you fine tune the settings. You will learn how bending the rules are bit, in this case, the goal to sound realistic can unleash more creativity in your sound. In Episode three, we will create a more sound trackish plug that would fit perfectly to score some scenes in a movie or game, and you will learn why filter dies with the mod wheel sound extraordinary nice on plucks. Are you up for this run? Load up your sinth and grab a ring. We have got some sounds to create. 2. First Patch - Ambient Pluck: Hello and welcome to this new module in series. So this time, it's about plugs. And as you can see, I have prepared a little bit for the intro. So, when we talk about plugs, this is when we simulate on the synthesis to plug a string on a stringed instrument. So, for instance, that's a guitar or a cello or a harp, which is probably the best example for a plugging instrument. Um, and while when we create leads and pads and other instruments that are artificial, when it comes to plucks, we try to somewhat recreate the reality, which doesn't mean that you are limited to the reality. As I always say, there are no rules, and you can build your instruments the way you want, but you need to know the rules before you can break them and make creative use of this and now why. Um, so yeah, when we talk about plug instruments, let's say we are talking about the G string on an instrument that you would plug with your hands, right? You would plug that string, and it would vibrate and resonate until it yeah, until the volume decays, as you know it from basically from a little envelope for volume that we always use, um, because this is just simulating principles from the real world, right? So you pluck the string and you get the sound until the sound decays and goes away. But there is something that we need to utilize on plugged instruments. But well, let me not say we need to. We can. It actually, again, depends on how realistic or organic you want to have your sound. And I have an example for this. So if you listen to this here, this is a string sample from the cello, and it's just one note being played repeatedly pretty quick. Um, I don't know if I slow this, it's an old temple library, but just listen. So you maybe notice that there were two samples in this that sometimes switch randomly. So sometimes we had one sample and sometimes we had the other sample. This is called Round Robins, and it's basically if there's a ello player and he is playing this note. Right? He plucked the string once and they recorded this. What happens is if we only have one sample, or, like, in this case, I guess, I assume it's two just by ear, is that if you play repeatedly quick notes, it sounds really artificial and this is called the Machine gun effect. And this is because if in reality someone plays in front of you and he's plucking this a string again and again and again and again, it's always a little bit different because as a human, you're not a machine. You always you move your position a little bit. Maybe you switch the instrument a little bit, and you pull with a different strength each time, and it resonates a little bit different each time, because this is, you know, like physics work and a real world. But this leads to a different sound than the exact same sample repeatedly played because this is not you know this is not showing the reality. And this is what you can hear. This is why it sounds so artificial. So newer libraries like this one, from nucleus they have more Round Robins, which means they may be recorded four or five or six times the same note being played. And then each time a note is being played back, it randomly picks one of these samples. So in this fast tempo, it will still sound a little bit artificial but way less. So just spend attention. Of course, this is a bit more roomy because this wasn't recorded so close like this one. This was more close to the mic. So this sounds already better by being more roomy and yes, we can still have here a little bit of this mashing gun effect, which is due to the sheer quickness that this is being played here. But this wouldn't occur if you would play different notes and maybe with other instruments or layering with different octaves. You know, I would go way more back into the background, while with this old library, this would be still a problem. But enough talk about this. Let me for now, delete this. We don't need them anymore. We are going to create our first plug patch now, and then you will see what I mean with bringing this alphabet alive with these concepts. So just start a new preset, and then we will start as always with the analog engine for now. And we will set up the basic parameters for the plug. So in this case, we take the envelope two and route it again to our cut off knob or cut off filter. And what we want what really makes a plug. And actually, let's first of all, increase the release because if you plug on a string, it won't instantly stop. Usually, it depends on the string as well on the tangent, but it will most likely resonate a little bit. Right? So this is what you would expect if you play our string instrument if you plug on it. So we have a little bit of Ruiz. Can even make more. Not too much, though, if you do something like this. I mean, it's still reasonable, depending on the instrument. But let's go with something like this for now. So what you can do, by the way with plug instruments, if you hold down our note is not a plug instrument anymore. So either you can leave this in for the performance ability that you can if you want, you know, like play Something like this, or you just get rid of the sustain. So even if I hold on a note, I will only get the plug sound. So I can never miss play, even if I forget to let go of notes. I will always get the same amount. So these are almost exactly now. So if I hold down or if I just hit it once, it's exactly the same. So this is good. For plug instruments. So you even have, you know, like a corn sound, no matter if some notes you play maybe more connected or whatever. Back to this thing here. So the attack time is a little bit variable, so you can have really super short attacks or you can go a little bit smoother, something like this. They make it a little bit louder. So this is not as snappy as this. But if you overdo it, so if you go further, this is still legit. So this is even a huge difference. But if you go further, here it starts to become a horn attack, which is this effect. So, of course, we need to be careful that we don't Get too much into this because this is really soft and, you know, plug instruments are plucky. They have this attack transient at the beginning. However, there are no rules as I always say so. If you want a soft plug instrument, you can do it. But I would already consider this to be our lead. I wouldn't identify this as a plug patch. But from here on, that's a plug. Now, that's a super smooth plug. But it's a plug. And for the first episode, as you know, we always go here with some vision into this. I would say, let's make an ambient pluck patch. So this is a little bit uncommon because our plug usually lives from the pluginess. But in the same time, I personally find that plugs can create beautiful, really beautiful reverb tails. So we will go for our ambient pluck patch, and therefore, we are going to create a really well rounded, smooth sounding plug instrument so that the reverb will as smooth. The patch itself. Because if you would work here with distortion and harsh nodes, you would get this kind of reab as well, which is fine, too. But just to tackle down a vision that we can work on, let's just use this as a basic idea. So a filter is pretty good so far. Now, usually we do sub oscillator, so you can do this here. I even would recommend to do it too, because, um, it somewhat simulates the resonating body in the instrument. So you're not only plugging on the instrument, you also hear the body resonate, give you feedback from your string if you want that. But because you notice it becomes really a little bit gritty, distorted here because the sow wave is so rude. So I would take the triangle here. And it's well more rounded now. Now we can adjust the amount. How much of the body should be there. Something like this, maybe. Um, yeah, that's fine so far. And let's bring in the reverb already because I would like to have it in now when we work. So don't overdo it because if you overdo it, what's happening is the patch becomes smooer of course, because we hear more of the reverb, which will swallow or attack transients. If you go this far, it will, of course, lose the feeling of the plug. Increase the size because you want it to go ambient, no pre delay and increase the decay or it's a longer tail. That's nice. Make it loud a little bit for now. You can already hear, can you make this longer? What a beautiful tail there is. Being created. I would probably even go more plucky, maybe. Yeah, that's better. So I like that. For now, um, so this is interesting. Let me. Yeah, that's quite strong. I mean, that will be cool. If you want something really surreal, but we don't want this now, we leave it at default. We are going to bring in the randomizer soon. But for now, I mean, we want to keep this clean, but let's see if we bring in a little bit resonance. That's quite too much. But subtle and gently. We can have a little bit more resonance here, which is, again, good. You know, like resonance, as you remember, does increase the, you know, like, a little bit of the feedback and the high frequent spectrum. Which simulates a little bit, well how this resonates, like the name says, resonates. And now let's try something. So instead of putting the rewab here on the normal channel, let's try to use the send channel, so we increase the scent here and go to the auxiliary and work with this, and we'll talk in a second about why. I can leave this at 100. Yeah, that's pretty. That's pretty nice. So the difference is, if you don't know, that the auxiliary, the send channel here is creating a duplicate of our signal, which means we have the dry signal of our plug patch and then the reverb on a second channel. Which is a difference because here, this button that we uses the button we use here will take away 44% no well. Yeah, it will take away 44% of our dry patch and mix it with the wet signal, which makes our patch being more in the bag while this here keeps the power and the initial attack and mixing it with reverb. But only if this is at 100, if we go something like this, we just have a signal twice. So it just gets louder and it's even distorting now. But if we bring this to 100%, this channel here, which remember is a duplicate of our patch being fed into this is just reverb, the processed sound from the reverb. Now we can compare what we like. So if we just take away the scent, so we don't hear it anymore, it's gone now, and we bring this back. Can compare. So I think I like this more because this sounds more it's more one unit, you know, it's more together. So the other way, like I told you, is a little bit detached because we have the basic sound and the reverb split, which is good for the initial power. But when it comes to ambient, in this case, I like when they form one unit, so they sound better together. This is already lovely. I like this. We could even take our envelope here, you know, this plug envelope and root it a little bit to the width of Oslator two just to show you that it. So I'm not quite hearing a difference. It's probably because this goes so fast. Well, I hear a little difference. This has some hollow resonance. I think, but it's really difficult to say if you. If you listen closely, you can easily get lost in the sound. So there are two different philosophies on that. Some people say, If you don't hear it, you don't need to do it because obviously there's no difference. And then there's me who says that you can't maybe hear it clearly, but apparently something is happening here, and this is adding just a subtle amount of variation to the sound, which works against the problem of this machine gun effect that I showed you in the beginning. So we can just, you know, like just tiny amounts, but we will do this several times, multiple times on this page, and then it will add up. But we won't do it always with the envelope here because it would always do the same. So what we do now is we utilize the randomizer. Let's take the first one, do it on sampling and hall. What we want is that it only creates a new value when we hit our key, which is happening now, right? Each time I play a note, it creates a new value. And we can now take the randomizer one here, which is this one, and let's say link this a little bit to the cut off here. So this is going to both directions, and we can make this a little bit here on the resonance, and we can bring it a little bit here on the width and a little bit on the fine tune, which is the pitch. But look, we just take this tiny number. So this is 0.04. This is really almost not audible. Let's maybe take 0.05. And what happens now is if we play a note, as you can see on all these little dots now, let's just spend attention to this one here. If I hit a note, the position changes, which means that this note had the value that we see. This was loud. You notice this was louder than the other ones, and this happened because here, they got a huge increase, probably the biggest possible one, the 0.9. So turn this down a little bit, make this smaller, 0.4. This can stay, maybe even 0.6, and the Wife 0.4. So you want to be really gentle with this. Otherwise, you lose control over your instrument. Things can happen then that you don't want, you know, like this huge filter opening. On some parameters, however, you can go further if you want, depending on how consistent you want your patch to be. But now So I like this, but sometimes, what it does is it goes it goes even lower, you know, because this goes into both directions. So it can be plus 0.04 or can go minus this value. If it goes minus, what you notice is that the filter starts earlier, which makes the attack quieter, like here. So this is not this is not the best way. But I think let me just check this quickly. Yeah, I think there was no way to prevent it from doing this. It's something we need to live with. Or we could, of course, to work against this is, we could just say on the filter, this is too heavy. Let's just make it 0.2 and And now we have a stable sound, so it's not jumping so much in volume because even these little amounts were really audible. I think I would like to have more attack here for more pluckiness. And then, of course, you need to always make sure that your attack on the volume isn't higher than the attack on the filter envelope because otherwise you won't hear the snappiness of course, because it will happen before the volume is even up. So now I would like to give this a little bit more release. Let's go for 2.1, 2.1 here as well, around. And Oh, look, like a total beginner, I forgot to adjust a decay here. It doesn't matter right now, but, um, let's maybe Let's take off the rewarb so we can really hear or tail. This is already too roomy, too ambient for my taste. Spring this back. So now we have for one, yeah, first, we have the volume here, and then we have the filter. So we don't confuse this. This is the whole thing we hear, and this is within that thing we hear, how much of that time the filter should open and close. So we can have it even way shorter than the overall volume, which means that the string is pretty strong and pretty quickly stops to vibrate and everything, or we can have this longer within this time and have a string that is more moving. Um, of course, I need to dial this back, as well here to the same amount as the release here. Whoops. There are still pretty strong, um, pretty strong inconsistencies here in the sound. So what we can do to get rid of this? Because I think that a randomizer is really strong, affecting the cut off even at the 0.02 value. Um, what we could do is probably. So this is the filter cut off one. This is the This is connected to this knob here. So you could sit change this to randomizer one. And I'm always a little bit confused with these numbers here in pig Mans because, you know, 0.50 is something like the whole spectrum. And if you go higher, then it means that it will ignore the limit and go even beyond. So in this case, it would even go further what we don't want. So if we put this at 50, let me check if I'm right. If you bring this to ten, let's compare. Let's see what the difference is. Webs, come on. Yeah, you know, this is the amount, the amount of affection by the randomizer one. So if this is at 50, then our randomizer will have a huge impact of um over this length here. And if you bring this down to, let's say, 0.05, it will just just a minimum value of this. So, in this case, it should be 10%, right? So 0.5 was 100, so means the whole range this whole range of 0.22, um whatever this unit is called, and 0.05 would then equal 10%, which means Yeah, it's almost not audible. This is really gentle now. So we always want to make sure that the playability is granded and you don't get this huge volume wipes. So just to show the opposite, if we bring this back up to 0.1, You will see that it has a huge effect, and it's even going beyond our value, right? So if it's at 0.50, it will respect the range we have made here. But if we go beyond, like I told you, it's going to ignore this and builds up in the opposite direction. So let's make this really gentle, something like, you know, like 0.05. So what it does now is that the starting point here, I think, is being shifted a little bit forth sometimes. So sometimes it won't start here, but rather a little bit in the front. We can verify this easily by just going into negative value and see if this effect occurs stronger. I think it happens more often now. Even if you bring this, we can really go extreme to see what happens now you see. So often we get now these really huge values into the other direction. So yeah, 0.5 should just give us a tiny bit of variation whips here in a starting position. Um, Nice. So let's bring back the rewap. If you're happy with the tail, I am, which we adjusted here earlier. Of course, the decay needs to be the same. So just in case that you're holding down the note, you will get the same value. Oh So for now, that's not bad. That's fine, but sounds so edgy. Now, this becomes more of a harp sound, but also a little bit retro. So this is too strong. Could adjust this a little bit here, but What we could do is, do something like this and take our envelope and along with the filter open this just a little bit. So we have a little bit of an edgy instinct attack transient when we pluck the instrument, but then it goes back to, you know, the usual body sound. Let me try something. So we had this randomizer. Let me just for a second, take this away. Whoops now took it away completely. So this was 0.22. Then we had the side chain, randomizer one, and this little value here. Yeah, I think that sounds a little bit more organic. Not sure if that's a placebo because it's so small value, but it's definitely there and it's doing something. And, you know, like all these little values they add up together. But now let's try a little bit higher value. Again without rework. By the way, now for reverb we can hear the wave form more, and it sounds. Just a little bit artificial, but that's not a problem because you're not trying to simulate the real instrument sound, just the real instrument pluck feeling. And, you know, these triangle shape we have here, they are pretty smooth, but still have some of the attack transient, the grittiness. Let me just let me play a sequence. I just want to spend attention to the sound and see what comes to my mind. So I think that sounds great. Like there's a nice, lovely tail. Um, but I'm not quite happy with the Corson. So what we could try, let's bring in or let's not bring in, let's actually or let's bring in a little bit. So first of all, we bring this in a little bit, so it has a starting point that is not absolutely quiet. And then we take or Envelope two, which I just grabbed and make this open oscillator trees volume. And then let's bring this one octave up, so we have a little bit more high frequent content. Can you hear that? Yeah, this is I mean, we're going to shape this in a second, but this is what was missing to my ears. I had the feeling that the sound was pretty dark, pretty damp. So, you know, like it was there, but it's so so um It wasn't expressive. That's maybe the right wording for this. And now we got that. That's pretty nice. So we have two ways. Now, we could either try to get this into another soft shape, which has this dark character again. Could get rid of this by changing the form. Or we can go back to the wave form here if you like this more and just set down the starting point so we don't end up with so much volume, which means this part of the patch is a little bit quieter. Which might blend better with the other things, so it's not so prominent in the front. So either we do it this way or we use this one. I feel that this one has Has a little bit more quirkiness in the high frequencies, if you know what I mean. But they don't. Like, they are not hugely different, so I think here, something resonates a little bit more in it, which is not so much given here. Or let me phrase this differently. If we take this, it sounds more coherent overall because we stay in the wave shape we have chosen here. And if we use this, one can hear that there's a little different thing in the sound. It's it's not dominant. It's not annoying, but it's there, and it's audible, and this is the question. If you want this I would actually stick with this one, I think. Could you make this quieter? Or make this louder, brighter. Which gives us more of the track transient. We sounds a bit crystallic now. But this is what we need to live with if we use this one octafier. If we don't use it one octafier, we don't really need to introduce this. Well, I mean, yes, still we can because it makes our mid layer thicker, right? So we have Oscillator one and three, which now are building the mid. And while this is always there in the volume, this really just comes with the envelope. So this makes or patch, you know, thicker. And if you use it this way, we will add this on top harmonics. Which I like more, I think. It's just more standing out. And then, usually, I like to work with delay as well on pluck patches because they have the best, really the best conditions to bounce, you know, because they are so snap here. And then if you bring it in here, they really bounce nice. Creates such a nice cluster so we can decrease a little bit the amount here and the feedback. A little bit sloppy at the end, but that's cool. If you bring now in the reverb, this will be part of the tale. Which I think is pretty cool because now it's being, like, fed into the reweb into the tail and it's going more into this ambient feeling here, adding a little bit more spice of interest to our patch. So if you wanted to have a really realistic pluck patch, then we wouldn't do this, and we wouldn't do the ambient thing. We would try to create a realistic room, if at all. But if we go for the ambient route, we can be creative and explorative and use the delay as well, which works beautiful here. So So I think that one is really great and we can we can leave it as it is now because I think there was a huge episode, and we have a pretty nice result. So the idea we had, if you remember back, we wanted an ambient patch that is soft and smooth and plucky, and we absolutely achieve that. So I hope you enjoyed this episode, and you will see us in the next one. 3. Second Patch - Dreamy Haunting Pluck: Hello and welcome to episode two of this module. So let's create another plug patch. It's a bit difficult for pluck patches to shine from each other. Well, at least a little bit more difficult than with other patch types because by the nature of this short time, where the plug is really shining, you know, where the filter is open. This is just this little second here that we always set up. It's harder to distinguish because in our pad, we can have so much things going on or our lead that can be hold out. Can have a lot of content. But here, usually we just have this There's a little time, and we need to fill this window of time with what makes the sound. And this puts us into more of a challenge. So we need to be more extreme when it comes to creating these patches if we want to have audible differences. Of course, you can really get lost in the detail and enjoy to create a couple of pluck patches that are still a bit different from each other but just in tiny flavors, which is what I usually do when I do my sound sets or generally for my music. But for the sake of this course, so I wanted to show you, you know, like, more possible things that are different from each other, so you get a bigger horizon on this field. So for the sake of this one, let's make a really beautiful, dreamy and maybe a little bit haunting, but this we put on a question mark, but a dreamy and really beautiful, soft sounding pluck patch. So, you know, the last one was more ambient and lush, and this will be more dreamy and magical, I would say, you know, in terms of describing the sound. And therefore, we will use sine waves, I think, I believe. And this will make it hard to get a good attack in the beginning, but this is something we will take care of later. So for now, just go to the analog engine again, spring down or cut off, make this a sine wave. So this is where we start with. A beautiful sign with a lot of harmonic content. And by the way, just a note, I am on studio headphones when I do this, so I don't have so much low end. So if I hit this note here, this will probably make your subo for rumble if you're listening to this now on Big Speakers. So if you do this patch and you have some rumbling going on later, you probably need to equalize the low end a little bit out. But yeah, just a side note. So let's set up our envelopes first. So we need some release. Maybe a little more. No sustain. And then, of course, the decay to the same time. We can mess with this later. So our justice later. So now we take Envelope two as always, bring the cut off bit down, and then Let it open or filter. Of course, shouldn't be longer again than the actual volume time because we want to hear this. You can still do this if you want to this progress to be somewhat, you know, like around here when the volume already fade out. That's fine. So if you say, Hey, I don't want this to end at the absolute minimum, you know, like this is the filter closing, you know, this time. So we hear now the most closed part. But if I would bring this more in Whoops. This one was on accident. We still hear this part at the end. Because our volume already closed, we can hear the filter here going traveling all the way down. But the end part was more open than here. It's really tiny, it's subtle, but just so you know, I think we can live with that for now. And then let's bring in a sine wave, maybe. Or higher. I think higher will be better. And for now, to really let's make this bit longer. And, of course, we need to adjust the volume as well, so we hear this. I think that's better. Now, let's bring in some delay for now. Not that much. Some feedback. Stearspread. Sounds pretty good already. Yeah. So maybe let's think about the cut off. This is too. I mean, this becomes not plucky here. That is because the filter starts and ends so low that we really have the contrast, the difference between, like, nothing and the highest part. But this is too plucky for now. I know we want to plug, but you know, bear with me, we're going to make this great. Let's first go for the core magic sound. A more tech. Make it softer. And maybe less of a foot opening. Yeah. That's try on lower again. I like that. Sounds lovely. And we can take the Llevo one and modulate this fine tune here on the second oscillator. Faster? Or maybe we will hear the stronger, of course, if this is two octaves higher because the low end, you know, like, we can't hear the details so much. But here really shines. So we wouldn't treat this as sub oscillator, but rather just as, um, top oscillator. I don't know if this word is a ping but You can make it stronger, maybe. So now it sounds more haunting. And this, to me, has two vibes. The first thing I need to think of is silent Hill instantly. And the second thing I need to think of is ghost in the shell. There's there's a piece that's called something like night in the Museum or Museum, and they play some like some really calm things like here. This sounds already pretty good. But now, what is missing doesn't really quite feel like I plug. It does a little bit, but Not enough. So what we can do to get that fixed is we gonna take envelope tree, root it to the volume of oscillator tree. You can already hear it. Something coming in. We just try to create a little attack transient here. Maybe not zero, a little bit more. So this adds too much of this feeling of the square wave. So either, we Oh, yeah triangle. You know, like the triangle is the perfect mix between sine wave, which we have here and the saw tooth because it has this round shape, but also the edges. And this can provide us with some attacks. Listen, this is the original sound. And if you bring this in, I don't know if you could hear this, but we have more edginess. We can, of course, increase this a little bit. Um, Of course, if you want to hear what this does alone, we can just turn these off for now. So this is really all it's adding. Can make this louder? So we really just get this little attack transient. Could you make this shorter? As you want only this little peak. Then it adds to a patch. It's almost not audible, but it's giving this clickiness in the beginning. Making the sound a little bit more like a plug. And this is even more, but this is too strong for my taste. Um, Let's introduce Unison. On this patch, I wouldn't add reword because I mean, you could, but It does really lose the It has so few plug character. It really loses the plug character, then. But still, you can do it. Sounds good. There are new routes, but. So by definition, technically, it is a plug. Because a lead would sound different, and you could hold down notes like this. So I'm holding a chord now with four notes, but you don't hear anything. So it's definitely something that falls under plug. So patches don't always need to be overcomplicated. Sometimes it's a lot of detailed work like here. So we have this little modulator here on the fine tune for this haunting effect in the pitch. We have the Oscilita two, one octave higher to add more of this high nodes. I mean, This sounds different. Especially down there. But with one octave higher, We can distinguish these two oscillators better from each other. And regarding this one here, gets too clicky, one octafierO lower, we will lose the um We lose the clickiness. You know, there's more low end now if you listen to this. This is not as strong and snappy as this. Here, you know, this is the perfect sweet spot in the middle with enough high frequencies to shine, not too dark, not too bright, giving this nice effect. And, of course, what we could do now, you know, we could introduce FM to our sine waves, but this will completely mess with the beautiful sound and make it more gritty. Of course, we could just for the sake of trying out, see if we can make the cluiness stronger in the beginning. Now, this, you know, playing it down here sounds like some Dios x m pluck patch. Can totally imagine this. Um Doesn't sound bad. I like it somewhat, but it becomes more Synthi because now we had this beautiful arm, magical, dreamy sound. And now. This really gets more into a lead feeling now. Although it's not technically, it's still a pluck patch, but it doesn't sound plucked anymore. I mean, to be fair, it doesn't in the way we have here as well. But this is what I said earlier, we don't always have to build realistic instruments. So if you imagine a futuristic instrument, it sounds like this, if you plug it, because you wouldn't ops, if we wouldn't plug, it would sound like this. You know, so this is how you would play it. And if you would pluck the strings of this artificial instrument that we just created, Sounds way different. So I think it's legid. It's plucky enough and we have the freedom to say that this is a plug patch. And because it's so soft, I wouldn't actually change anything. I wouldn't add randomizers because we want to always make sure we have this softness. And for the softness, we don't want to have different fragments, you know, that change. The patch is thick already. Especially with the voices we added. Remember, it sounded like this before. Which I also really like. This is a more focused sound, and depending on what feeling you want to create, you make this decision. So let me click this. I don't like this red bar. So this here, oh, I killed the sound. Why did I kill the sound? What happened? Um, let me just click on my audio driver again. Oh, well, okay. I have no sound. I don't know why. It sometimes happens. But anyway, I didn't want to say, much, so the patch is anyway, done. I just wanted to say that if we go for the sound without the voices, there's more focused thin sound, then that's more it feels more abstract, I would say, more foreseen way of feel, maybe a little bit more uncomfortable, more haunted and making the tree voices to get this big unison sound, which splits the signal into, you know, three different voices left, right and middle channel, we get more of this dreamy feeling because it's, you know, like flying around us and it's a bit more softer and gently. This is all I wanted to say. So I hope you enjoyed this patch and this episode, and then we will see us in the next and last episode where we will create a more typical pluck patches again. See you there. 4. Third Patch - Scoring Pluck: Hello, welcome to the last episode the final patch in this little module. So let's go for a more classic, more typical plug patch. Like, the first one was ambient. The second one was dreamy, and now we want to create, you know, like the most basic core plug that you would really use in most typical music. Um, well, what means typical music? Of course, it's my style, so it's different from what you maybe do, but you get the idea. What we did last episode was more special. You can't just use this everywhere. It serves a specific purpose. And now we rather create a plugged patch that has more ability in different genres or musical pieces, you know, because it's not so specific in its sound. This is what I wanted to say, and I think that's a good way to look at this. So let's go to the analog engine and set up, again, the basic values. So gonna bring in this. So we can already hear the side. The range. I like this range. Maybe open a bit more. Yeah, this is good. And now we're gonna get rid of the sustain here, decay around 2.2. Same for the release. And then the same here? So, no matter what we play, we get the same sound. And now let's revisit this here. So that's pretty dark. This is too dark, if you bring this up. Yeah, this is too dark because of the starting point. Let's bring this back and decrease this. Something like what we had in the beginning. I think that's good, maybe a bit brighter. And now instantly bring in oscillator two. And if you just bring in a little bit fine tune, usually we always modulate this or do something with this, but we can just bring it in a little bit. So if these two share the same waveform, which they do, it works with different waveforms as well, but related ones. So it would work with this one as well, but less with this one. But this works perfectly with always two of the same type. And then, you know, you compare. I'm just playing the same. So you notice from around here, it starts to really drift away from each other. So this is too much unless you want this particular effect. But if you just go a little bit, We instantly get a little bit of thickness. And this is because these are the same oslators on the same waveform on the same note. But now, this one is a little bit detuned in its pitch, which basically means that we can distinguish both better with our ears from each other, making the sound more thick because now we can To layers. So you can imagine this. I just show you so you can see this. We not used this yet. But, you know, this is the cors visual representation. So this is our first oscillator and the second one. And this is what they well, imagine that we would close them completely like one line is if this is at, you know, 12:00. But if we bring this al bit down like I just did, what basically has happened is that these two waveforms, they get a little bit more wave from each other, right? Because they are not the same pitch anymore. So if this is an A, which I play, the other by the way, I'm just using this for the visual representation, so don't bother with this module here with the chorus. So if I bring this fine tune here down, basically, what's happening if this is an A means they are further apart in pitch, which makes them more audible. There's nothing different. Let me take this away. There's nothing different in its very principle than playing two notes. Right? So, of course, we have more information than playing one note and slightly detuning this gives us with a really tiny version of this effect. So this is good to add some thickness. Then we can bring in a sub oscillator because we don't want to mess with this one. We don't want to bring this down because if we do, will I show you, we will lose a little bit of this. Cool effect. It's still in there, but since they are not the same pitch anymore, it's not as strong as together. So we rather utilize Oscillator tree, a sub oscillator, make it quieter. By the way, we don't always need a sub, right? You could say, Hey, I'm having a heavy baseline or I have heavy kicks with a lot of low end or low end percussion. I don't want the low end here in this patch, right? So You could just stick with this. So you don't need always to put a sub oscillator in. But right here, I'm not having any composition. I'm just creating this patch. And therefore, I try to get the best sound out of this patch in the first place. You could still turn this off if you composite with it and you figure out that you don't need to low end. So this is more gentle. The pulse is really the biggest, fattest low end you can get. Here's a lot of power. Compare. This is more like gnaring bus to the sides base. This is more gentle, which is good for plugged instruments because remember, this doesn't sound as plucky as this. And we're still making a plug here, so that's good so far. We can turn this here a bit louder because if you bring down the cut off a lot, you can just compensate with the volume because, of course, it becomes quieter. So far so good. So it's possible to bring in modulation, but as you know, it's really difficult in this short time to shine. What we could try is take our envelope to and modulate the width of sub. Doesn't really make a difference. This here does, though. So here. It gets really bouncy and dirty. So we wouldn't want us to be always there, but maybe. And without So it becomes grittier. But especially down here, that's really pumping. That's really hard. And without this, whoops. It's a bit more gentle. We can maybe make this more. Yeah, I think this is more soft and gentle because this year, No, this is a broad, a big white waveform. And like I said, the big Sintran of course, if you're enrolled to this, you remember that I said, what you see is what you get. Often, that's true. And a bigger and wider waveform actually creates more thick sound then. These sharp, little agile ones. So this is a bit more easy on a patch. Let's bring back in what I accidentally clicked away. But here, down here, again, you can hear there's really some ugly kind of stumbling in the sound. I don't quite like this, so let's don't do this. And let's rather now focus, you know, like, in this case, right now, because it's, like I said, difficult to really work on plugs so much in detail because they don't have much time to shine. So instead of messing with everything else we have here, because setup we have a great setup, right? We have this little detune here and we have a little change in the sub oscillator waveform to be a little bit thinner to add a little bit less of low end here. Um, so now what we could do is to rather work with some more FX, you know? So usually you don't always need to do everything here in the engines in the oscillators. This is just the core, but here we can do some nice processing. But before we do so, probably I'm not going to stick with it, but let's see what happens here. Bring in some volume, because volume, some noise, volume from the noise, because noise. And this is actually one of the rare moments where the noise really has a meaningful task in a patch. I can increase clickiness. Right, so this sounds a bit like a paper hit. I hit with a piece of paper. We can even White is white spectrum, blue has more height, so we go this direction. Hmm. Not for this patch, but just so you have the idea. I mean, we could we don't need this because, you know, a pluck is plucky enough. Doesn't need more pluckiness. But usually, what you could do again is take envelope tree, make it really, really, really, really, really tiny, and then, you know, throw in the noise with that if your patch is not clicky enough to you. But this one here's plenty of power. Really nice low end. So let's go finally here and let us do something new. So we don't want bit crush our distortion because it has some basic distortion in it just by the fact that we are detuning with the fine tune. And I like what it sounds like. So we could work with Hmm. I could use a phaser flanger. Let's see. I'm I'm not leaning towards flange. This is why I want to try and sort that out first. No, that's definitely too strong. The fas I could imagine with the right settings, then we have the chorus. If you want a more fixed sound and some more maybe 80s vibes or ritual game vibes. And now I played little chords, well, two tone chords, but that's, of course, a little bit awkward for plucked instruments because usually you just pluck single strings and don't play chords. But who's gonna stop you to do this? So, um, Oh, yeah. I have actually no idea what the BL two flanger is. It's probably a different algorithm. Let's just find something that we like. So you can hear it swing here. This makes the sound a little bit more hollow, I find. Not a fan right now. Let's take the phaser. This is funny. If you're bringing the feed back to the maximum on most things on a synthesis, it will cause the signal to be fed back into itself creating this funny. This funny thing that comes in the end. Okay, the stereo one wasn't good. Because sometimes I hear more on the right side than on the left. This makes it a bit thinner. Hmm. And chorus? Yeah, I think I'm leaning toward chorus. I think it sounds better. And now that sounds a bit tedious, hearing the same note again and again, but I'm really playing the same note, so I can compare with what I heard before. If I would play now melodies or something that sounds good, it would, you know, I couldn't compare it then, of course, because I played different frequencies, different melodies. So I'm playing this stupid same note again. I know it's a bit tedious, but that's the process to really hear the difference. So if we bring this close, this is good. This is basically like a light version of what I did with what we did with this little button here. If you bring this further apart, get more of the wobbly and stable sounds, I would go for a nice, gentle version. So this really sounds like two duplicates. This is like trot bikes riding next to each other. I like the result. I like it in fact so much that I wouldn't mess with all the other, um, parameters here. I want it really this way. 580. Let's keep this in mind. Okay, maybe. Dots even cooler, I think, because this is this is almost inaudible. So the rate in hertz, as always with hertz, what I always say, low frequence which is this swings slower and this is so slow that we have really a slow effect. Could hear this when I do this? So I hope you can hear the difference. This is, like, wobbly, and this is really, really, um, narrow. So it really goes slow and you can hear it, and this is really quick quick in terms of what this module here offers. But something like here, I think, this was a sweet spot earlier. I think this is characteristic. So let's bring back to sustain. And this is just the amount of voices, so tree gets a little bit more stereo and in the same time, a little bit less exciting, I find. Two, really, they work well together. With tree, it's split and lose it loses a little bit of detail. So I like it so far, and I barely I really rarely make pluck patches without delay. I usually do it only when I want to recreate some realistic sounding instruments. So in my sound set, we have this koto patch, which is a futuristic version of the Japanese koto. So, of course, I kept that without sorry, without delay. But here, We can, of course, use delay. We can use the tape echo, delay. So I think that mimics the, a little bit of, you know, like the old tapes. They had some instability and pitch shift and, you know, the old a little bit like lo fi, you know, not quite lo fi, but in this genre you can think of. So if you spend attention to the echo, to the bounces that come out of this. Will notice that I have a little bit of distortion and then get swell out into darkness. And we're fine, this is what this tape element comes in. If you remember old tapes. If you use them a lot and they were pretty much used, they started to have this little pitch shifting in it. Of course, not that strong, so we can just so you know, like this is our original sound. And if I bring this at this position, what will happen is that our initial sound when I play the first note with sound the way we are used to it and the bounces here in the echo will have a little bit of this shift. But I think let's try the normal delay in comparison. I want this a little bit softer the attack right now before we proceed. Because it's really Yeah, this is a little bit better, this softness. Well, I'm not sure, actually. Let's do something in the middle. 1.2, maybe. I don't want to sacrifice too much of the cluiness. Um Hmm. And maybe something of this value. And then regarding the delay, um, more stereor more feedback. Less feedback. It's too long. Maybe not so much stereo spread. So the delay creates a ribbon now we can play with. Not the best melody in the world, but this is what it sounds like now. And So here, it's clipping. I'm not clicking there because I'm afraid I will kill my sound. I don't know why it happened earlier, but I just turn it more quiet here. Let's see. So So pin it's a rock solid patch. It's not the most interesting patch in the world, but it doesn't always need to. I mean, in terms of its complexity, of course, in its sound itself, I really like it. And this has, you know, like, some dark, mysterious character. So if you would see a scene in a movie or in a game where someone is secretly sneaking around a company's facility in the shadows. I can totally imagine this there. It sounds lovely for this purpose. You know, like to score these light scenes and what we could do here with the mod wheel, I really want to do this. We attach the mod wheel to a negative value on the cut off knob. And now, if I increase the mod wheel, you can see it here and here, and here because, you know, it messes with the filter now. So I can bring this down and enjoy a little bit of even more tension in the patch. And I mean, this was a little bit sloppy life playing just for fun. You know, it's the end of the cure let's do some funny things. And by the way, the cool thing about this reworb we have set up here is that it creates its rhythms, if I play. I can play with the rhythm. You have noticed this. I play with a little bit of input delay, which makes it hard to be really perfectly on time, but So, you know, like, I'm playing a little bit rhythmically playing with the delay as my second player, you know. So, um, So this is just really basic now, but let's imagine we have a sequence, Then just one hire. And now with the Motwa we can move smoothly. Into this. I just moving this here. So that's pretty cool. I like this. Now, of course, this was a really boring sequence, but this is not about making compositions here. Just wanted to show you this way of doing this. And, of course, you could even find more things to control with the mod wheel here, could even, you know, like, make your envelopes short or longer, whatever you're looking for. So if you want this to get more plucky when you increase this, you could, in the same time, pick the mod wheel and bring the decay here a little bit back and the release as well. Minus ten -30 here on both. And now, this is even more clicky. Compare this to if we don't do this. Yeah, that's basically, you know, just a little different, another twist, which is gradually making a change, right? So if I bring up them by the full amount, we get the full effect. But if we are halfway through, it still gets more clicky already. More snappy because now the decay and release time is still being affected, right? So even if I bring this mode here, just in by this amount, this will already, as you can see here, this orange button here, always already starts to shift this. So it doesn't only affect the end in the beginning if you play with the heart values, but even if I if I go So even if I play a little sequence like this and open the mot wheel, we will have gradually these changes in the patch. And especially with pluck patches with delay, these kind of things work well, especially with this filter closings because the delay now really enjoys to let this little clicks bounce in the back. This is something that you don't have in this fashion in our lead patch in our typical lead patch. So this is something that you can explore and experiment with in your patches. I would emphasize you to do this to really get everything out of pluck patches. Yeah, that so far, these are all three patches on the long way. So we had the ambient patch. Had the dreamy patch, and now we have a real plug instrument. Yeah, and as you can see, like I said, it's not always about complexity. Sometimes it's really about the details like making the details sound good. Just because we have tree LFOs here and tree functions and tree randomizers, we don't need to all of this and throw this into a patch. Often this leads to a lack of playability because there's so much stuff going on that this patch would absolutely destroy every composition because it's so super um, space consuming doesn't leave room for the other instruments. So you want to consider this as well, when you create patches. You can go complex, but you don't need to always. You can really spend, high quality work in the fine tune as we did here. So I hope you enjoyed this plugged module, and I hope you'll see us in other ones. So see you then.